It's 1400, 14 Sept 1939, and, following its success in repelling a local Polish penetration on 12 September, the KG has been busy shoring up its cordon and patrolling aggressively to determin enemy strength, dispositions, and intentions. 10th Army HQ iterated several threats to 4th Pz Div that never really materialized, and then patrols determined the enemy had seized the town of Lokoshawo (fictional); Col Klink was determined to get there the 'firstest with the mostest' (i.e., a hasty attack using forces immediately to hand, as opposed to a deliberate assault), and so he launched a detachment to clean the enemy out of the town, dispatching the bulk of the 2nd and 3rd Grenadier Platoons, along with two tanks of 4th Panzer Platoon, let by the Schutzen Company commander, 1Lt Freitag (wearer of the Iron Cross 2nd Class).
All hell is about to break loose, and here's a spoiler alert: this was the shortest (time-wise) fight I've had. The enemies are practically on top of each other, so things happened real quick (minus my bad dice rolling).
Then the Poles roll a normal activation, plus a random event: 'Lull,' meaning all their units recover. Uh oh... That's a 'man down,' two hunkers, and two pins that just got back to fighting trim. BS!!!!
The Poles roll up a normal activation, but another random event, and this time it goes against them. They roll up 'confusion,' one unit may not act this turn. I assign a number to each unit and roll a dice, and it ends up that it's the Polish CO. Not killer, but it does mean they don't get a 'free' shot at rallying/recovering a unit.
Then the Germans roll a firefight. Since the CO is next to Sgt Mangold's Pz IV, I allow him to try to rally the tank. I roll a '6' which is great, right? Not in these rules (when you're rolling to rally/recover you want to roll 2-5); apparently Sgt Mangold's had taken some damage from the enemy tank and/or the various shots by the enemy anti-tank rifles, for he wheeled his vehicle on one track then rushed away to the rear (Klink should have severely chastised him, or worse, but Mangold and his crew had just knocked out the enemy tank, so we cut him some slack).
The Poles are now officially in bad shape: they have their CO, a rifle squad that's 'man down,' and a rifle squad that is hunkered (can't move or shoot) in the south, and they have a rifle squad that's hunkered in the north. The Germans had their Pz IV leave the scene, but otherwise have not lost any units, so this fight is about over.
The Polish CO tries to recover the man-down squad, but fails, so they do it themselves (meaning they are rallied, but they don't get to act this turn), and the other squad in the south rallied itself.
Then, apparently I didn't take any more pictures. But it's okay, but it was pretty straightforward: in the south, 3rd Platoon moved forward and fired, knocking out one of the three Polish squads, which was enough for the Polish CO to grab his last two squads and head for the hills.
-Sgt Mangold (Vehicle 2, 4th Pz Plt) knocked out an enemy tank (F10).
-Lost ~10 WIA/KIA
-Caused ~40 WIA/KIA and destroyed one medium (7TP) tank.
That fight was quick, the quickest I've played yet, about thirty-five minutes. so it actually took longer to set up the fight than to carry out the fight, and mostly I think this was due to the Poles really working to close distance quickly. I had two issues, if you will: 1) I rolled up 'urban' for the table's terrain, but I didn't mean to set it up as a damned city, it just sort of happened. I wish I'd have kept it a bit more open, or forced it to house to house fighting (rather than the mad Polish rush through the park in the south). I toyed with the idea of leaving the defenders on blinds (poker chits) until spotted, but that didn't feel like it would have worked out very well.
So, not that it was a bad fight (hell, I won), it's just that I think it would have been a bit more tough and satisfying if the Poles had sold themselves a bit more dearly. Don't worry, the next one was incredibly brutal, bloody, and bananas, I mean, absolutely ridiculous!!!