Last action - assaulting Flamierge
This is my last action on the Battle of the Bulge. I really didn't run it as a campaign per se (with results carrying on to the next battle, etc.) - just a series of connected games. Win or lose, this will be Rock Starr's last battle, as I want to do a Winter War campaign using all the regular campaign rules. I am sure Rock Starr will march (or jump) again some day.
Narrative first, photos at the end.
Campaign Review:
A fictionalized account of the actual fighting between the
17th Airborne and the Panzer Grenadiers of the Fuhrer Begleit
Brigade (FBB). Rather than have a specific platoon, I thought it would be fun
to have a heterogenous platoon made up of different elements of the 17th
Airborne. So I have a squad form the 507th Parachute Infantry (PIR),
a squad from the 513th PIR and a squad of glidermen representing the
193rd and 194th Glider infantry.
In Nuts! By TwoHourWargames, one figure, known as your
“Star” is central to the game. My particular star is modeled (or at least in
tribute) to my father, a staff sergeant with the 507th PIR. He was a veteran of
Normandy, the Ardennes, the Rhineland and Operation Varsity. He carried (at
least until a Lt “borrowed” it when he was wounded in Normandy) a carbine that
was modified to fire full auto. For game purposes I treat it like a SMG. I call
him SSG “Rock” Starr.
The first scenario was a “Patrol mission.”. As luck would
have it, SSG Rock Starr and the 507th squad immediately ran into a
far superior force and had to withdraw. One soldier was wounded, but returned
later. A failed mission.
The second scenario
was a “Raid” from “Chocolate and Cigarettes.” In this scenario SSG Rock Starr
leads a rescue mission with the glider squad to find a lost captain. One
soldier was wounded, but returned later.
The third scenario
was a defense, featuring the complete three squad platoon as outlined above.
The 17th Airborne successfully defeated the FBB offensive in a tough
fight. Rock Starr’s squad suffered two killed and three wounded. Two of the
wounded were treated successfully on the field and returned to duty.
The fourth scenario was a night patrol to investigate some
mysterious “lights” (based upon an actual event for the 17th during their first
week in “The Bulge.” One soldier was wounded, but returned later.
Rules note: This isn’t really very reflective of the
campaign rules in the book, in that the results of one game carry on to the
other. It’s more of a string of scenarios I wanted to play.
Scenario Details:
Date: January 12th, 1945, village of Flamierge,
Belgium
Terrain:
The map and town were both made using the random terrain
generator for urban terrain, rather than any attempt to make it look like the
actual village.
This being the Bulge, the stream in the center is frozen and
does not hamper movement, other than being impassable to armored vehicles.
Campaign Morale: Germans (3), Americans (4)
Investment Level: Germans (4), Americans (4).
Weather: Daylight, variable fog, deep snow (-1/4
movement).
I wanted the denseness of the fog to vary throughout the
battle, so I came up with this idea. The game starts with dense fog (LOS 8”).
Starting on turn #3 I will roll two dice an and determine how many dice are <=4.
2 |
Visibility
increased by 2”; If DR is also “doubles” visibility increased by 4” |
1 |
Visibility
remains the same |
0 |
Visibility
reduced by 2” (minimum visibility = 8”) |
Briefing: The 17th will attack strong
enemy forces in and about the village of Flamierge. Early morning fog will
provide some additional cover. Enemy opposition is expected to be fierce, so
the entire platoon will take part from the start. The platoon is composed of
the following four groups:
·
Platoon HQ Group: Lt Joyal (carbine), TSG Young (Carbine),
Platoon Guide SSG Starr (SMG), Runner T3 Bonner (M1), Radio operator, Medic,
bazooka team
·
507th group: Sgt Baker (SMG), Cpl
Lyon (SMG), Cpl Bechtold (M1), .30 MMG team, 6x Pvt (M1)
·
513th Group: Sgt Stoddard (SMG), Cpl
Loomis (SMG), Cpl Penryn (M1), .30 MMG team, 6x Pvt (M1)
·
Glider Group: Sgt O’Rourke (SMG), Cpl Agarn(RGL), bazooka team, 4 x Pvt (M1)
The Germans continue to be represented by the panzer
grenadiers of the Fuhrer Begleit Brigade.
Battle plan:
·
TSG Young will lead the glider squad down the left
flank
·
SSG Starr will lead the 507th squad
down the right flank
·
1Lt Young will lead the 513th squad
in the center
H Here is the map at start. The black circles are buildings, the numbers are for ease of reference during narrative. The red circles are the starting locations for PEF
Turn 1: German initiative
The PEFs advance
but they are a long was away and visibility is low. It will be some time before
they are identified.
Lt Joyal advances up
the middle and determines building #3 is empty.
On the right, SSG Starr approaches cautiously and takes
cover behind a hill, before approaching #5.
On the left, TSG Young is immediately in trouble. Building
#1 is found to contain a 9 man panzer grenadier squad, which included two LMG. Fortunately,
the Glidermen win the In Sight Test (IST) and fire first. The German squad
leader is killed by Young and an assistant MG gunner is wounded. All the others
except one MG gunner are forced to drop back. The remaining MG Gunner fires
back, knocking Sgt O’Rourke (the glider squad leader) out of the fight. Active
fire then forces the MG gunner to drop back
Turn 2: New PEF in sector #5 (there are now four on
the board); American initiative
On the left, TSG Young spend the turn reorganizing. He trades
weapons with the wounded O’Rourke, discarding his carbine for the latter’s SMG.
One pvt prepares his grenade launcher, while another readies a grenade and the
bazooka team makes ready also.
In the center, Lt Joyal keeps moving and determines that
building #2 is also empty.
On the right SSG Starr and his group crest the hill, only to
find that building #5 is buzzing like a beehive (PEF = “Rest of the Platoon.” I
don’t know what the rule is, so I decided that two full squads would not fit in
the building, so deployed one squad inside and one squad outside). Rock Starr
and his group decide to retreat behind the hill, before they are noticed (Rock Starr
won the IST and elected to retreat).
The German corporal on the right (facing glidermen) spends
the turn rallying his men and reorganizing so that both machine guns are manned
and ready.
Turn 3: American initiative and reinforcements. No
change to the fog.
A single Sherman (with a rather excentric TC) arrives on the
road in the right center.
On the left, Young has his RGL fire a grenade through a
broken window. Young follows this up by kicking in the door and spraying the
inside with his new SMG. Pvt Hoffenmuller follows by rolling a grenade inside.
When the dust clears, all the occupants are killed or wounded.
Rock Starr leaves Sgt Baker to get the squad ready, while he
doubletimes over to Lt Joyal to organize the attack. Lt Joyal decides that his
men will lead the attack supported by the Sherman. Sgt Baker will then follow
up with his squad.
Turn 4: American initiative: Fog begins to lift;
visibility now 12”
Due to the increased visibility of the lifting fog, some
troopers from Lt Joyal’s squad have LOS to Building #4 – turns out to be empty
(rumors).
Part of Joyal’s group are spotted by the German group dug in
to the right of building #5. The Germans
fire first with devastating effect. They kill Corporal Loomis, a rifleman and
one of the .30 MG assistants, forcing the others to drop back. Joyal is able to
rally his men once they are out of the line of fire.
The Sherman advances passed the wooded hill enough to get a
clean shot at building #5, which was easily destroyed. The German platoon
leader, RTO, 2 riflemen and two LMG squads are killed in the collapse. Unfortunately,
the loader fumbles the reload.
Rules note: I discovered being in a building with an
enemy tank nearby is a bad idea. Destroying the building is automatic once you
score a hit with the main gun.
Rock Starr and his group crest the hill and fire first at
the group in the defensive position to the left of the building #5. The troopers
initial fire is somewhat ineffective thanks to the German cover, but they do
manage to kill one rifleman. German return fire killed both of the assistant MG
gunners. Cpl Bechtold finally manages to get a grenade into the position,
causing all the occupants to drop under cover and out of sight. Rock Starr runs
out of ammo.
With the enemy out of
sight, Rock Starr moves the rest of his platoon into position and sends Riflemen
10 & 11 to replace the fallen MG crew. Rock Starr, being out of ammo,
readies a grenade and rifleman #1 readies his grenade launcher.
On the far left, TSG Young leaves one rifleman to guard the
prisoners while he and the rest of the group advance towards building #2.
During the German phase, all four PEF continue to advance,
but still are not in sight.
On the German left flank, the platoon sergeant rallies and organizes
his forces. He also sends his lone panzerfaust to the cover of building #5 in
hopes of getting a shot at the Sherman.
Turn 5: American initiative; fog remains the same
On the far left TSG Young continues his cautious advance.
In the center, Lt Joyal organizes the half of his group that
dropped back. The other half of his quad, which was out of LOS of the German
machine gun because of the fog, advances and enters building #4.
On the right, Rock Starr throws his grenade into the German
defensive position. There are no casualties, but the Germans are forced to duck
deep into their holes. Rock Starr uses the opportunity to reload and bring up
his re-crewed. 30.
On the German phase, the PEF on the American left, closest
to the gliders is identified as a 6 man squad with 2x MG42. The Germans were
ready for them and fire first; but their fire is quite ineffective, although
they do cause Young and his group to drop back to the cover of building #2.
Rules note: There was a fence and some thick snow
drifts between both parties, which I elected to count as partial cover. This
was something I invented for the scenario and is not in the rules. There are 2
places on the shooting chart where cover saves you from being hit, for this
situation only the first one saves you.
On the German phase, with no enemies in LOS, they are
content to stay in place. The two survivors of the defensive position by Rock
Starr have recovered their morale, but they are still deep in their holes and
out of LOS.
Turn 6: German initiative; fog lifts – visibility =
14”
With the lifting of
the fog, Rock Starr starts the turn in sight of the German platoon sergeant’s
group in the woods behind building #5. Rock Starr fires first and his squad’s
fire is quite effective, the platoon sergeant is killed and his gefreiter is
wounded, the three others drop back out of sight. A nearby medic rushes to help
the wounded gefreiter.
The other two German groups do not have anyone in sight, so
hold their positions.
During the American phase, the glidermen enter building #2
in order to improve their odds against the defensive positions. They also ready
their grenade launcher. The bazooka team and a couple of riflemen remain
outside as there are not enough windows for everyone to be able to fire.
The Sherman moves forward and into sight of the position to
the right of building #5. The Sherman fires its HE into the defensive position;
the German squad is shaken and the troops hunker down in the bottom of their
holes.
Rock Starr’s group advances and fires into the defensive
position, the last rifleman is wounded and the surviving NCO decides it’s time
to leave the battlefield.
Turn 7: American initiative; no change to fog,
visibility remains 14”
On the Far right, Rock Starr and his boys advance, causing
the German medic and his patient to surrender.
In the right center, the Sherman advances to the fighting
position, forcing the German squad to surrender. The prisoners are taken over
by Rock Starr’s men.
Sgt Stoddard and his team take positions at the windows of
building #4 and identify building #6 as occupied by a German squad. The Germans
fire first, Killing Sgt Stoddard and wounding Cpl Penryn. The three privates
drop back down to the first floor, taking the wounded Penryn with them.
The Sherman TC swings his turret around at the commotion and
fires a shell into the building #6, collapsing it, there are no German
survivors.
On the American left, Young and his boys open up on the
German position, They do not cause any casualties, but a well placed grenade
from the RGL causes the Germans to abandon their position and take cover behind
a nearby bridge.
During the German phase, PEF #2 & 4 advance to just
behind the ruined building #6, where they are identified by the Sherman TC. The
Germans appear to be hotly contesting the town, as PEF #2 turns out to be a
pair of Panzer IVHs and PEF is a small squad with an AT Gun. The restricted
terrain keeps them from being able to deploy properly.
The Sherman fires first at the tank on their right, and
misses. The German returns fire and disables the Sherman. Fortunately, all five
crew escape injury.
Turn 8: American initiative; no change to fog,
visibility remains 14”
On the far left, TSG Young exits building #2 and starts a
move to the left, hoping to flank the Germans.
In the center, the survivors of Stoddard’s squad exit
building #4 to the rear, bringing the wounded corporal with them, and link up
With Lt Joyal. The medic starts to treat the wounded corporal, the last
surviving NCO of Joyal’s (2nd) squad.
On the right Rock Starr leaves a rifleman to guard the
prisoners and continues to maneuver to the right., where he spots the three
survivors from his earlier encounter. They are quickly driven off; one is
wounded and the other two decide it’s time to leave the battlefield.
Since the Sherman is only disabled, the two Panzer IVs fire
into it until it brews up, as the main gun was still working.
Turn 9: American initiative & reinforcements
(1 Stuart); fog lifts a bit, visibility now 16”
Rules note: Normally all tanks should be of the
same type; however, since I only have one Sherman model and one Stuart model
(in 25mm anyway)…
On the far left, TSG Young continues his move to flank the
Germans on the bridge.
In the center, Lt Joyal decides it’s time to find a new
avenue of approach and directs his men to the right in support of Rock Starr’s
squad, while he moves over to confer with the new TC. Meanwhile the medic is
able to successfully treat Cpl Penryn and get him back on line.
On the American right, Rock Starr moves up and determines
building #7 is empty. He orders his men to double-time it across the road, but
they are spotted by one of the PzIVs. The tank gets off a shot, but fires too slow
to cause any damage. Rock Starr’s men continue forward and take cover behind
building #7. This forward move allows them to identify that building #9 is also
empty.
Turn 10: German initiative; no change to fog,
visibility remains 16”
Rules note: The first roll was doubles, but too high
for a new PEF to appear. The second roll was for German reinforcements. Rather
than use the regular reinforcement chart, I elected to make a security patrol
of an officer, 5 soldiers and two dogs. I had the figures and I think they are
fun, so… They were placed by the church (building Ch on the map). They are
considered to be guarding something important at the church, so will remain in
place until acted upon (by either side). The initiative roll was a six, so the Germans
did not activate.
On the Americana left, TSG Young emerges from the fog on the
flank of the Germans by the bridge. However, the Germans were ready for them
and fire first. Pvt Dobbs is killed (RGL) and the heavy fire of the MG42s force
the rest to duck back into the fog and out of sight.
In the center, Lt Joyal confers with Sgt Jackson, the Stuart
TC, while T3 Bonner leads the squad towards Rock Starr’s last known position.
On the far right, SSG Starr rallies his men and tries to
come up with a plan to deal with the tanks.
Turn 11: German initiative; no change to fog
Not much happened this turn. The Germans were content to
stay in their positions and the Americans spent theirs organizing and
recovering. The Stuart TC refuses to move as long as those PZIV are there. He
is outgunned and has no hope of penetrating their front armor. He does agree to
send one of his crewmen (Pvt Ladd, loader) forward to keep an eye on the German
tank and will report back if the situation changes.
Note: This sort of thing isn’t exactly covered in the
rules, but I am finally getting in the spirit of “If I can convince myself it’s
reasonable, go for it.” I figured a single crewman could conceivably move
around and take up a position where he could observe the German tank without
being seen himself, especially with everything going on around him. I took a
skill test, passed it, and decided that was good enough.
Turn 12: Germans fail to activate; no change to fog
Rock Starr uses the cover of the hill and building #4 (on
the hill) to flank the Germans behind building #6. Rock Starr scores a kill on
the German NCO, as does Sgt Baker on the German JNCO; two other soldiers are
wounded and the rest are driven back by a blast from the rifle grenade.
Meanwhile, .30 MMG fire drives away all three members of
After the initial volley, Rock Starr orders the bazooka team
forward and they score a solid hit to the engine of the near PzIV. It explodes
leaving no survivors; revenge for the loss of the Sherman.
TSG Young moves his forces away from the Germans and towards
a nearby fence, keeping out of sight (because of the fog) of the Germans.
Rules note #1. I didn’t do a crisis test for tank #2
as it wasn’t within 4” of its destroyed friend. The terrain was too restrictive
for them to deploy together.
Rules note #2: Although building #10 was in the
identification range of some of Rock’s troopers, LOS was blocked so I did not
resolve it yet.
Turn 13: German initiative; no change to fog (I think
I forgot to roll a time or two)
Germans recover and hold their positions
On the American left using the fence and large snow drifts
for cover, Young maneuvers his squad closer to the bridge. They fix bayonets.
In the center rear, without having to worry about the PzIV
anymore, Joyal leads his men at the double towards Rock Starr.
Rock Starr peaks around the cover of building #9 and finds
it unoccupied. The bad news is there is a StuG III parked on the road next to
it. Rock ducks back behind the building #7 before he is seen.
Rock Starr decides he can’t go after the Germans in the
center without dealing with the StuG first. Accordingly, he directs his men
behind building #9 and will try and get closer.
Turn 14: American initiative.
An unusual start to the turn. I threw doubles twice in a
row, resulting in two PEF, both of which appeared in the sector one orchard.
Not much happened on the right and in the center. Joyal and
Rock Starr just continued their approaches and the Stuart refused to move.
On the American left, Young and his men raise up and get the
jump on the Germans. Pvt Hoffenmuller advances to range and throws a grenade at
the Germans: MG42 #1 Assistant is killed, while MG42#2 gunner and his assistant
are both wounded. With no nearby cover, the others drop prone.
“Up boys and at ‘em!” Yells young, with the Germans still
recovering from the grenade blast, TSG Young leads a bayonet charge.
Note: This got complicated fast. There was another
German group (the Survivors from Rock Starr’s attack) nearby as well as the
other Pz IV. However, the stone bridge was blocking their LOS to TSG Young.
They really didn’t have a good LOS until Young’s men were in the German
positions. I decided the best thing to do would be to resolve the melee first,
then if the glidermen survived, I would resolve the ISTs.
The melee was quick and dirty, with the Americans being
victorious. Unfortunately for the glidermen, the German Lt was able to kill TSG
Young before Hoffenmuller killed him.
As the smoke clears, Cpl Agarn spots the German troops
behind the Pz IV. His men fire first, killing one and wounding another, the
rest drop back behind building #6.
During the German phase, the TC finally spots the glidermen;
however, the glider riders react first and are able to find cover along the
sides of the stone bridge and are no longer in LoS. Without any infantry to
protect it, the German TC fears a close assault and orders the driver to back
up under cover of building #6.
Note: I
suppose I could have had the tank just fire blind at the bridge, but didn’t
really think of that. In hindsight let’s say the Germans had orders not to
destroy the bridge, thinking they might need it later for a counter attack.
The StuG TC thinks he may have heard something to his left
and starts to get nervous. He calls over to the K9 teams for assistance.
Turn 15: German initiative + New PEF in sector #4;
there are now 3xPEF in sector 4; fog has
permanently lifted
With the lifting of the fog, all three PEFs in sector 4 (the
only ones left on the board) are in Los with what’s left of the glidermen. The
end result is a small defensive position a new full platoon and a 50mm ATG.
The glidermen win the IST and use it to take cover and break
LoS.
The Germans behind building #6 by the bridge redeploy. The
MG42 redeploys facing the bridge and the last PzIV redeploys to face Lt Joyal’s
group behind the house.
On the right, the security patrol joins the StuG; when they
get close, the dogs start alerting. The handlers keep a tight control for now,
not wanting to release the dogs to the unknown danger behind building #9 (Rock
Starr’s squad).
As for the Americans, Cpl Agarn and his men stay under cover
while Agarn readies a smoke grenade.
Having reported back to the TC that the PzIV has redeployed,
loader Pvt Ladd rejoins the crew, as the tank moves up slowly.
For the moment, Lt Joyal and SSG Starr are at a loss for
what to do, as they are covered by the tanks; but they are safe for now. They
try to devise a plan using hand signals.
Turn 16: American initiative
Rock Starr decides a “Fat Chance” is better than no chance,
so decides to be aggressive. He splits his squad in two. Cpl Bechtold and the
bazooka team will go to the left and engage the Pz IV, even though there is
little chance of doing any damage. He and the rest of the squad will go right
and engage the StuG.
Rock Starr and his boys break cover at the run and fire
everything they got at the StuG and company. The troopers fire first and kill
both handlers and force their assistants to drop back for cover behind the
StuG. The StuG is rattled a bit and its return fire is inaccurate, but it does
cause Cpl Lyon to drop back to the cover of the house. Rock Starr and the rest
of his boys (.30 MG team and some riflemen) continue on and take cover behind
building #10.
Bechtold and the bazooka team fire a hopeless shot at the
last PzIV. It does no damage, but rattles the TC who drops back for cover
behind building #6. This move actually exposes the rear of the tank to the
glidermen, but if they break cover, they are doomed due to the presence of the
nearby German platoon.
With the tank withdrawing, Joyal and his men emerge from the
cover of building #7 and engage the last three infantrymen. They kill two and
the last man decides it’s time to leave the battlefield.
Finally, the Stuart advances around building #4 and now has
a flank shot on the PzIV. The shot is good enough, disabling the tank and
causing the crew to bail out.
On the American left, Cpl Agarn realizes his reduced squad
has no chance of dealing with the new platoon (outnumbered about 4:1 and they
have 6 x MG42 to his one BAR) and decides it’s time to skedaddle.
Agarn pops smoke and his men “Advance to the Rear” at the
double. The Germans are unable to hit anyone through the smoke, but it does
cause the glidermen to run faster.
With Rock Starr’s men behind cover and out of LOS, he now
turns his attention to Lt Joyal’s squad. However, without a turret the StuG is
unable to draw a bead on the squad before they can duck behind cover again.
Turn 17: American
initiative and reinforcements, a small glider squad on their left
The Stuart advances, there’s a German 50mm lurking in range,
but has no LoS.
Joyal sends Cpl Loomis and the bazooka team to the corner of
building #9 to fire on the StuG. They have no hope of penetration, but need to
distract it for Rock Starr. The bazooka round hits, but does no damage. The
StuG fires back with its MG, forcing them back behind building #9.
The bazooka team’s distraction works, Rock Starr was able to
get behind it and throw his Gammon grenade, which destroyed the StuG. Sgt Lyon
and Cpl Bechtold fires simultaneously took care of the sentries behind the
StuG.
Agarn and his few remaining glidermen continue their retreat
towards building #2, only stopping when they see Lt Parmenter and his
reinforcements.
Lt Meyer (the platoon leader of the new German platoon)
sends one squad in pursuit of the glidermen and swings the other two towards
Joyal and Rock Starr. The last three survivors of the K9 squad retire towards
the church, making sure they stay under cover.
Turn 18: German initiative, Americans do not activate
The Germans advance on the right (towards the glidermen) and
on the left towards Joyal and Rock Starr, but do not establish LoS with anyone.
The 50mm ATG changes facing.
Turn 19: German initiative
The Germans advance as before, still no LoS.
Three troopers from Rock Starr’s original squad break cover
and dash between the buildings to catch up to the Rock.
Rules note: This
is another one of those occasions where I am not sure if it was strictly within
the rules, but it “felt” right. The three troopers wanted to dash the short distance
(about 4-5”) between two buildings (#9 & 10). This brought them into the
Los of the Germans. The troopers won the IST, but elected not to fire so as not
to be subject to possible return fire. I am not sure if the rules allow for
someone to not fire so as to avoid return fire, but it seemed to fit the
situation, so I went for it.
Lt Joyal hears the commotion and organizes his men, having
them drop prone between buildings #7 & 9. The two groups of glidermen (the
original 3rd squad and the new reinforcements) are now combined
behind building #2.
Meanwhile the Stuart maneuvers towards the main road.
Turn 20: German initiative, Americans fail to
activate
On the right, the German squad takes up positions in the
snow drift behind the fence.
On the left, the Germans close in on Joyal and Rockstar. Had
it not been for the hill, they would have had LoS on Joyal.
Turn 21: German initiative
The Germans on the right are satisfied with their position and
will hold it.
On the left, the Germans move cautiously down the road and
are finally spotted by Joyal. Unfortunately for the troopers, the Germans fire
first, the two MG42s causing havoc. The .30 gunner was killed and two riflemen
were wounded. The rest of the squad fell back to the cover of buildings #7
& 9, splitting into two groups as they did so (they were between two
buildings, so most went behind one, while two riflemen went behind the other)
Note: I decided to take a test to see if the troopers
left the .30 behind, they failed it, so the .30 was deemed left behind.
Ly Meyer orders his 2nd squad to try and outflank
the troopers by sending them around building #11.
As for the Americans, Joyal rallies his troops, as does the
two isolated riflemen.
Rock Starr hears the German squad approaching through the
snow and readies his men. Parmenter men move behind building #2.
Turn 22: German initiative.
One trooper peaked around the corner of building #11 and
spotted Rock Starr’s men. He ducked back just in time.
Cpl Agarn peeks around Building #2 and spots the German
squad. Feeling quite outgunned by the panzer grenadiers (they have 2xMG42), he
quickly ducks back.
At this point, things were more or less a stalemate. Neither
side was willing to step out into the open to attack the other. The Airborne
has suffered significant casualties, especially among the NCOs. Night comes
early this time of year, so Lt Joyal decides it’s time to withdraw.
In the words of the Black Knight at the Bridge (from Monty Python), “OK, we’ll call it
a draw.’
The glidermen attack the first building
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Rock Starr races past the tanks
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