Turn Sequence:
1. Artillery
2. German Move
3. German Shoot
4. Soviet Move
5. Soviet Shoot
6. Air Attacks
Artillery: Each side rolls three dice to determing how many cotton balls they get to throw each turn. Each cotton ball represents an artillery or rocket barrage. The players must stand an arm's length away from their table edge, then they throw the balls onto the battlefield. Continue throwing the balls until all of them have been used. It doesn't matter if they bounce or roll, their final resting place is all that counts. If some of the balls end up off the table they are counted as misses. When all the balls have been thrown the damage is assessed. Any tank that is touching a cotton ball, or whose base is under a ball is removed. When in doubt, remove the tank. If any balls land on friendly tanks that's too bad, the tank is still eliminated.
Movement: All tanks can move 6".
Shooting: Tanks may fire in any direction at an enemy tank that is in range. Roll one die per tank. The chart indicates the number needed for a hit. Tanks that are hit are destroyed and removed (exception: see Tiger rule below). Tanks do block line of sight, so you can't shoot through friendly tanks.
Shooting Table |
Range | 6" | 12" | 18" |
Tigers
| 5-6 | 5-6 | 6 |
T-70
| 5-6 | - | - |
All other tanks
| 5-6 | 6 | -
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Air Attacks: Both sides commited a lot of aircraft to the battle and fought a savage battle for control of the skies. Each side rolls two dice to determine who has control of the skies this turn. The difference in die rolls determines how many air attacks the winning side gets to make this turn. If the die rolls are tied neither side gets to make air attacks. The winning side places markers on the battle field to indicate where they want to make their attacks. The markers can be any small objects, such as red and blue poker chips (different colors should be used for the two sides). After all the markers have been placed the air attacks are resolved. Roll one D6 for each attack and consult the table for the results. If the attack is a HIT the player targeted chooses which tank is destroyed.
Air Attack Table
Die Roll Result
1 Oops, One friendly tank is destroyed if within 12" of marker, otherwise MISS
2 - 3 MISS
4-6 HIT - One enemy tank within 12" of marker is destroyed
Terrain: The woods, hills, and village affect line of sight. Tanks can fire into and out of these terrain features, but line of sight can not be traced through them.
Tigers: The Tigers outgunned all the Soviet tanks, and have heavier armor. In order to destroy the Tigers the Soviet tanks had to charge to close range and hit them in the flank or rear. Tigers are immune to enemy fire from more than 6". At ranges 6" or less they get saving throws unless the fire comes from the flank or rear. Roll 1D6 for each hit eligible for a saving throw. If the Tiger rolls a 4-6 it ignores the hit, otherwise it is destroyed.
Kursk: Taming the Tigers Battle of Prokhorovka (1943)
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© Copyright 2004 by Matt Fritz.
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