I am the least familiar with Rapid Fire and World War 2, so it was a relief when I was switched from the German left flank to take command of the far right. The high point for me was taking out a unit of Allied tanks that had taken up position on the main lateral road.
As the game developed the main thrust of the German attck was stright down the middle, a lot of casualities were sustained as the Tiger and later Panther tanks pushed forward past the "caves". I tried a barrage on this particular feature with a battery of 150mm from off table, but with a additional three off the damage D6, assuming the thing was hit in the first place, it is a formidable position.
The game is set to run for 24 complete moves and today we finished 12. Apart from the odd mix up which arose due to the sheer size of the Orbats and some switching of command - forgetting about some batteries for the German's intial two free rounds of artillery fire being a case in point, the game is definitely still in the balance. The real problem for the Germans is their diminishing ammunition which has been made worse by some of the most consistent rolling of ones and twos on a D6 that I for one have ever witnessed - and indeed helped with!
If the attrocious luck with the dice - and in fairness there have been some really bad rolls from the Allies too - balances out, the victory conditions set could still be met by the Herman Goring boys. The final 12 moves will hopefully be played out next Sunday.