The Dingo continued to pile the hurt onto the squad pinned just in front of it (aided by the mortar)while the nearby Pz IVH carried on ignoring it.
The 222 was performing a similar trick against the poor remnants of a British section...
The real drama started on the German right as a long range 'schreck shot lit up a Sherman; the Ronson rule guaranteeing it's distruction.
The Firefly took more pins from the opposing panzer effectively taking it out of the game
Boom! The right flank Sherman was set on fire and went 'all inferno' (Ronson!) thanks to the continuing efforts of the Pz IVH. In the graveyard the pinned Brits failed to make their dash to the objective. Not so the German platoon HQ who sneaked up to claim it, using it as cover.
The central Pz IVH rolled up and the German MMG went into ambush covering the road.
Oblivious to the now ineffectual Firefly the right flank Pz IVH moved to cover the objective as the 'schreck team eyed up the British mortar position.
If the game had ended now the Germans would have won, but no, the dice gods said play on.
Turn 7 (Final Turn)
There was no way the German HQ could be winkled out of their position behind the bunker so the only hope for the Brits was to contest the objective for a draw.
The graveyard section refused to move again, (probably saving their lives) so it was down to the fresh section that had moved in from the left flank. If they took the shortest route they would be Advancing (6") through a hedge and would fall short. However, Matt had correctly eyeballed the distance and was planning on Running (12") around the hedge to reach the objective but alas, the next order die was German... This allowed Keith to display the low, underhand, gamey sort of cunning that makes him ideal to play the 'vile Hun'.
He drove a Pz IVH up to the hedge and parked with his 'bumper' against it. The Brits now had to go around the tank and could no longer reach the objective!
Game over. German victory!
Thus ended our biggest and best game of Bolt Action yet. We all enjoyed it and (at least up to turn 6...) felt like realistic tactics were used and rewarded. A club noobie who joined in liked it so much he invested in a whole 20mm WWII army at Salute the next weekend!
Several of us, me included, expressed disatisfaction with the Recce rule. I know I've seen it slated on a few forums. The ability to repeatedly escape from fire encourages unrealistic offensive action. House rules incoming...