Brief AAR on Tank Charts
I took a series of screenshots and made some notes along the way as we played 2v2 for the first time with Clay as ‘Umpire’ This all went down about 2100 last nite.
Excellent fun.
The Game system reminds me of the board game MBT/Panzer.
However there is a key differentiator.
Spotting & Observation.
In Tank Charts vehicles and men are rated for ‘visibility’ for example a a Panther has a higher [equals better] score for visibility, it can see the enemy better. Versus say a T-34 which due to either training, ports, and other physical factors can see less easily. This will come home to roost as we will see soon enough.
Otherwise it feels very Panzer. – Base to hit chance, modified by relative movement, range. You then check hit location, and compare penetration values of a round against the strike zone. Pens usually end up in a kill.
My team mate Pete and I drove T-34 /85’s.Which have a slower fire
reaction rate, poorer visibility but are twice as fast generally across country as our enemy the Panther Vd.
Which as we can see has 4x visibility, a faster fire factor and better range to penetration ratios. For example a Vd will pen at 1500 yards with a strength of 118, while the T-34 does only 95, and does not rise to 120 until half that range – 750m! Huge difference. Different tactics are therefore required for both sides.
Lowest factor fires first
General Observation Phase 0 folks spot each other as we are 4k m apart plus.
Clay moves us and ranges us.
Turn2
The Soviets decided to go 1 up head to head and one flank, looking to get angled 45 degree shots on the Panthers thick arm
We spend a few more turns closing and by turn 6 the Germans know we are out there, but we are yet to see anything!
Turn 6 sees Pete spotted, and the first long range rounds are popped off all to no effect. Pete feels the clangs but still has not ranged in and spotted the enemy.
All of us are about 2k meters apart.
The two Panthers Justin and Josh, halt and get their sites set on Pete. I close with my tank on the angle as fast as I can.
Pete locates but still cannot shoot at Josh and Justin.
The Germans shoot again.
With a base 12 to hit its a long shot [you roll 3d6] But it hits! Ramming into the front hull the penetration is only 103 at range and the hull armour is 117, PLUS the variable penetration roll reduces penetration by an incremental 10%. ‘Clang’ it glances off the hull and Pete survives.
I tried to get a shot of clays butt crack but he would stand still long enough!
Pete is now very close, closing at 1/2 speed.
Justin and Josh both fire!
Justin has a base 10 shot now as he is at 1500m, -1 for large target and +5 for movement of the T85. he misses.
Josh has a base 12 shot as he is at 1600m [next bracket up] -1+5-1 for the 2nd shot. the round whistles past.
I now angle in, and move 1/2 move to improve spotting chances.
Josh fires at Pete now with a base 10 as Pete continues to close. ITs a hit! on the lower hull his pen is 118, the defense is only 117! The varaible pen forces the # up! Kill shot. Medium tnak vs Medium tank Josh rolls a 1 and the is the kill result they wanted.
The turret separates and Petes tanks rolls to a dead stop as they say.
With all this fire and my prior location assessment I now spot Justin and launch a round at 1500m from a full stop. Justin is 1500 m away and Josh 2400. Germans fire faster see note above! They get their shot off first but miss.
I return fire looking for a lucky strike. With a base ten to hit I can fore sure make it but will it be in a zone that makes a difference. ITs a side shot, but hits the upper hull where armor is very thick! 177 defense versus a 118 pen. No need to calculate the 10% variable. We draw draw the nite to a close confident that the Germans will mop up that crazy Ivan!
We had a lot of un, checking ranges, working thru spotting and popping rounds off!
Good times.