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