Battle 3 – Counter Attack

Type: Counter Attack Time: 0800 hours, 21st September Location: Near Lezey, Lorraine

As the US armour attempts to break through the German lines, the Germans commit one of their few Tiger platoons to push the Americans back.

Map

Battle 3 Map

Deployment Zones: The German Deployment zone is at the top of the map and the American one at the bottom.

Victory or Defeat: The game is won by the player who reduces the other to zero Army Morale Points.

Next Post

US Briefing – Mission 3.

Posted in Wargame Rules | Tagged | Leave a comment

Armour Battles – Staff Orders Update

Rommel with staffStocking Staff Orders with 6s

As well as allowing Instant Staff Orders, 6s allow Staff Orders to be restocked on a one-to-one basis. Each 6 may be converted into directly into a Staff Order. 6s used in this way may not be used to issue Instant Staff Orders – the new Staff Orders may only be used on your next turn.

Opportunity Staff Orders

The following Staff Orders may be used during an Opponent’s Command Pulse:

  • Remove Suppression
  • Increase Combat Dice
  • Increase Reaction Dice

Next Post

Mission 3 Overview.

Posted in Wargame Rules | Leave a comment

German Statistics – Battle 2

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.

Panther

Training: Regular

Move: Average 6+1D

Reaction: 7D/6D

Weapon: 75L70 Gun

  • Range: 9/18/36
  • FP: 8D AT: 9D

Notes: Sloped armour.

Panzer IV H

Training: Regular

Move: Average 6+1D

Reaction: 5D

Weapon: 75L48 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Sturmgeschütz III

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.

Next Post

Staff Orders Update.

Posted in Wargame Rules | Tagged | Leave a comment

German Briefing – Mission 2

Time: 1300 hours, 20th September

Location: Near Lezey, Lorraine

The Americans are attacking our forward positions. Your Stug IIIs start the game hidden and may use ambush fire against the Americans.

German Battle Group Statistics

Units: 11

Command Dice: 4

Staff Orders: 3

Rally Dice: 4

Artillery Response Dice: 4

Army Morale: 10

German Battle Group Units

Your battle group has been reinforced by a Stug III platoon, and two SdKfz 234/2 (Puma) platoons. You have one battery of 105mm howitzers to provide off-table artillery support. Use Staff Orders to call and adjust artillery missions.

Panzer Company

  • Panther Aus F
  • Panther Aus F

Panzer Company

  • PzKwf IV H
  • PzKwf IV H
  • PzKwf IV H

Assault Gun Company

  • Stug III
  • Stug III
  • Stug III

Recon Company

  • SdKfz 234/2 Puma
  • SdKfz 234/2 Puma

Off-Table Artillery

  • 105L28 Howitzer

German Set-Up

Battle 2 Map

Initial Forces: The Stug IIIs are deployed as hidden units. They can be placed behind the hedges surrounding the fields or at the edges of the woods. The Stug IIIs are placed as a company. Mark their location on your map.

The Pumas may be deployed on your Friendly Table Edge any where in your Deployment Zone or they can be added to your Panzer companies.

Reserves: Your two Panzer companies may be committed as reserves from the second turn. Each Panzer company is committed as a separate Command Group. They may enter anywhere along the friendly table edge within the German deployment zone.

No reserves may be committed during a turn in which you roll a Command Failure.

First Command Pulse: The US player automatically has the first Command Pulse even if he rolls a Command Failure.

Victory or Defeat: You win if you the reduce the Americans to zero Army Morale Points. You lose if the Americans reduce you to zero Army Morale Points.

Next Post

German Statistics – Battle 2.

Posted in Wargame Rules | Tagged | Leave a comment

US Statistics – Battle 2

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.

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

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

M4 75mm

Training: Regular

Move: Average 6+1D”

Reaction: 5D

Weapon: 75L38 Gun

  • Range: 7/14/28
  • FP: 6D AT: 7D

M4 76mm

Training: Regular

Move: Average 6+1D”

Reaction: 5D

Weapon: 76L52 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Next Post

The German Briefing for Mission 2.

Posted in Wargame Rules | Tagged | Leave a comment