markhwalker
Posts: 951
Joined: 1/29/2005 Status: offline
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We've shown you all a lot of graphics... we thought you might like to see an example of play... armor in this case... Example of Play: Armor The following mini-battle demonstrates how to calculate combat resolutions involving armored vehicles, ordnance and off-board artillery. The American column has been advancing through the French countryside hoping to capture a large Wehrmacht payroll rumored to be in a village just off the west end of the board. The Germans intend to protect their money. It’s the Operations Phase and the German’s impulse. German Impulse: The German 75mm anti-tank gun (ATG) Weapons Team (WT) shoots at the Sherman M4A1 that’s clanking down the dusty country road. The range is four hexes. Flipping the ATG counter over, the German sees the basic to hit number at seven or less hexes is 9. Consulting the Ordnance Fire Table (OFT) the German notices that he receives a +1 modifier on his to hit dice roll for firing on a vehicle marked with an Assault Move marker, and another +1 modifier for firing from an adjacent hex through a bocage hex side (fire from units adjacent to the bocage that crosses the bocage hex side receives a -1 modifier). So, the final number the German must roll to hit the tank is 7, with 2d6. The German rolls a 6, and the American groans. Since the number rolled is both greater than 2 and an even number, the shell strikes the turret. There is no turret counter on the vehicle so it’s assumed that the turret faces forward. The round hits the front of the turret. The German now rolls to see what he has done to the tank. He rolls 1d6 + the ATG’s penetration factor, which at four hexes is 5. The German rolls a 4 for a total of 9, the modified penetration value. The American rolls 1d6 plus the armor factor at the point of impact, which in this case is the turret front (4). The American rolls a 6 for a result of 10, the modified armor value. The ATG gun round slams into the Sherman’s turret, but doesn’t penetrate. Since it doesn’t penetrate, the American must take a Morale Check, subtracting the difference in the modified penetration value from the modified armor value. This value is 1… (10 modified armor – 9 modified penetration). The American throws down a 7 on 2d6, subtracts the difference mentioned in the previous sentence and passes the morale check. The Sherman is unaffected, and the German places a Fired marker on the 75mm WT and a -1 Acquisition marker on the Sherman. If the Sherman moves to a new hex or the ATG engages a different target, that Acquisition marker will be removed. American Impulse: Now it’s the American impulse and he decides to do something about that ATG. The American Idol’s namesake in hex F5 calls in a module of 105mm (5 FP) off board artillery. Clarkson places a Spotting Round on top of the ATG (C3), and the crew gulps. Clarkson has learned to ignore such posturing and rolls 2d6. The white die shows 4, and the colored die 1. As per 18.2 Clarkson subtracts his leadership from the white die, divides by two, and drops any fractions ((4-1) 2 =1.5, drop the fraction and you have 1) the result is 1. This is the distance the artillery Spotting Round scatters. The colored die is the direction. One is north, four is south, and so on. Hence the Spotting Round scatters one hex north to C2. With a sly grin Clarkson corrects it to D3, and flips it to its FFE side, bringing down a world of hurt on D3 and the surrounding six hexes, attacking each with 5 Firepower. Clarkson decides to resolve the barrage in C3 first. He rolls 1d6 + 5 (the 105mm barrage’s Firepower). The bocage spanning the C3/D4 hex side would degrade direct fire from Clarkson’s hex at C3, but not indirect off board artillery. His leadership does not affect the roll, he used that to modify the artillery scatter. He rolls 4 for a total of 9. The German player gets no TM so he rolls 1d6. Unfortunately, he rolls a 1, and must take a Damage Check + 8. He rolls a 5, which equals 13. That’s greater than twice the WT’s morale, which results in Casualties and the WTs removal. Now Clarkson moves on to E2. Here he rolls a 2, and adds it to the barrage’s 5 Firepower, to obtain a 7. The German does not get any benefit from the stone wall with artillery, but does benefit from the Light Woods. Hence, he rolls a 1d6 +1. He rolls a 6 for a total of 7, and the barrage does not affect the Germans in E2. Note that the FFE marker remains in D3 until the Administration Phase, attacking any units that attempt to move through D3 or the six adjacent hexes. Clarkson, activates the Squad in his hex and orders him to fire at the StuG IIIG in D5, in hopes of shaking the vehicle and forcing it button up. The American gets the Squad’s Firepower of 2 +1d6. He rolls 3 for a total of 5. The StuG IIIG rolls its lowest armor factor, which is 2, and 1d6. The vehicle rolls 1, for a total of 3, and must take a Damage Check + 2. The StuG IIIG rolls a 5, fails the Damage Check, and is marked with both a Buttoned and Shaken marker. A large hand slides over the board and marks the American Squad in F5 with a Fired marker, and Clarkson with an Ops Complete marker. The board now looks as shown below. German Impulse: Now the Wehrmacht wants some pay back. The Squad in G3 chooses to Close Assault (17.1) the Sherman in G4. The Squad must first take a pre-assault morale check. Two is subtracted from the 2d6 roll since the Squad is in a hex with a positive Target Modifier. The Squad rolls 5 and passes. The Squad moves into the Sherman’s hex. It sums its Firepower and 1d6, and the die roll is 4, so the total is 5 (1 inherent Firepower + 4). The American rolls 1d6 and adds it to the lowest armor factor on the Sherman (2). The American rolls 2, for a total of 4. The German’s total (5) is greater than the American’s total (6), so the Sherman is destroyed, and its crew eliminated (17.1). American Impulse: Sgt Darius and his Sherman want to even the score. He decides to shoot at the StuG IIIG in D5. The Sherman’s to hit number for 7 hexes or less is 8, the tank is open, and it has an armor leader (both are -1 to the to hit dice roll), so it can hit on 2d6 10 or less, but —as John Madden would say— wait a minute. The LOS passes through the Degrading terrain hex at F5, which ADDS one to the dice roll, so Darius hits on a 9 or less. The American player rolls a 7 with 2d6. Clang! The German Assault Gun rocks from the impact of the American 75mm shell. The American adds his penetration value of 4 to 1d6. He rolls a 4 for a modified penetration value of 8. The German and the StuG IIIG roll 1d6 + its frontal armor of 4. The German rolls a 3, for a total of 7. The modified penetration value is greater than the modified armor value, so the German vehicle is destroyed. The German rolls to see if his crew survives. He rolls a 2… an even number and places a Shaken crew in the hex with a wreck marker.
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