Panzer platoon. Cross Road...

After few months I decided to check how to play my 1:150 scale game.


Main purpose was rules testing after some changes.

Table is 80 cm x 120 cm, in center with crossroad...which became a main target of that epizode. 

Take and hold crossroad. That's main Objective.


German had two Panther tank, one Tiger, two P.IV and Stug.III...

Command tank is Tiger, 1st Team has two Panther tanks and second Team is P.IV tanks. Stug.III belong to 1st Team.

In movement phase German started first.. and one P.IV show up on main road where US Hellcat tank destroyer hold 80cm range. And after first movement phase I found first shoot.I added four 20 cm rulers (measurenment) which help to measure distance to target.

I found also that sizes of terrain is too big. Will be fixed next time. 
Ech tank has two small tokens. Platoon position - CT is command tank. 1st team- two tank, 2nd team- two tank and Stug added to 1st. Second token is armor points.
CT tank became Tiger, 1st section Panthers and second section - P.IV...


When German moved first it is all based on CT tank visibility. If CT tank can see them - they can move, based on command dice. If tank is not visible and was selected - player can use Initiative token and follow that procedures.
Dice can pick options:
CT - command tank can move and he can order to move any tank in visibility range.
1st - only first section can move.
2nd - only second section can move.


When that section has no visibility with CT, then Player can use Initiative token..

Before game start Players must throw dice twice and based on result prepare amount of Initiative tokens. They allow to move when tank is not in range of visibility. To use that token player prepare token (two side) near tank and use dice. If result is more than 3 for German or 4 for US - Initiative can be used (twice, because tokens market I2 and I1).
 After use - return to player. But if dice result is below 3 for German and 4 for US - token is lost and tank can't move.  

That' s why player must use those option wisely. If he lost all Initiative tokens then he can not move tanks out line of sight. 
On picture below there is second team who can't see CT. Then it use Initiative and move (after move flip token from I2 to I1 and after second move remove from table ( It can be reuse). 
In first move there is an opportunity to fire from Hellcat to P IV tank. Distance was 80 cm. 

I created table with distance and six lines. I placed tokens on empty fields for each number and based on that location I am using 6c dice and follow result based on distance.

I am going to print out that template to minimize amount of tokens in game. 

When you lock on target -check distance and let dice decide what is the result of firing. 
Distance is in first line, last row represent dice. That will be also flexible - dice numbers will became tokens and each time before fire move one position.
Picture is prototype version when I used original tokens.

And based on that template, German P.IV tank lost few points of armor after first round of fire from maximum of distance for Hellcat. 

Each tank is mounted on heavy cardboard with egdes marked in black dots. Middle part of tank has red dot - and it used to make turns. 

To move tank forward place reference triangle on smal stick on beginning of tank and push him forward.
Distance betwen two black dots represent tank speed and is explained as one (1) move. Distance between black and red dot represent half (1/2) move. 

Below you can Sherman tank moved forward one move. On road Sherman tank speed is two moves. On terrain - one move. When reverse - one move. 

Using that method tanks moves on table with 8 cm distance maximum. It is not fast..
During Target selection phase players checking distances to enemy tanks and if target is visible and in range place fire muzzle with number on it. 

Number represent round. Player decide based on tactical situation which tank fire first, second, etc. On picture below you can see three US tanks firing to German targets. Number 1 mean - first fire.


This phase German could fire from one tank only.  Panther can fire 70cm. Tiger 80cm and P.IV 60 cm. Sherman 50 cm and Firefly 70cm. Only Hellcat can fire 80cm. 

Round 1 - if two sides fire throw dice. 1,3,5 - German tank fire first. If 2,4,6 - US tank. When enemy tank is hit and have own fire muzzle..it lost chance to fire due to damage. Might be damage armor or move back or fire smoke barrier. That will be explained later. 
Here you can see P.V tank selected as first Team with 12 points of armor. Strongest tank is Tiger - 14 points. P.IV had 10 points.

Turret - each tank can turn turret only 90 degrees from it's last position.  Stug can turn max 90 degrees if moves. 
Result of Panther attack based on distance and dice was Tank Destroyed token. That was US platoon commander tank Sherman Firefly. If CT tank is destroyed - automatically nearest tank became CT (remove his unit token). 
Nearest tank was Hellcat and he will be CT. Here you can see tank turn based on red center dot. Sherman on road move two lenght.
Turn tank in planned direction and move half move forward. If tank moved out of road remaining half move equal one move. 
Tank who has damage track can't move but can fire. Damage track has numbers 2,4,6. During next movement phase before move player use dice to check if that damage can be removed if result match numbers located on token. If yes-  track damage is removed and tank can move.  
Below picture. Typical Firing Round. Dice gave result 2 - that mean US tank fire first. Based on distance result was Ricochet and Armor point lost. Because German tank was hit with damage he can't fire and his chance to open fire is lost. 
Missed Move Back. Sherman was lucky and he must move back. After move back if was selected to fire and still has proper range - fire. 
Movement Phase with Initiative tokens. When command dice selected uOne Team move with no visibility of CT and use dice to move and attack. 
Game moves slowly to main part.
Cross road. 
Tanks firing on distance 40cm and result for Tiger is not positive. So far German lost Panther and Tiger tank. CT  became last Panther. 

Tiger tank lost his opportunity and after being damage - lost also his firing round.
Sherman was hit and lost four points of his armor. Also due to direct hit and damage - he lost also his opportunity to fire on his round.

Sherman had 10 points of Armor and now has 6. Initiative token with numer 1 mean - during next movement phase if CT tank is not visible he can move. 
Hellcat was also hit and lost 4 points. Hellcat has only 8 points of armor.
During.next movement phase STUG fired and hellcat was hit in turret. Lost three points. When tank has only one point of armor..he must be abandoned. CT token is transfered to nearest tank.

Nearest Sherman became CTbtank.and already was surrounded by two P.IV tanks. First fire hit first P.IV 
Close view of duel. German tank was hit, lost points of his armror and lost his chance to fire back. 
But second round belong to second P.IV - short distance. And Sherman was destroyed.
So US platoon lost five tanks, German lost three...and they won.


Fury?
I decided to play one Tiger vs.three Sherman tanks..

And that episode took only 10 minutes. Damage tokens were packed into small box and each time when tanks fired I throw dice and picked token based on number.

Tiger lost only armor but he was manage to destroy E8 Sherman with long range canon first. Then he destroyed rest of them.


Lucky Tiger - Sherman missed and Tiger could fired twice. Once as token result and second - to target. And result was - Tank destroyed.






















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