Did we play the whole day using 4+ as our starting to-hit number? I was looking at the rulebook and it shows 3+ as basic to-hit. Don't know why we did that.
Based on that mistake alone, I'd have to reevaluate some of the more disappointing units of the day, such as my Bazooka and Sniper teams, as well as Rob's PDR. My Bazooka firing point-blank at the PDR, with no movement, would've been hitting on a 2+ I think, since rolling a 1 is a miss no matter what.
Pretty sure we also forgot to adjust to-hit difficulty by how many pins were currently on the shooter, but maybe every shooter who passed their order test got rid of their single pin so it didn't matter, I don't remember.
Also forgot to go "Down" with my infantry units that were taking fire. That would've made my sacrificial Vet squad last even longer than it did I think, had I remembered to do this. Or it would've forced Rob's infantry to Assault to end them, which would've been easy considering how many troops were in the area. Those Vets are SO expensive, but the durability difference is pretty noticeable.
Rob, do you get to take the PM-MMG on the Bren when taking it as a transport unit? I saw something on EasyArmy that made me think otherwise, but I honestly haven't looked it up.
And of course, there was the initial mortar placement by both teams, which was less than ideal, lol.
I'm trying to figure out if bringing a more experienced officer is a good thing or a waste of points. My officer didn't do much and then got obliterated (Bren maybe?). Rob's officer was pretty effective at helping those Inf squads pass their order tests, as well as the tank at the end.
Anything else we did wrong?