stalin's tanks - errata and suggestions

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Stalin’s Tanks Errata and Author’s Suggestions Source: Interplay Magazine, Issues 2 and 3 Compiled by kentreuber ([email protected] ), August 27, 2011 Errata: Pz III and Pz IVd should have an armor class of “G” instead of “6” Map: Hex 1727 should be a ford. Fords are treated as clear terrain. References to the Panzer “IVfz” should read “IVf2” Section 6.3: (add) “except when the Overrun rule is used” Section 14.3: Rules states that unit types don’t matter. It should state that Armor Class doesn’t matter. HE vs. Armor Suggestions: (Should be Optional rather than Advanced) Author suggests allowing HE fire vs. armor only during the player’s turn. Author also suggests using +3 to-hit DRM instead of +2 DRM. (Note: HE vs. unarmored targets is still at +2 DRM and may be performed during the opponent’s turn.) Disrupted tanks may not fire in their next fire phase but may move normally. Overruns: (Author suggests that this should be Advanced rather than Optional) Soviet Command Control: One tank from each tank company should be designated as the command tank (e.g., use pencil mark). When a command tank is destroyed, promote one of the surviving tanks to be the command tank. A unit that cannot see its command tank may not move but may fire. Design Your Own Scenario Points German Soviet Early Pz II Co. (4 Pz II), ½ pt. Pz II Co. (3 Pz IIIg, 3 Pz IIIj), 3 pts. Pz IV Co. (3 IVd, 2 IVf2), 3 pts. Assault Gun Co. (4 Stug b), 3 pts. Infantry Co. (4 squads), ½ pt. BT-7 Co. (4 BT-7), 1 pt. T34 Co. (2 T34a, 2 T34b), 5 pt. KV Co. (4 KVIa), 6 pts. Each Soviet tank company has 3 infantry squads attached. Middle Pz II Co. (4 Pz II), ½ pt. Pz III Co. (4 Pz IIIj, 1 Pz IIIg), 4 pts. Pz IV Co. (5 Pz IVh), 6 pts. Pz V Co. (4 Panthers), 12 pts. Pz VI Co. (4 Tiger I), 10 pts. Assault Gun Co. (2 Stug g, 1 Nash), 5 pts. Infantry Co. (4 squads, 4 HT), 1 pt. T34 Co. (4 T34c), 5 pts. KV Co. (4 KVIc), 7 pts. Assault Gun Co. (1 SU76, 2 SU85, 1 SU122, 1 SU152), 8 pts. Each Soviet tank company has 3 infantry squads attached. Late Pz II Co. (4 Pz II), ½ pt. Pz IV Co. (4 Pz IVh), 5 pts. Pz V Co. (3 Panthers), 9 pts. Pz VI Co. (3 Tiger II), 12 pts. Assault Gun Co. (1 Hetzer, 1 PzJg V, 1 PzJg VI), 8 pts. Infantry Co. (4 squads, 4 HT), 1 pt T34 Co. (4 T34c), 5 pts. T34/85 Co. (4 T34/85), 6 pts. KV Co. (4 KVIc), 7 pts. JS II Co. (4 JS II), 10 pts. Assault Gun Co. (1 SU100, 1 SU122, 1 SU152), 10 pts. Each Soviet tank company has 3 infantry squads attached. Use blank counters to represent the missing IVd and IVf2 and JS II’s. Use Stug g’s as Stug b’s. 88 Flak is an Early period weapon; 88 Pak is a middle-later period weapon. 1. Players choose period. Players set point limits (30-40 points is suggested). 2. Players secretly select forces. Forces not mentioned in the above table are available in all periods.

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Micro Game, Errata and suggestions compiled from Interplay Magazine.

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  • Stalins Tanks Errata and Authors Suggestions Source: Interplay Magazine, Issues 2 and 3

    Compiled by kentreuber ([email protected]), August 27, 2011

    Errata: Pz III and Pz IVd should have an armor class of G instead of 6 Map: Hex 1727 should be a ford. Fords are treated as clear terrain. References to the Panzer IVfz should read IVf2 Section 6.3: (add) except when the Overrun rule is used Section 14.3: Rules states that unit types dont matter. It should state that Armor Class doesnt matter.

    HE vs. Armor Suggestions: (Should be Optional rather than Advanced) Author suggests allowing HE fire vs. armor only during the players turn. Author also suggests using

    +3 to-hit DRM instead of +2 DRM. (Note: HE vs. unarmored targets is still at +2 DRM and may be performed during the opponents turn.)

    Disrupted tanks may not fire in their next fire phase but may move normally. Overruns: (Author suggests that this should be Advanced rather than Optional) Soviet Command Control: One tank from each tank company should be designated as the command tank (e.g., use pencil mark). When a command tank is destroyed, promote one of the surviving tanks to be the command tank. A unit that cannot see its command tank may not move but may fire.

    Design Your Own Scenario Points

    German Soviet

    Early Pz II Co. (4 Pz II), pt. Pz II Co. (3 Pz IIIg, 3 Pz IIIj), 3 pts. Pz IV Co. (3 IVd, 2 IVf2), 3 pts. Assault Gun Co. (4 Stug b), 3 pts. Infantry Co. (4 squads), pt.

    BT-7 Co. (4 BT-7), 1 pt. T34 Co. (2 T34a, 2 T34b), 5 pt. KV Co. (4 KVIa), 6 pts. Each Soviet tank company has 3 infantry squads attached.

    Middle

    Pz II Co. (4 Pz II), pt. Pz III Co. (4 Pz IIIj, 1 Pz IIIg), 4 pts. Pz IV Co. (5 Pz IVh), 6 pts. Pz V Co. (4 Panthers), 12 pts. Pz VI Co. (4 Tiger I), 10 pts. Assault Gun Co. (2 Stug g, 1 Nash), 5 pts. Infantry Co. (4 squads, 4 HT), 1 pt.

    T34 Co. (4 T34c), 5 pts. KV Co. (4 KVIc), 7 pts. Assault Gun Co. (1 SU76, 2 SU85,

    1 SU122, 1 SU152), 8 pts. Each Soviet tank company has 3 infantry squads attached.

    Late

    Pz II Co. (4 Pz II), pt. Pz IV Co. (4 Pz IVh), 5 pts. Pz V Co. (3 Panthers), 9 pts. Pz VI Co. (3 Tiger II), 12 pts. Assault Gun Co. (1 Hetzer, 1 PzJg V,

    1 PzJg VI), 8 pts. Infantry Co. (4 squads, 4 HT), 1 pt

    T34 Co. (4 T34c), 5 pts. T34/85 Co. (4 T34/85), 6 pts. KV Co. (4 KVIc), 7 pts. JS II Co. (4 JS II), 10 pts. Assault Gun Co. (1 SU100,

    1 SU122, 1 SU152), 10 pts. Each Soviet tank company has 3 infantry squads attached.

    Use blank counters to represent the missing IVd and IVf2 and JS IIs. Use Stug gs as Stug bs. 88 Flak is an Early period weapon; 88 Pak is a middle-later period weapon.

    1. Players choose period. Players set point limits (30-40 points is suggested). 2. Players secretly select forces. Forces not mentioned in the above table are available in all periods.