TANK! WW2 RULES
Notes and clarifications
One tank model represents approx 4/5 tanks. One infantry stand approx 40/50 troops. 1" = approximately 50 yds.
Turn 3. 2 of diamonds (the game has a random turn sequence) -American rally phase. By the looks of things not very successful - suppressed counters still litter the table! The sub-command - made up of 8 rifle stands, 5 engineers stands, 2 MMG stands and 6 Shermans has lost cohesion due to artillery fire and mortar stonks. The command is now split into two groups making command and control more difficult for the competent commander. Remember infantry stands have to be within 3" of another stand and within 12" of each other to constitute a movement group.
Hold counters represent a tank spending more time firing than moving (i.e. it doesn't actually move) - put them down at the beginning of the movement phase and improve the chances of hitting the enemy!
Infantry and engineers move forward covered by the armour - all activity must be rolled for it is not automatic.
Basically (although it's a little more complicated than this) a stand hit once is suppressed, a suppressed stand that is hit is pinned, and a pinned stand that is hit is eliminated. Stands can rally from suppression and pinned.
A movement group - requiring one movement action - made up of two engineers stands and three rifle stands. All are within 3" of another stand in the group and within 12" of each other.
Turn Five: Random event Jack of Diamonds - 'Medal of Honor'. The platoon of tanks charges forward towards the pinned Pak 40 only to run straight into a hidden minefield - rolls an 8 - suppressed! Bugger!
Turn Seven: The glory hunters didn't get their medal! Hit by fire from the Pak 40 and an 88 on the hill the platoon is forced to withdraw and is then knocked out. Engineers and the tank have cleared a gap in the wire and the Yanks are moving forward to attack the town. Other infantry and engineers have rallied and are moving forward.
Turn Seven: A poor command roll - no prompts/re-rolls available and you guessed it - the lead group failed their activity roll! To add to the attackers troubles the German defender finally rolled well and rallied some of his troops.
An 8 on a d10 enough for the Green defenders to rally from pinned to suppressed.
Turn Nine: Infantry and engineers move forward to close assault range - 3". They stumble into the minefield. Fortunately for the Americans they roll well and only one stand is suppressed.
Turn Nine: Fire from an MMG platoon in the building suppresses one stand of engineers. The attacking rifle stand is knocked out by fire from the bunker and HE rounds from the Pak. But one engineer stand survives to go in - +2 enemy pinned, +1 better quality, +1 engineers attacking building, +2 additional stand, -1 enemy minor support, -1 enemy defending building. 4 up the Yanks roll an 8 = 12, the Germans roll a 7, beaten by five the German stand is eliminated and the Yanks storm the town!
Turn Ten: Another successful close assault by the engineers sees the enemy MMG stand eliminated. The building is cleared and one platoon moves forward against the next building sector.
Looking back from the hill behind the German position. The Shermans have done their job - keeping the 88s and Paks occupied, engaging the bunkers and covering the assault by the infantry and engineers -without themselves losing too many tanks. In the distance you can see a Rifle platoon that failed to rally throughout the entire battle - suppressed and pinned stands cannot move towards the enemy.