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"Airfix Battles - Tanks!" Topic


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furgie14 May 2016 9:32 a.m. PST

I wanted to try out my new (well, second-hand but new to me) Airfix poly Tiger and Panther models, so I decided to put together a quick solo game using the Airfix Battles rule set.

Forces
German – A Panzer IV Sergeant (three stars), a Panther (three stars) and Michael Wittmann's Tiger (five stars). Now this is not a legal force in Airfix Battles, as a panzer IV Sergeant can only command two x two Star units – However, I really wanted to try out Whittmann's Tiger and the Panther, so I went with it.

American – A Sherman M4A2 Lieutenant (five stars), a Sherman M4A2 Sergeant (three stars) and two M4A2 Sherman's at two stars each.

Hand and Play values
Airfix Battles uses order cards, your Hand value is the number of cards you can draw / hold in your hand, the Play value is the number of order cards you can use each turn.

The German Sergeant has a Hand and Play of one, Wittmann has a Hand only value of one, added to the default values of one gives a Hand of three and a Play of two.

The American Lieutenant has a Hand and Play of two, the Sergeant one each, added to the default of one gives a Hand value of four and a Play value of four (although in the solo game, the enemy doesn't use Hand / Play values and the Americans will be the enemy in this game).

Terrain
I decided not to use any terrain, as I guessed how this battle would end and just wanted a quick game to try out the Tiger and the Panther. See the board setup here: – link

Turn one
The American's win the initiative and draw an Interrupt card, which is banked (Interrupts are used during the opponents round), and then a Sweeping advance card. The Sherman's are not in range to fire, so two units (at random) move forward into range.

I play a Sweeping advance on the Panther and the Panzer IV, shooting at one of the M4A2's in range. Before I do this, the American plays his Interrupt, which allows him to move a tank before I fire. The second M4A2 moves into range of the Tiger. I roll a total of seven dice needing five's to hit, and score two hits. Both penetration checks fail, so no damage. The M4A2 takes a morale check for the two hits and fails, pinning him.

The American's draw Rapid Advance and the second M4A2 moves closer to the Panther (as the closest, weakest unit) and targets it. Three dice, five's to hit with one hit rolled. The Sherman needs a six the penetrate the Panther and fails.

I play an Artillery Strike on the Sherman with the lieutenant on board, three dice, two hits, two penetrations, leaving the Lieutenant with just two armour points.

The Sergeant draws Mechanised Assault, but has to play move and fire at my weakest unit. Three dice at the panther, one hit, fails to penetrate.

End of Turn one, pic here: – link

More to follow.

Cheers,

Furgie

furgie17 May 2016 9:41 a.m. PST

Turn 2

American's win Initiative

They draw Dropping Lead, so the Sherman Lieutenant fires at the Panzer IV. Three dice, four's to hit and three hits! Only one penetrates, leaving the Panzer IV with armour three. The Sergeant passes his morale check with a six.

Time for Hauptsturmführer Wittmann to try his dice. I play an Open Up order, but choose not to move. I shoot at the second (unpinned) M4A2. Four dice, three's to hit and I miss with all four dice! (It was so hard to resist cheating a little and rerolling, but I managed!)

The American's draw Superb Teamwork and the second M4A2 (who just cheated death) roars forward and sits between the Tiger and the Panther so he can get a flank shot at the Panther (it's an extra shot for a flank attack). Four dice, five's to hit with one hit. The hit penetrates leaving the panther with armour three.

I play a basic fire order on the Panther. Flank shot on the second M4A2. Five dice, five's to hit, one hit. It penetrates, leaving the Sherman with armour three.

The Americans draw Commando Assault, which turns into a default order as there is no infantry on the board. This is played on the pinned Sherman. A morale check (four needed as he is within two of the Lieutenant) passes and the Sherman is already in range of my weakest unit (the Panzer IV) and so just shoots. Three dice, five's to hit, all miss!

The final order card is for the Sherman Sergeant. His On the Double card also turns into a default order, and so he moves into range of my weakest unit and fires. Three dice, five's to hit, one hit. The hit fails to penetrate the Panzer IV.

End of turn two picture. Note the Sherman stuck between the Tiger and the Panther – link

Cheers,

Furgie

Part time gamer04 Jul 2016 6:18 a.m. PST

Airfix tank models.. boy does that brings back some memories. I had no idea Airfix had gotten into the Rule market as well.

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