"505th Tiger Bn Day 2 of Kursk - how not to do it!" Topic
5 Posts
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Navy Fower Wun Seven | 31 Jul 2015 11:03 p.m. PST |
Dear All,
I totally stuffed up an attempt to replicate this famous ambush, where 18 Tigers destroyed an entire Tank Corps at no cost to themselves, but it was still an interesting game: link |
Cardinal Ximenez | 01 Aug 2015 4:01 a.m. PST |
Nice! I have a horde of the 10mm Tank Museum stuff and now I know what I'll do with it. What OOB did you use? DM |
Navy Fower Wun Seven | 01 Aug 2015 3:06 p.m. PST |
Thanks Don! Didn't really use an orbat as such, just scaled down from the account of the battle in Sledgehammers – the Sov brigades had 50 T34 and 20 T70 as runners present on the day, and the 505th had 18 Tigers. I had 17 T34 models available so scaled down to 6 Tigers… |
Mako11 | 01 Aug 2015 6:50 p.m. PST |
Yea, I suspect having Tigers pinned may be part of the issue. Another could also be various aspects of the rules you are using. Frequently, they permit far too much movement relative to the gun range of tanks, and their rate of fire. Tweaking those issues, as well as the "pinned" problem may make the scenario a bit more historical. Try reducing the per turn movement rates, and/or double the firing ranges of the guns. Not sure how many rounds your Tigers can fire per turn, and what their success rates are in the rules, at various ranges, so you may need to adjust those a bit too, especially once you factor in misses, armor saves, etc.. |
Navy Fower Wun Seven | 02 Aug 2015 1:58 a.m. PST |
Thanks. Yes I'm thinking of extending the gun ranges by a band. I think I'd also give all the Tigers the 'Ace' rating which improves their accuracy. That way a long range shot at a stationary target could hit on a 5d6. |
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