|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
|
Scenario Rank:
--- of 940 |
Parent Game |
Stalin's Tanks |
Historicity |
Alt-History |
Date |
1943-07-12 |
Start Time |
08:00 |
Turn Count |
16 |
Visibility |
Day |
Counters |
30 |
Net Morale |
0 |
Net Initiative |
0 |
Maps |
3: 41, 42, 43 |
Layout Dimensions |
84 x 43 cm 33 x 17 in |
Play Bounty |
227 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Just as the Soviets designed new tanks to battle their conceptions of new German models, so did the
Germans seek to counter the well balanced T34. Their answer, the over-engineered Panther, eventually would tum out to be quite a formidable opponent, but proved so expensive to build that it could not
match the sheer numbers of the T34. But even its thick, sloped armor could be penetrated by the awesome ZiS-4 tank-destroying cannon..
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Conclusion
|
The Panther weighed nearly twice as much as the T34/57, with a better radio and a more impressive cannon. But in the summer of 1943 the new tank had raw crews and a severe tendency to break down on the way to battle (these two facts may be closely related). The T34/57, with numbers on its side, could still face the Nazi behemoth.
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Additional Notes
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The additional Panther or PzKw V pieces can be taken from any game that has them. |
Display Relevant AFV Rules
AFV Rules Pertaining to this Scenario'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).
- 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
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Soviet Union Order of Battle