Armour Battles – Collated German Statistics

All the German statistics collated for Armour Battles.

Tiger I

The Tiger I is a formidable heavy tank. Armed with an 88L56 gun, the Tiger can pick off enemy armour from long range and its heavy armour provides excellent protection against anti-tank weapons and artillery. Prone to breaking down when it makes double or triple moves, the Tiger is best moved slowly.

Training: Regular

Move: Average 6+1D

Reaction: 7D

Weapon: 88L56 Gun

  • Range: 10/20/40
  • FP: 9D AT: 10D

Notes: The Tiger I is mechanically unreliable. If it rolls more 1s than 6s on a double or triple move, it breaks down and cannot move this turn. It may still fire. Next turn it can be repaired using a Command Dice or a Staff Order. It cannot move on the turn it’s repaired, but it may move again the following turn.

Panther

Powerful and rightly feared by the Americans, the Panther is well armed and armoured. While resistant to damage, the Panther is not invulnerable when fighting superior numbers of enemy tanks. Try to avoid letting the US tanks manoeuvrer into your flank and rear zones.

Training: Regular

Move: Average 6+1D

Reaction: 7D/6D

Weapon: 75L70 Gun

  • Range: 9/18/36
  • FP: 8D AT: 9D

Notes: The Panther’s sloped armour gives it 7D Reaction against frontal attacks. When fired at in the flanks/rear or when hit by artillery, its Reaction is reduced to 6D.

Panzer IV H

The workhorse of the German army, the Panzer IV is a good all round tank. Its 75L48 gun has good anti-tank ability that is superior to the M4 75mm, and is a match for the M4 76mm.

Training: Regular

Move: Average 6+1D

Reaction: 5D

Weapon: 75L48 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Sturmgeschütz III

Designed with a low profile, the Stug III benefits from an increased Reaction Dice over the Panzer IV, and is armed with the same gun. However, its lack of a turret restricts it to a 180° fire arc. As the Stug often has to move so that it can fire at units outside of its fire arc it is likely to trigger opportunity fire. Because of this the Stug is best used to support the Panzers rather than fighting in the front line.

Training: Regular

Move: Average 6+1D

Reaction: 6D (includes bonus for low profile)

Weapon: 75L48 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Notes: Restricted to 180° fire arc.

SdKfz 234/2 Armoured Car (Puma)

Fast and armed with a 50L60 gun, the Puma lacks the armour protection of the Panzers. The Puma is good for moving around the enemy’s flanks, and it can use its beak off ability to get itself out of trouble when attacked.

Training: Regular

Move: Fast 6+1Dx2

Reaction: 4D

Weapon: 50L60 Gun

  • Range: 7/14/28
  • FP: 5D AT: 6D

Notes: Recon. Break Off.

105L28 Howitzer

The 105mm howitzer provides off-table artillery support. Use it to suppress and knock out the lighter US tanks or use a smoke screen to block fire from the American vehicles.

Training: Regular

Move:

Reaction:

Weapon: 105L28 howitzer

  • Range: Off-Table. Burst Radius: 4”
  • FP: 4D AT: 4D

Notes: Artillery Suppression. Units must roll more 6s than your artillery to avoid being suppressed.

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Armour Battles – Collated US Statistics

As part of preparing the Armour Battles document, I’ve collated the US statistics into one post.

M4 75mm

Mass produced and mechanically reliable, the M4 is under-gunned compared to the German armour. Often the best tactic is to close with the Germans to offset their superior anti-tank fire.

Training: Regular

Move: Average 6+1D

Reaction: 5D

Weapon: 75L38 Gun

  • Range: 7/14/28
  • FP: 6D AT: 7D

M4 76mm

Available in limited numbers, the M4 76mm places the Americans on an equal footing with the Panzer IV, but is no match for the Panther. Try to protect your M4 76mm by positioning it behind your M4 75mm tanks.

Training: Regular

Move: Average 6+1D

Reaction: 5D

Weapon: 76L52 Gun

  • Range: 8/16/32
  • FP:7D AT: 8D

M5 Light Tank

The M5 is fast, but its 37mm gun is severely under-powered against the German armour. Use the M5s to locate hidden enemy units and then use their “break off” ability to pull back when fired at. Once the enemy’s location is known use the M5s’
speed to try and outflank the Germans and close to short range.

Training: Regular

Move: Fast 6+1Dx2

Reaction: 5D

Weapon: 37L53 Gun

  • Range: 6/12/24
  • FP: 5D AT: 5D

Notes: Break Off.

M10 Tank Destroyer

The M10 tank destroyer is fast and has the ability to shoot and scoot. This allows it to move rapidly backwards after firing. Its 76mm gun is a match for the Panzer IV, but it lacks armour penetration against the Panther and the Tiger I. Use the M10s speed to manoeuvrer into the flank and rear of the German armour. Because it has an open-top, the M10 is vulnerable to enemy artillery.

Training: Regular

Move: Fast 6+1Dx2

Reaction: 5D/4D

Weapon: 76L52 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Notes: Shoot and Scoot. Break-off. Open-topped.

M7 Howitzer Motor Carriage

The M7 HMC provides off-table artillery with its 105mm howitzer. Use it to suppress and knock out the lighter Pumas, Panzer IVs and Stug IIIs. Or use both batteries against the Panthers. Alternatively, use smoke screens to block fire from the German vehicles.

Training: Regular

Move:

Reaction:

Weapon: 105 mm howitzer

  • Range: Off-Table Burst Radius: 4”
  • FP: 4D AT: 4D
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Wargames Design In Miniature Wargames #391

rect4138Henry Hyde, editor of Miniature Wargames and author of The Wargaming Compendium, has featured Wargames Design in this month’s edition. Thanks, Henry.

Also of interest to World War Two gamers is an excellent 8-page article by wargame designer, Daniel Mersey, on his love of British Cruiser tanks. Check it out!

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Starting Soon – The CHQ Playtest

  • 375px-Gen._Bernard_Law_Montgomery_and_Lt._Gen._George_S._Patton,_Jr.,Are you interested in World War Two wargaming?
  • Would you like to help shape a new set of rules?
  • Best of all – no experience necessary!

I’m looking for gamers to make Combat HQ the greatest ever set of large-scale World War Two wargame rules. If you’re interested in helping, either sign up for the newsletter here, or keep an eye on the website for a future announcement.

 

I’m currently collating and editing Armour Battles. As soon as that’s completed, I’ll be finalising the playtest copy.

Playtest Guidelines

Here’s some information:

What’s the Playtest Document?

  • it’s the current version of the game that has been played and developed over the last two years and is now ready for wider feedback
  • it will be sent out as a PDF

What’s Included?

  • the core rules intended to get players up and running as quickly as possible
  • it covers the war in France in 1944
  • it will later cover the war in the east in 1944

What’s Not Included?

  • Advanced Rules
  • Extensive Army Lists
    • Both will be available later as separate books and will be playtested closer to the time

What Do I Need From You?

  • to play the game and have fun
  • to provide honest feedback on the game
  • including, but not limited to:
    • your initial thoughts
    • how it plays
    • is it fun?
    • how would you improve it?
    • how clear are the rules?

Sending Feedback

  • I’ll be setting up a Facebook Group where comments can be freely shared amongst the members
  • You can post comments at wargamesdesign.com
  • You can also contact me directly via email
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Armour Battles – What Next?

Armour Battles New Cover

After playing the three battles, try replaying them using all of the forces for Battle 3, but this time decide where and when units are deployed. You could start with all vehicles on the table, or have them enter as reserves in the first turn. Both sides may deploy one or two hidden Command Groups at the start of the game.

You can also form your own Command Groups at the start of the game. For example, the US player might want to group his three M4 76mm tanks into the same battle group, and to add one M5 to each of his M4 companies. Similarly, the German player might want to add one or two Pumas to his Panzer or Stug III Command Groups.

You might also like to increase the amount of artillery so the US starts with three M7 HMCs the Germans with two 105mm howitzers. If you take this option, add one Army Morale Point and one Staff Order to each side.

You can also play around with the terrain to create different battlefields. The main thing when placing terrain is to provide cover and to block Lines of Sight so that vehicles are forced to manoeuvre.

Your Thoughts and Comments

I hope you’ve enjoyed Armour Battles. You can let me know what you think of Armour Battles by leaving a comment below.

Amour Battles Download

I’m currently collating and editing the posts ready for download. As soon as it’s complete, I’ll send out the link in the Newsletter.

You can sign up for the Newsletter here, if you haven’t already done so.

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