Panzer Grenadier Battles on June 28th:
Beyond Normandy #15 - Capture of Hill 112 Hammer & Sickle #26 - All American
Beyond Normandy #16 - Mouen Iron Curtain #6 - All American
Beyond Normandy #17 - Grainville 2 Pusan Perimeter #11 - Isolation
Beyond Normandy #18 - Counterattack on Hill 112 Pusan Perimeter #12 - The Outskirts of Seoul
Beyond Normandy #19 - 10th HLI at Mouen Saipan 1944 #30 - Pushing Forward
Beyond Normandy #20 - 28 June : Battle For The Corridor Saipan 1944 #31 - The Unusual Situation
Eastern Front #17 - Land Battleships
PG-HQ Library > Games > Patton's Nightmare
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Iron Curtain: Patton's Nightmare

Patton's Nightmare boxcover
Designer Stafford
Game Type Expansion
Format Book
Release Date 2012-07
Availability In Print
Scenarios 20
Counters 77
Counter Type Laser-cut
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 11 votes
5
4
3
2
1
3.73
Expansion Rank: 17 of 73
Popularity: Ownership & Activity
Status Owned by 10% Played by 3% AAR'd by 4% Medaled by 0%
Rank 70th of 99 71st of 91 58th of 89 TBD
Expansion Game Requirements & Playability
20/20 Patton's Nightmare
20/20 Road to Berlin
20/20 Elsenborn Ridge
Display
Balance:



Overall balance chart for Patton's Nightmare
Total
Side 1 9
Draw 1
Side 2 2
box back

Three years after the United States and the Soviet Union jointly vanquished Nazi terror, the two former allies began a four-decade-long "Cold War." While it never ignited into a Third World War, both sides armed for it, trained for it, and planned for it.

Iron Curtain: Patton's Nightmare explores the use of the huge tanks and other weapons prepared for this war that never happened.


Display Scenario List (20)


Display Order of Battle

America Order of Battle
Soviet Union Order of Battle

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (9)

9 Errata Items
Errata item for Matt W

Scenarios listings have entries for the SU-152. This unit does not exist, use the JSU-152.

(Matt W on 2012 Sep 02)
Scen 4

The scenario requires use of a 37mm gun for the Soviets but does not distinguish between the AT or AA version. By this date the 37mm AT gun was no longer in active service so the AA version has been listed.

(Matt W on 2012 Sep 02)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Soviet Union
105%
Soviet Union
America
100%
America

Display Battle Types (13)


Display Conditions (10)

PG-HQ Library > Games > Patton's Nightmare
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