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Sample turn with command rules (1 viewing) (1) Guest
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TOPIC: Sample turn with command rules
#3878
Trotsky (User)
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Sample turn with command rules 3 Years, 11 Months ago  
Comprehensive turn example. Presented here is a turn sequence example. This example sees two opposing tank companies join battle. This turn example uses the newly published revised Command and Morale Drop-In’s.

A company of T34/76 consisting of:
T34/76 company command tank.
Platoon A – 3xT34/76.
Platoon B – 3xT34/76.
Platoon C – 3xT34/76.

A company of PzlV G1 consisting of:
PzlV company command tank.
Platoon A – 3x PzlV.
Platoon B – 3x PzlV
Platoon C – 3x PzlV

All units start in command and moving. Both players roll a twenty-sided dice to decide who has the initiative. The Soviets roll lower than the Germans so have the choice to choose who activates first. They choose to activate first.
 
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#3879
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Re:Sample turn with command rules 3 Years, 11 Months ago  
Soviet Platoon A activates first – they move their Standard Action and Bonus Move to move forward. The whole platoon is now marked with an ‘activated and moving’ counter.
 
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#3880
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Re:Sample turn with command rules 3 Years, 11 Months ago  
German Platoon C as well as the company commander activates – remember a command stand can activate during any friendly activation phase. The company commander uses his Bonus Move to move off the hill, and uses his Standard Action to undertake a movement command action. The company commander gives himself a 1” bonus and also gives this bonus also to Platoon C. Both Platoon C and the company commander are now marked with an ‘activated and moving’ counter.
 
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#3881
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Re:Sample turn with command rules 3 Years, 11 Months ago  
The Soviet player checks whether his Platoon C can see the German Platoon A – these checks are free and can be taken at any time. However, the Soviet player cannot measure the distance without committing himself to the shot. The Soviet player estimates the distance is greater than 24”, therefore earning a -5 penalty and declines a shot (also at the start of a scenario all units are considered moving so a further -1 would also be deducted from the chance of success.)

The Soviet player activates Platoon C and places the entire platoon on Overwatch duty anticipating a better shot when the opposing German Platoon moves. All units in the platoon are marked with an Overwatch counter ensuring that the counters arrow points in the direction the units wish to Overwatch – in this example they are all watching the German Platoon A (although they could all cover different areas of the battlefield if they wished.) The platoon is also marked with an ‘activated and stationary’ counter.
 
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#3882
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Re:Sample turn with command rules 3 Years, 11 Months ago  
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: 0
DM of PzlV: +1
Target moving: -1
Range 33”: -5

Total modifiers: -5

Target 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.
 
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#3883
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Re:Sample turn with command rules 3 Years, 11 Months ago  
 
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