The German player now activates Platoon A. Although the PzlV’s have better optics than the Soviets, the T34’s have a lower profile making them more difficult to hit. So he decides to withdraw back down the hill rather than advancing towards the Overwatching Soviets. The German player announces that the rear tank is beginning to move. This gives the Soviets the choice to activate any of its Overwatching units that are in Line of Sight of the moving tank. The Soviet checks if any of his Overwatch units have Line of Sight to the rear tank and that they are in the units Overwatch arc (remember, vehicles block line of sight). Only one tank can see and takes the shot. The Soviet measures the range and works out the target number needed to score a hit.Soviet regular troops have a TQ of 10.Modifiers:T34/76 OM1: 0DM of PzlV: +1Target moving: -1Range 33”: -5Total modifiers: -5Target number is therefore '5'. The Soviet tank throws a '14' so it misses. Its Overwatch counter is removed.No other Soviet tank has line of sight to the moving tank so it uses it Bonus Move to move in reverse at a movement cost of x2 back down the slope. It then uses its Standard Action to move forward around the bottom of the hill using intervening trees to shield itself from the other Overwatching Soviets.The next German tank also decides to reverse back down the slope and the Soviet player again checks line of sight and decides to take a shot with an Overwatching T34/76. The probability of a hit is the same, so they will need a '5' to score a hit. They roll a '15' and so miss. The last tank on Overwatch could also fire if it wishes, but decides to hold its fire to cover the remaining PzlV. The moving German tank reverses and then uses its Standard Action to move forward following the other tank.The final German tank declares it is beginning to move and the last Soviet Overwatch tank opens fire, still needing a '5' to score a hit. They roll a '3' and score a hit.The Soviets are shooting standard AP with an offensive value of '9'. The low quality of Soviet AP at this range earns it a -1 penalty, yielding a final value of '8'. A quick check on the facing template shows the hit is scored on the German front armour – this has a defensive value of '8.'Subtracting the Soviet offensive value of '8' from the German defensive value '8' yields a 0.The Soviets roll on the ‘0’ column the ‘Kill Table’ and roll a '12.' This causes the German tank to be Immobilised and Suppressed, and is marked with the appropriate counters. As this unit is now Immobilised over 2” from its platoon the Germans will have a difficult choice next turn, whether to leave the unit Out of Command or move the rest of the platoon back to within 2” to support their immobilized comrade. The platoon is marked with an Immobile, Suppressed, and ‘activated and moving’ counter.