13th Corps Wild Ride Part 1



This one special condition here is problematic for the Germans. With a limit of units per map and no ability to change maps, they are literally going ot have to put their weakest units up front and hope for the best, then attempt to take out the Soviets as they cross the Middle map.


I and others have presented how to and how it all works for Armor in LNT previously. The short version is Range, To Hit number [2d6] and Penetration rate [1d6 plus the number vs 1d6 and armor where it hits. The front details Hull Turret for front side and rear in order.

As you can see in 1942 it appears the tables are beginning to turn on German armor resilience. If the average roll on 1d6 is 3, then the Soviets are in great shape to kill German tanks all day.


Soviets send the tough armoured KV1’s in first.


The Germans attempt to use the wheat fields as cover.


Further back on the hill the Pzr IVs await their chance.



Yeah… Its gunna be a long day. The Pz IV F’s shell glances of the hull of the KV1 doing no damage. They respond , roll to hit, do so and blow apart the IV.


T-34s now advance at pace.


End of Turn 1



The Pz III J gets a rear kill ad the cocky Soviets race towards the exit on the far map!


But pay the ultimate price



By turn four the Soviets have pushed back the Germans in the wheat fields, and prepare to rush the hill.


German shots at range are ineffective!