The American turn turned out okay. Better than expected dice rolling in the Sedan area resulted in the elimination of the German defender and an Exploitation move one hex past the city by the US 4th Infantry Division.
The attack on Chaumont by the 35th ID was called off, however, when the air support failed to DG the target hex. From previous experience, I know that OCS can be very unforgiving to an attacker, so best not to push your luck. I moved an arty group forward in case my air fails again next turn. I will take the city, but I'd rather not have to spend any more SP than necessary -- but I will if I have to.
The following three pics show the situation at the end of the American turn.
This is a good time for the players to review the terrain modifiers. Armor in heavy woods (all the dark green hexes on the tan hexes) not only attacks at one-half strength, but defends at half-strength, too. In short, these woods are no place for armor -- at all. The hills (open tan hexes) aren't so good, either. So the only real tank country here is the little corridor around Thionville. This is where the 5th Armored is heading.
THE GERMAN RESPONSE
The following pics show the situation at the conclusion the German moves on turn 1.
Because of an abstracted US Air Interdiction rule, it costs German units 1 MP to travel by road during good weather. This confuses me on occasion because supply lines can still be traced at 1/2 MP per road hex. It can be hard to keep the distinction straight. Also, most of the German moves in this area were done by rail. The German can move 10 REs by rail, the equivalent of 40 battalions. So as far as moving these little units around, rail capacity is virtually limitless, but I still have to do a better job at keeping track of German rail movement. Something to add to my Order Sheet.
Well, that's turn 1. Phew! Once I sit down for a while and review the situation from the American perspective, I'm sure I'll find the flaw in the German response. Turn 2 should see a lot of action.