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WEATHER TABLES

WEATHER

Condition
Clear
Overcast
Fo!
Mud

JullAug
1-69
70-88
89-91
92-97
98-100
NP'

M ud/Overca~ _

MONTH
Sep/Oct/Nov
Dec/Jan/Feb
1-44
1.:.Q.l.
62-72
45-50
73-75
NP
76-91
NP
92-97
51-58
59-100
98-100'

Mar/Apr
1-53
54-71
72-75
76-91
92-97
98-100'

Snow
NOTES :
1) Not possible.
2) March and November only, otherwise overcast. Check for severity of snow on Snow Table
below.

SNOW TABLE

IJi9

(Dec-Feb + 1; Mar, No v - 1)
Die Roll
Condition
Falling Snow
0-1
2-3
Ground Snow
Ground Snow and Falling Snow
4-5
Ground Snow
6-7
Deep Snow
8-9
Deep Snow and Falling Snow
10-11
WEATHER EFFECTS
no effect.

Clear weather:
Fog , lalling snow : (1) Spotting and combat possible at short range only ;
(2) Treat all direct fire as passin g throu gh smoke.

II Mud, deep snow:

!JJ.

--'

Use the same roll for both determination s:


Time Elapsed 10/ 2 (round down) + 1 hours past sunri se .
Ammo Expended = 1D(x 2 HE) and xl .30 calibre MG ammo) boxes checked off.

SUNRISE-SUNSET CHART

r-I~

Sunrise
5:00
5:30
6:30
7:15
7:45
7:45
7:1 5
6:15
5:1 5

Sunset
19:1 5
18:1 5
17:15
16:15
16:00
16:30
17:30
18:00
19:00

TIME USE TABLE


Time

Activity
Enter new area on improved road .
Enter new area on dirt road.
Enter new area on no road.
Combat occurs when entering a new area.
Check anyone additional area for estimated enemy resistance.
Attempt to replenish ammo- roll 10: 1-7 = arrives; 8-10 = fails.
Call lor artillery-roll 10: 1-7 =arrives ; 8-10 =fairs.
Call for air strike-roll 10: 1-4 =arrives; 5-10 =fai ls.
Replace incapacitated crewmen (19.3).

f~m .
30m.
45m.
15m.
15m.
60m .
1! 5m.
30m.
30m.
NOTES:
1) No air strikes possible with overcast , fog, or falling snow weather.
2) Movement + 15 minutes during mud , fog , rain , ground snow, or deep snow weather.

EXTRA AMMO

To determine how many ex tra rounds of


main gun ammo you are ordered to load
into your tank, roll 1 D:
Counterattack
Die
Advance
Battle
Scenario
Roll
Scenario
Scenario
None
1-2
None
None
None
3-6
20 / 10
None/ l0
10 / 10
7-10
30/ 10
10/1 0
NOTES :
1) Extra main gun rounds I extra .30 calibre MGammo
boxes.
2) Even if you are not required to carry extra ammo, you
may voluntarily carry up to 30 main gun rounds and 10
.30 calibre MG ammo boxes.

TIME TABLES
TIME ELAPSED TABLE

Month
July, August
September
October
November
December
January
February
March
April

AMMO AVAILABILITY

HE (High E~los ive ): Unlimited for all !Luns.


AP ,(!\rmor Piercing} Unlimited for all guns .
WP (White Phosphorous Smoke): 75mm onlyunlimited.
HCBI (Hexachlorothane-Base Initiating Smoke):
75mm only-l 0 rounds available for your tank
each day .
HVAP (High Velocity Armor Piercing): 76mm
only- roll 10: 1-3 = 1 round ; 4-7 = 2 rounds;
8-10 = 3 rounds .

I!J

(1) See Movement Table; (2) See Time Use Table;


(3) Reduced He effect.
Overcast: (1) Roll 10 at the beginning of each hour for rain - 1-8 = no
effect ; 9-10 = rain. Use similar procedure to see if rain stops1-5 = stops ; 6-10 = rain continues . Rain may start and stop several times
in a day. (2) No Air strikes possible.
Rain: (1) Rapid smoke depletion (see 18.22); (2) Af1er two hours of rain in
one day, mud conditions exist.
Falling snow : Snow may stop at the beginning of each hour , roll 101-8 = snow continues ; 9-10 = snow stops. Having stopped , snow may
start again each hour on a roll of 9 or 10 .

IfJ

AMMO TABLES

DEPLOYMENT TABLES

Determine the deployment of your tank by


rolling 2D on one of the following tables.
Consult Table II only if you command an
M4A3E2 tank model (either Tank #12 or
#13). If your tank is deployed either moving
or hull down, mark it on the Battle Board
with an appropriate marker. If the number
you roll is with in the range of numbers
under the column " Lead Tank," your tank
is also the lead tank of your formation . Note
that you are lead tank in the Notes section
of the After Action Report.

TABLE I (All
Deployment
Hull Down
StoPl!.ed
Moving

TABLE II
Deployment
Hull Down
StoPll.ed
Moving

tanks except #12 and #13)


Lead Tank
Dice Roll
1-20
21 -57
57
91-100
58-100

(Tanks #12 and #13 only)


Lead Tank
Dice Roll
1-8
32-36
9-36
37- 100
64-100
~

1987 The Avalon Hill Game Company Division of Monarch Avalon, Inc . Printed in USA

A-7075

2/87

13689-3

8680004 (A)

\~
WOUNDS TABLE ~~__~ ~______~M~O~V~E~M~E~N~T~T~A~B~L~ES~____~I I
r-~~
________________
'b .. ~

Dice
Effect on
Roll
Wound
Effect
Bailing Out
1-42
Near Miss
None
None
43-47
Unconscious'
Incapacitated'
Cannot bailout
Light wound
48-72
None
None
73-87
Lig ht wou nd
None
Out 1 week'
Bail out +2
88-92
Serious wound
Out 10 weeks'
93 -97
Serious wou nd
Sent home'
Cannot bail out
98-100'
Killed
Incapacitated
Cannot bail out
Dice Roll Modifiers :
(?) See Hit location Effects Table for modifications to the dice rolls due to
the location of hits.
- (7) Crewman's rati ng wh en ro lling for wounds after bailout or wh en attempting a rescu e (see 19.1).
- 20 For Minefield attacks.
- 10 For rolls due to Harassing Fire if all non-US controlled close zones are
under Advancin g Fire and/or no en emy lW or MG units are nearer than
long range.
+ 5 For any crewman during an AA MG or Sub MG and rolling for wou nds due
to Collateral Damage .
NOTES :

Unconscious result applies to wounds caused only by gunfire knocking out your tank or
by minefield attacks. Otherwise treat this resu lt as a light wound with no other effect.
2) Unconscious men are temporarily incapacitated . During the Crew Actions Phase, 4.74 ,
attempt to recover consciousness . Roll 1 D: 1-5 = conscious ; 6 + = remain unconscious.
3) Crewman is incapacitated (see 19 .22) .
4) An unmodified roll of 100 always = crewman killed .

1)

HIT LOCATION CREW WOUND EFFECTS


The location of a gunfire or Panzerfaus t hit which penetrates the
tank affects the wounds of the tank cre w by modifying the dice rolls
on the Wounds Table as follows :
Location
Effect
TF
D and A ( - 20)
TR
DandA( -20); G ( + 10); l ( -1 0)
F
TL
TB

HF
H FR
H BR
HFL
H BL
HB
NOTES :

.' f.R

0 and A l -20) ; G (-10); l ( +10) ~L


D and A ( -20); C i + l0)
II Lt)
D andA ( +10); C ( - 10)
;;: I~' "D an d l ( - 101; A and G ( + 10)
;; ! c
D and A ( - 40); others ( - 30)
-' ....
D andl( + I01;AandG( - 10)
BL
BR
D and A ( - 40); others ( - 30)
R
D and A ( - 40); others ( - 30)
T = turret ; H = hull ; F = front ; R= right side; L = left side ; B= rear (back).

PART I: EFFECT ON SHERMAN


CREW ACTION
Forward to
Hull Down
1-20
21-97
98-99
100

Forward
or Reverse
NA
1-97
98-99
100

Reverse to
Effect
Hull Down
Hull dow.
1-10
No accident
11-97
1Thrown Track
98-99
Bogged Down
100
Dice Roll Modifiers :
- 7 Driver 's rating
- ? Commander's rating if commander directi ng movement from open hatch
- V2 Commander's rati ng (round down) if commander directing movement from
visi on cupola
- 2 Tank has HVSS suspension
+ 5 Driver buttoned up
+ 3 During ground snow weather
+ 6 During deep snow weather
+ 9 During mud weather
NOTES :
1)

NA = not applicable .

2) An unmodified roll of 100 always equals Sherman Bogged Down .


3) A tank that is bogged down may only attempt to move by rollin g on the Bogged Down

Movement Table. Once free it may move normally. A tank that throws a track or requires
assistance cannot move until the battle in this area ends . Thereafter a tank with a thrown
track is finished with combat for the day.

PART II. EFFECT ON ENEMY UNITS


The unmodified number rolled on the white die determines the effect
of movement on the positioning of enemy units as follows :
CREW ACTION
Reverse to
Forward to
Hull Down
Reverse
Hull Down
White Die
Forward
A
B
A
B
1
A
C
A
B
2
1C
A
C
3
- 1C
A
4
15
C
16
7-10
-

&

MOVEMENT DIAGRAM

NOTES:

-=Noeffect.
A
= Enemy units move one zone forward
as per the Movement Diagram and
recheck facing.
B = Enemy Units move one zone backward as
per the Movement Diagram and
recheck facing.

7111

( . ,1'_ ~, "
{\ \ \

. COLLATERAL DAMAGE TABLE


~

r
r-

Die Roll
1-50
51-52
53-54
55-57
58-60
61-63
64-65
66-70
71-75
76-80
81-90
91-100

Effect
No effect
Driver .l?,eriscope broken
Assistant driver peri scope broken
Gunner periscope broken
l oader periscope broken
Commander periscope broken
Gunsight broken
.50 caliber AA MG broken
Driver possibly wounded if not buttoned up.
Assistant driver possibly wound ed if not buttoned up.
Loader possibly wounded if not buttoned up.
Commander possibly wound ed if not buttoned up.

~ BOGGED DOWN MOVEMENT TABLE

NOTES:
1) Crewmen with broken periscopes can not spot, fire weapons (other than the smoke mortar,

or drive the tank unless their hatch is open.

2) If the gunsight is broken, the main gun cannot be fired again this day.
3) A broken AA MG may not be fired for the remainder of the day.
4) Roll on the Wounds Table for each possibly wounded crewmen.

fJa

BAIL OUT TABLE

Incapacitated men may not roll.


Die Roll
Effect
1-10
Crewman out.
11 +
Crewman unable to get out.
Die roll modifiers:
1) As per the Wounds Table.
2) loader in tank with no loader hatch: + 1.

;rgTANK

Die Roll
Result
1-10
Tank Free
11-80
No Effect
81-90
Tank Throws Track
91-100
Assistance Required
Unmodified Roll : 100 = Assistance required.
Die Roll Modifiers:
- (?) Driver rating
- (7) Commander's rating if command er directing movement from an open
hatch
- 5 If tan k has HVSS suspension
+ 10 Driver bu ttoned up

EXPLOSION TABLE

Tank explodes on a modified roll of 100 or


more. An explosion kills the entire crew.
Dice Roll Modifiers :
+ 5 Hull Hit.
+ 5 Hit from 88l or 88ll.
+ 1 For each 2 rounds (round up) of extra
ammo on board
+ 5 Tank does not have wet stowage .

BREW UP TABLE

Tank burns if the number rolled is less than


or equal to the number shown.
TARGET TANK
M4 M4A1 M4A3 Wet Stowage
Cause
Gunfire
80
75
7~
15
Panzerfaust
85
80
75
20
NOTE: The advantage of wet stowage is lost if the tank is
currently carrying main gun ammo in excess of its normal
load.

\~ ,

ENEMY ACTION: BATTLE SCENARIO


For each enemy unit on the Battle Board roll 20:
UNIT
ACTION
SPG/Tank'
AT Gun'
MG/LW'
1-10
Do Nothing
21-30
1-10
Move-F
11-15
na
11-20
-L
16-20
21-30
na
-R
21-25
31-40
-8
2 -3
41-60
Fire- Infantry
36-40
na
61-95
Fire-Any Tank
41-85 3
31-80
na
-Your Tank
86-90
81-90
na
96-100 + 5
-Lead Tank
91-100+
91-100+

NOTES:
1) Ambu sh turns : DI CE RO LL + 10.
2) Ambush turns : DICE ROLL + 20.
3) Fires at your tank instead if you are firing at its front. If you are firing at its side or rear ,
it moves back (MOVE-B).
4) Fires at your tank instead if you are firing at it.
5) MG , and LW fire versus you r tank is resolved on the Collate ral Damage Table.

~~

ENEMY FIRE COMBAT

40
66

88L
88Ll
To Kill Infantry Squad
SPGLTank
LW
MG

68
68

63
66

65
30
55

40 _ __
20
30

10
03
03

NOTES:
1) Du ri ng falling snow or fog weather, To Kill numbers are halved for bot h tables, and combat
beyond close range is prohibited.
2) When rolling To Kill an infantry squad, an unmodified roll of 01, 02, or 03 always kills.
3) To Kill numbers are halved for each Smoke marker the fire encou nters from the firer 's
zone to the target's zone, inc lusive.

For each enemy unit on the Battle Board roll 20:


UNIT
Trk/PSW'
ACTION
SPG/Tank'
SPW
AT Gun'
MG/LW'
1-10
Do Nothing
1-30
21-30
1-10
Move-F
11-20
31-40
11 -20
-L
21-30
41-50
21-30
-R
31-40
51-60
na
31 -40
-8
41-60
61-90
1-20
1-60
Fire- Infantry
61-65
91 -953
61-95
Fire-Any Tank
66-80'
na
na
81-85
-Your Tank'
96-100 +
96-100 +
-Lead Tank
86-100 +
na
na

NOTES:
1) Ambush turns : DIC E ROLL + 10.
2) Ambush turns : DIC E ROLL + 20.
3) Trucks do nothing .
4) Fires at your tank instead if you are firing at its front. If you are firin g at its side or rear,
it moves back (MOVE-B).
5) Fires at your tank in stead if you are firing at it.
6) PSW, SPW, MG, and LW fire versus you r tank is resolved on the Collateral Damage Table.

ENEMY FIRE COMBAT

SPG/Tank/AT Gun
To Kill Sherman Tank
50L
75L
75LL
88L
88LL
To Kill Infantry Squad
SPG/Tank
SPW/LW
MG/PSW

Close
Ran e

15
52
68
68
68

40
66
63
66

22
61
43
61

6.5
30
55

40
20
30

10
03
03

NOTES:
1) During fall ing snow or fog weather, To Kill nu mbe rs are halved for both tables, and combat
beyond close range is prohibited.
2) When rolling To Kill an infantry squad , an unmod ified roll of 01 , 02, or 03 always kills,
3) To Kill numbers are halved for each Smoke marker the fire encounters from the firer's
zone to the target's zone, inclusive,

FRIENDLY ACTION

Roll 20 for each enemy unit on the Battle Board to see if the unit
is KO or obscured by smoke due to Friendly Action. If the number
rolled (after modification is within the range of numbers under KO,
the unit is eliminated. If the number is equal to the smoke number
or higher, place a Smoke marker in the unit's zone.
UNIT TYPE
KO
SMOKE
LW .MG
_ UO
1-20
AT GUN
80+
TRUCK
1-60
SPW/PSW
1-40
- 1-30
pz IV
90+
1-20
Pz V
80 +
1pz VI
10
60+
1-30
STuG Ilig
90+
MARDER it,JI!
1-50
I1-20
JdgPz IV
80+
JdgPz 381
1-20
80+
Dice roll modifiers (To KO only) :
- 10 Flanking Fire
- 10 Air Strikes versus vehicles
-3 For each sector marked US Control
-3 Artillery versus LW, MG , or AT gun targets in Woods
+1 Versus LW or MG for each friendly infantry squad lost
+2 Versus vehicle targets for each friendly tank lost
+ 10 For each smoke marker in the target's zone
+ 10 During fog or fall ing snow weather
+ 10 Advancing Fire or Artillery Fire versus vehicles (except truc ks)

ENEMY ACTION: ADVANCE SCENARIO

.
~

SPG/Tank/AT Gun
To Kill Sherman Tank
50L
75L
1-~-~7~5~
Ll---

~~
.

\j');L

d'~

- -

r-------

NOTES:
1) A roll of 01 , 02 , or 03 is always a KO regard less oflnodifiers.
2) Dice roll modifiers apply only To KO numbers. The numbers rolled before any modifications determine whether smoke is placed or not.
3) During fog or falling snow weather , no Friendly Action of any type other than artillery
may be resolved against units in Sector 6-8 at either medium or long range.

ADVANCING FIRE: Place six Advance Fire markers anywhere in Sectors 4-5 and
9-10 , and in the close and medium range zones of Sector 6-8 . For every 3 friendly
tank losses (round up) omit one Advance Fire marker . Advancing Fire expends
1012 (round down) HE rounds and .30 calibre MG ammo boxes .

.
~

ENEMY ACTION:
COUNTERATTACK SCENARIO
For each enemy unit on the Battle Board roll 20 :
UNIT
ACTION
SPG/Tank
MG/LW
1-10
1-10
Do NQUlJng
11-40
Move-F
11-40
-f--L
41-50
..11-50
-R
51-60
51-60
-8
61 -70
61-70
iFire-Infantry
71- 75
71-75
na
Fire-Any T~11L76-9 '
96-100 + 2
-Your Tank
96-100 +

,-

NOTES :
1) Fi res at you r tank instead if you are firing at its fron t. If you are firing at its side or rear,
it moves back (MOVE-B ),
2) MG , and LW fire versus your tan k is resolved on the Collateral Damage Table,

ENEMY FIRE COMBAT


SPG/Tank/AT Gun
To Kill Sherman Tank

,-Z!.l

Close
Range

Medium
Range

42

75LL
58
88l
58
88LL
58
To Kill Infantry Squad
SfGLIank
_ ,~~
LW
_
~__T.
20:;.-.~_~
MG
45

Long
Range

30
56_ __
53
56
30
10
20

12
51
33 -

5~~

05

-----i~~

NOTES:
1) Du ring falling snow or fog weather, To Kill numbers are halved for both tables, and combat
beyond close range is prohibited,
2) When roll ing To Kill an in fantry squad , an un modified roll of 01 , 02, or 03 always kills.
3) To Kill numbers are halved for eac h Smoke marker the fire encounters from the firer's
zone to the target's zone, inclusive.

A-7075

2/87

136893

8680004 (8)

ENEMY AP % TO KILL

Jf~
.

Roll the number shown or less


50L GUN
Front
Side
Rear
T 42/28/17
17/08/03
T 58/42/28
H 72/58/42
H 83172158
T 17 / 08 / 03
T 42 / 28 / 17
T 58 / 42 / 28
H
03
H 72 / 58 / 42
H 83172 / 58
02/01/01
T
03
T
03
H 17/08/03
H 28/1 7/08
75LL GUN
Front
Side
Rear
95
95
95
T
95
95
95
H 95 / 92 / 83
17/08/03
T 95/92/83
T 95 /95/ 92
H
H
95
95
88LL GUN
Front
Side
Rear
95
95
95
95
95
95
72158/42
95

Armor
Class
I
II

III
Armor
Class
I
II

.~

III
Armor
Class
I
II
III

To Kill your tank.


75L GUN
Front
Side
72158/42
T 92/83172
H 95/95/92
T 72 / 58 / 42
T 92 / 83172
H 28 / 17 / 08
H 95 / 95 / 92
T 28/17/0 8
03
H 72/58142
88L GUN
Side
Front
95/92/83
95
T 95 / 92 / 83
95
H 72/ 58 / 42
T 72/5 8/ 06
03
H 95/92/83

Roll the number shown or less To Hit your tank:


BASE # TO HIT
Long
Gun Size
Close
Medium
97
34
50L
89
97
67
75L, 88L
89
97
79
75LL, 88LL
89
Dice Roll Modifiers:
1st Shot (from tank or SPG)
+ 10
+ 10
+10
- 5
- 10
- 15
Acqu ired l'
- 10
- 20
- 30
Acquired 2'
Sherman Is Moving
+20
+20
+ 20
Sherman Is Hull Down
Hull or Track Hit = MISS
Firing Through Each Smoke Marker'
x 1/ 2
x1 / 2
x1 / 2
pI
Firing Through Fog or Falling Snow'
xl / 2
P
NOTES:
1) P= Prohibited.
2) Mark you r tank with an "Acqui red by Enemy 1" marker when fired on. The modifier applies
if the same unit fired at you again before movi ng. After secon d shot at your tank, place
an "Acqu ired by Enemy 2" marker.
3) Base numbers To Hit are halved for each Smoke marker the fire encounters from the firer 's
zone to the target's zone, inclusive.
4) Base numbers To Hit are halved during fog or falling snow weathe r.

IlIJ

PANZER FAUST ATTACK TABLES

Determine first from which sector on the Battle Board the Panzerfaust attack is originating by rolling 1D according to rules section
5.12. If the sector rolled is US con trolled, no attack tak es place. If
the sector is not US controlled, place the Panzerfaust Attack marker
in the sector's close range zone. Roll on Table I to see if an attack
occurs. If an attack occurs, roll on Table II to see if the Panzerfaust
hits your tank. If it hits, roll on Table III to see if your tank is KO .
If no attack occurs, or the attack does not hit, or your tank is not
KO, the random event has no effect.

TABLE I: TO ATTACK
SCENARIO
Advance

{::~~erattack

ATTACK OCCURS
1-3
1-5
1-2

Die roll modifications:


December 1944 or late r: - 1.
Sherman moving: - 1.
Lead tank: -1 .
Advancing Fire in zone : + 3.
Attac k from sector 1, 2, or 3: - 1.
NOTE: A die roll of 1 is always a Panzerfaust attack regard less of modifications.

TABLE II TO HIT

Rear
95
95
T 83/72/ 58
H 95/95/92

NOTES :
1) T= Tu rre1; H= Hull.
2) 17/ 08 / 03 = Number needed To Kill at close
range/ medium ran ge/long range.

ENEMY AP TO HIT

, ' .. ~'>

Rear
T 95/92/83
H
95
T 95 / 92 / 83
H
95
T 42/28/1 7
H 83172/58

l0

HIT LOCATION TABLE

Roll 1D for each hit by gunfire or Panzerfaust attack to determine location of hit:
NORMAL TARGET
HULL DOWN TARGET
Die Roll
Location
Die Roll
Location
Turret
1-5
Turret
1-4
Miss
5-9
Hull
6+
Track
10
NOTE: A track hit automatically disables the veh icle. Mark
it with a Thrown Track marker. Do not roll on a To Kil l table
for a track hit.

RANDOM EVENTS TABLE

Under the column of the scenario being pla yed, roll2D to determine
which random event occurs :
Scenario
Counterattack
Battle
Event
Advance
01 -05
01-05
01-05
1) Time Passes
06-2 5
06 -20
06-1 5
2) Frie ndly Artillery
26-35
16-20
21 -30
3) Enemy Artillery
31 -35
21 -25
4) Mines
36-40
36-40
26-30
5) Panzerfaust Attack
41- 45
41 -45
31 -35
6) Harassing Fire
46-50
46-60
7) Friendly Advance
36-60
51-75
61-80
61
-80
8) Enemy Re inforcement
.
76-90
81 -85
9) Enemy Advance
91 -100 +
10) Flanking Fire
81-100 +
86-100 +
EVEN T DESCRIPTIONS
1) Time Passes: Mark off 15 minutes of time.
2) Friendly Artillery: Roll against each enemy un it on the Friendly Action Table .
3) Enemy Artillery: Roll 1D to KO friend ly infantry units: 1-6 = 1 KD ; 7-9 = 2
KO; 10 = 3 KO. Roll also on th e Collateral Damage Tabl e for any additional
effect on your tank or crew.
4) Mines : No effect if not moving; if moving see the Mines Table.
5) Panzerfaust Attack : See the Panzerfa ust Attack Table .
6) Harassing Fire : Your tank is sprayed with small weapons fire. Roll on the
Collateral Damage Table .
7) Friendly Advance : Place one US co ntrol marker in a sector of yo ur choice
that is empty of en emy units and adjacent to a sector already US co ntrolled.
Ignore th is event if no sector qualifies.
8) Enemy Reinforcement: Activate one ad ditional enemy unit for an Advance
Scenario and two additional units for Battle or Cou nterattack Scenarios.
9) Enemy Advance: Remove one US Control marker from a Battle Board sector
adjacent to an enemy unit. If two sectors are eligible , roll 1D: 1-5 = left hand
sector; 6-10 = right hand sector. Ignore this event if no sector qualifies.
10) Flanking Fire : Roll again st each enemy unit on the Fri en dly Action Tabl e with
a die roll modifier of - 10.

111

M INEFIELD ATTACK TABLE

Mines have no effect if tank is not moving. If tank is moving roll 1D:
DIE ROLL'
EFFECT
0-1
One friendly tank knoc ked out
2
Your tan k disabled'
3-10
No effect
NOTES:
1) Beginning 1/ 1/ 45 die rolls are - 1.
2) A disabled tank is finished for the day when combat in this area is resolved . Mark a
disabled tank with a Thrown Track marker. Roll 10 for effect on crew : 1-8 = No effect ;
9 = Driver possibly wounded; 10 = Assistant driver possibly wou nded . Check for wounds
on WoundS Table.

.-

1-7 = hit; 8-10 = miss .


Die roll modifications:
Sherman moving: + 2.
Ad vancing Fire in zone : + 3.

TABLE III: TO KILL


1-8=Sherman KO; 9-10=no effect.
If the Sherman is KO, go to 4.81 , step 5.

1987 The Avalon Hill Game Company . Division of Monarch Avalon, Inc . Printed in USA

TO HIT TARGET

Roll the base number or less (after modification) To Hit.


INFANTRY TARGETS
VEHICLE TARGETS
Close Medium Long Close Medium Long
IJlirect Fire
Base # To Hit 75
55
30
00
75
55
20
Base # To Hit 76L
45
55
05
75
40
65
Area Fire
Base # To Hit 75
45
60
45
50
60
50
55 '
45
Base # To Hit 76L
60
45
60
55
Dice roll modifiers:
Butlone(lup3
+10
+10
+10 +10
+10
+10
-15
Acqui red target (1 )
-5
-10
-15
- 5
-10
-20
-30
-10
-20
-30 -10
A~quired target (2)
No Effect
Target moving
+20
+25
+25
' -Crew gun rating
-7
-7
-7
-7
-7
-7
+ 10 per Sector
+ 10 per Sector
..,Botate turret/fire
Does Not Apply
vs. 88ll AT Gun
+10
+10
+10
Does Not App ly
vs. 50l or 75l AT Gun
+20
+20
+20
xl/2
P
P
xl/2
P
P
Fog or falling snow'
xl / 2 xl / 2 xl / 2 xl / 2 xl / 2 xl / 2
Throu gh or into smoke'
"Deliberate immobilization
Does Not Aru>ly
+65
+55
+45
Does Not Apply
+10
+10
+10
"Small target
-15
-5
Does Not Apply
"large target
- '0
-30
-10
- 20
Does Not Apply
"Very large t arget
+25
+25 +25
+25
"Sherman mo'(ing/piv@ng:!. +25
+25
+10
+15
+ 15 +5
"Target in woods
+10
+5
Does Not Apply
+25
"Targel in building ~
+10
+15
Does Not Apply
*Target in fortification
+25
+35
+15
Unmodified rolls:
01, 02 03
Critical Hit:
Gun Malfunction:
98, 99, 100
NOTES (to all tables):
1) P= Prohibited.
2) Modifiers marked * do not apply to Area Fire.
3) The buttoned up modifier applies to the first shot at a new target when either the commander
is not directing fire or when he is directing it but from an unopened hatch.
4) Fog or falling snow weather halve the base number to hit.
5) Base numbers To Hit are halved for each Smoke marker in the firer's zone, in the target's
zone, and in any zone in between.
6) A crew may only fire while also moving or pivoting if they have been trained in using the
Gyrostabilizer (see 27.2).

>

RATE OF FIRE TABLE


Rate of Fire is determined by the To Hit dice
roll for the tank's main gun. If the number
rolled is less than or equal to the gun's Rate
of Fire base number (after all modifications,
the gun may be immediately fired again.
RATE OF FIRE BASE #
GUN
75mm
30
76mm
20
Dice Roll Modifiers:
- (?) Gunner's rating
- (?) Loader 's rating
-10 If ammo reload taken from the ready rack
- (?) Assistant driver's rating if he passes
ammo (May not be used while ammo
reloads are coming from the read y rac k.)

@ HIT LOCATION TAB LE


Roll 1D for each hit by gunfire or Panzerfaust attack to determine location of hit:
HU LL DOWN TARGET
NOR MAL TARGET
Location
Location
Die Roll
Die Roll
Turret
1-5
Turret
1-4
Hull
Miss
5-9
6+
10
Track
NOTE: A track hit automatically disables the vehicle. Mark
it with a Thrown Track marker. Do not roll on a To Kill table
for a track hit.

~~

TO KILL INFANTRY TARGETS

Roll the number shown or less To Kill.


75mm GUN HIT
76mm GUN HIT
Normal
Critical
Normal
Critical
Direct Fire To KO Base #
30
55
55
80
Area Fire To KO Base #
35
55
20
30
Dice roll modifiers:
-15
-15
*Target In Building
+15
+15
-1 0
- 10
"Target In Woods
+10
+10
-20
*Target In Fortification
-20
+20
+20
KO
KO
AT Gun Target
+1 5
+15
-10 _
-10
- 10
-10
Target Moving In Open
+5
Mud or Deep Snow Weather
+5
+5
+5
NOTES:
1) KO = Automatic kill.
2) Modifiers marked * do not affect Direct Fire normal hits, but do affect Direct Fire critical hits.
~

~~
.

SHERMAN MACHINE GUNS vs.


INFANTRY TARGETS

Infantry targets are LW, MG, and AT. Roll the base number shown
or less To Kill.
MACHINE GUNS
Sub
AA
Co-Axial
Bow
Base # To KO Infantry Targets:
10
25
30
20
CLOSE RANGE
nc
20
20
MEDIUM RANGE
I~?
15
10
nc
LONG RANGE
00
Dice roll modifiers:
- (?)
-(7)
-(7)
-(7)
Crew Member's Rating
-5
-15
-15
-10
vs. LW Moving in Open
-10
+10
+10
Advancintiire
+10
+i o+10
+10
Sherman Moving or Pivoting
+10
+10
+10
+10
Target in Woods
r- +10
+15
+15
vs. AT Gun or Target In Building
+15
+15
+20
VS. Target In Fortification
+20
+20
+2~_
x1/2
xl/2
x1 / 2
x1/2
Per Smoke Marker
Firing' Through Fog or Falling Snow
xl/2
x1/2
><1/2
x1/2
P
Sherman Hull Down
Unmodified rolls:
Automatic Kill:
01, 02, 03
98, 99 , 100
Gun Malfunction:
NOTES:
1) P=Prohibited.
2) nc = No chance To Ki ll.
3) -= No effect.
4) Base numbers To Kill are halved for each Smoke marker the fire encounters from the firer 's
zone to the target 's zone, inclusive.
5) During fog or falling snow weathe r, base numbers To Kill are halved, and only targets at
close range may be fired on.
6) Ammo use: mark off one box of MG ammo if the colored die shows 1-3.
ADVANCING FIRE-Roll 20: 1-30 = one ammo box expended; 31 -97 = no special
effect ; 98-100 = MG malfunction.

iY~ GUN MALFUNCTION REPAIR TABLE


Malfunctioning guns can be repaired by the following crewmen :
Loader: main gun; coaxial MG; AA MG (Tanks 14 and 16 only)
Assistant driver: bow MG
Commander: AA MG (except for Tanks 14 and 16)
Gunner: may assist Loader repairing main gun
A tank with a broken main gun is finished for the day once combat
in this area is resolved. To attempt the repair roll 2D:
Dice Roll
Result
1-20
Gun repaired
21-90
No effect
Gun broken for remainder of day
91-100+
Dice Roll Modifiers :
- (7) Crewman's rat ing
- (7) Gunner rat ing if gunner is aSSisting main gun re pair
NOTES:
1) A roll of 98-100 before any modifications always = Gun Broken .
2) Once a battle is resolved, immediately attempt to repair any malfunctioning guns. Roll
normally on the repair table. If the gun doesn't break, it is automatically repaired.
1987 The Avalon Hill Game Company. Division of Monarch Avalon, Inc . Printed in USA

A7075

2/87

136893

8680004 (C)

AP TO KILL (75)

iiJ:

~fJ
Target
pz IV
pz V
pz Vie
pz Vlb

--

STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
PSW, SPW
TRUCK

Roll the number shown or less To Kill.


NORMAL HIT
CRITICAL HIT'
Front
Side
Rear
Front
Side
T 58/42/28
T 83172/58
T 92183172
H 28/17/03
H 92/83172
H 95/92/83
nc
58/42/28
72/58/42 T 100/100/97
H 83172 /58
28/17/08
nc
42/28/17
100/100/97
nc
T 03/nc/nc
T 08/03/nc T 83 /72/58
H 28/17/08
H 42/28/17 H
nc
28/17/08
92/83/72
95/92/83
T 95/92/83
T
95
95
H 95/95/92
H 92/83172
T 95/95/92
T
95
H 95/92/83
H 95/95/92
nc
T 83/72/58
T 92/83172
H 92/83172
H 95/92/83
nc
92/83172
97/92/83
95
95
95
75
75
75

if~
.
Rear

NOTES:
1) T = Turret ; H = Hull ; nc = No chance To Kill.
2) 92/83/72 = Number needed To Kill at close rangelmedium range/ long range .
3) All Critical Hits are automatic ki ll s except for the 76L AP hits against the Front Hull of the pz Vlb where the numbers needed
To Ki ll are 58/ 42 / 28.

NOTES:

1) T=Turret ; H=Hull; nc=No chance To Kill.


2) 58/ 42 / 28=Number needed To Kil l at close range/medium range/long range.
3) All Critical Hits other than those shown are automatic kills.

HE TO KILL VEHICLES (75)

~
Target
pz IV

Front
nc

pz \t
pz Vie

nc
nc

pz Vlb
STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
SPW, PSW
TRUCK

1-

Roll the number


NORMAL HIT
Side
T 03
H 08
nc
nc

nc

nc

nc

nc
T17
H 08
T 28
H 17
nc

08
T 42
H 28
T 42
H 28
T 03
H 08
08
28
95

17
T 58
H 42
T 58
H 42
T 08
H 17
17
42
95

nc
28
95

NOTES:
1) T=Turret; H=Hull ; nc= No chance To Kill.

Front
T 58
H 42
nc
T nc
H 03
nc
1-

1-

1-

28
T 97
H 92
T 100
H 97
nc
nc
100
100

HE TO KILL VEHICLES (76)

.~~
:I.S;'

shown or less To Kill.

Rear
T 08
H 17
nc
nc

TO KILL (76L)

For Critical Hits see note 3) below. For Normal Hits roll the number shown or less To Kill.
AP HITS
HVAP HITS
Target
Front
Side
Rear
Front
Side
Rear
pz IV
T 92/83172
T 95/92/83
T 95/95/92
T 95/95/92
95
95
H 72/58/42
H 95/95/92 H
95
H 95/95172
pz V
T 03/nc/nc
T 83/42/03
92/83/72
95/92/83
95/95/92
95
nc
H 28 /03/nc
H
pz Vie
T 03 / nc / nc
72158142
83172/58 T 83/42 / 03
95/95172
95/95/72
H 95/83 /28
pz Vlb
T 28/17/08
T 42/28/17
T 28/03/nc
T
nc
T 95/83/28
T 95/92/42
H72/58142 H 83172/58 H nc
nc
H 95/95172
H 95/95/83
H
STuG Ilig
95/95/72
72/58/42
83
95
95
95
MARDER II
95
95
95
95
95
95
MARDER III
95
95
95
95
95
95
JgdPz IV
03/nc/nc
T 95/95/92
95
83/42/03
95
95
H
95
83/42 /03
JgdPz 38t
03/nc/nc
95
95
95
95
SPW, PSW
95
95
95
95
95
75
75
75
TRUCK
75
75
75

CRITICAL HIT
Side
T 83
H 92
58
28

Rear
T 92
H 97
72
42

T 03
H 28
92
100

T 08
H 42
97
100

100

100

T 83
H 92
92
100
100

T 92
H 97
97
100
100

Target
pz IV

Front
nc

pz V
pz Vie
pz Vlb

nc
nc
nc

STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
SPW, PSW
TRUCK

nc
T 02
H nc
T 13
H 02
nc
nc
13
95

Roll the number shown or less To Kill.


NORMAL HIT
CRITICAL HIT
Side
Rear
Front
Side
nc
T nc
T 43
T 68
H 02
H 27
H77
nc
nc
43
nc
nc
nc
nc
13
nc
nc
nc
T nc
H 13
13
nc
02
77
T 27
T 43
T 82
100
H 27
H77
H 13
T 43
T 100
100
T 27
H 13
H 27
H 82
T nc
nc
T 67
nc
H 02
H77
nc
77
02
02
13
27
100
100
100
95
95
100

NOTES:

1) T= Turret ; H= Hull; nc = No chance To Ki ll.

Rear
T77
H 82
57
27
T nc
H 27
82
100
100
T77
H 82
82
100
100

COMBAT CALENDAR
Month/
Day

Situation

7/ 27
7/ 28
7/ 29
7/ 30
7/3 1
8/ 1
8/ 2
8/ 3
8/4
8/5
8/6
8/ 7
8/ 8
8/ 9
8/ 10
8/ 11
8/ 12
8/ 13
8/ 14
8/ 15
8/ 16
8/17
8/ 18
8/ 19
8/20
8/ 21
8/22
8/23
8/ 24
8/ 25
8/ 26
8/ 27
8/ 28
8/ 29
8/ 30
8/ 31
9/ 1

A/ 3/ L
B/ 4/ M
A/ 2/ L
A/ 4/ M
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/2/L
A/4/H
A/ 2/ L
A/ 4/ H
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 4/ L
A/ 2/ L
A/2/L
A/ 2/ L
A/ 2/ L
A/ 3/ M
A/2/ L
A/ 2/ L
A/2/ L
A/2/L
A/2/L
A/2/L
A/ 2/L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/L
A/ 2/L
A/ 2/ L
A/ 4/ M
A/ 2/L

9/11
9/12
9/ 13
9/ 14
9/ 15
9/ 16
9/ 17
9/ 18
9/ 19
9/ 20
9/ 21
9/ 22

A/5/H
C/5/M
C/5/M
A/ 3/ M
B/ 9/ M
B/ 9/ M
A/ 3/L
A/3/L
B/ 9/M
A/ 3/ L
B/ 9/ M
B/9 / M

Historical
Notes
Cobra Breakout
Coutances

Avranches

Vannes
Lorient

Nantes

Monthl
Day

9/ 25
9/ 26
9/ 27
9/ 28
9/ 29
9/ 30
1011
1012
1013
1014
1015
1016
1017
10 /8
1019
10110
10/ 11

Historical
Notes

Situation

C/ 9/ H
C/ 9/ H
B/6/M
B/ 5/ M
C/ 9/ H
C/ 2/ L
C/ 2/ L
C/2/L
C/2/L
C/2/L
C/2/L
C/ 2/ L

Counterattack
Hill 318

Arracourt

c/2 / L

C/ 2/ L
C/2/L
C/ 2/ L
C/ 2/ L
RefittinQ

Orleans

Commercy
Refittino
Moselle Crossing

Crevic and Maixe


Luneville

11 / 9
11 110
11111
11/12
11 / 13
11 114
11115
11116
11117
11 118
11 / 19
11 120
11 121
11 122
11 123
11 124
11 / 25
11 / 26
11 127
11/28
11129
11130
1211
12 / 2
1213
1214
12 15
12 /6

B/ 5/ M
A/ 3/ L
A/ 5/ M
C/8/H
C/2 / L
C/2/L
A/4/H
A/4/M
A/4/M
A/ 4/H
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 4/ M
CI7 IM
C/ 2/ L
A/ 3/ M
A/2/L
A/2/L
A/2/L
A/ 4/M
A/ 4/ M
A/ 2/ L
A/ 2/ L
B/ 9/ H
B/ 9/ H

12121
12122

A/ 2/ L
A/ 2/ L

Fonteny
Counterattack at Rodalbe

Dieuze and Rodalbe

Crossed Saare River at Romelfing


Cou nterattacks
Wolfskirchen
Cleared zone of responsibility
Attacked Saare Union

RefittinQ

Situation

12/ 23
12 / 24
12 / 25
12/ 26
12/ 27
12128
12129
12 / 30
12131
1/1
1/2

AI7I H
AI7IH
AI7IH
A/ 9/ H
A/ 4/ M
A/ 4/ M
A/ 4/ M
C/3/M
C/3/M
C/3/M
C/3/M

1/ 9
1/ 10
1/ 11
1/ 12
1/ 13
1/ 14
1/ 15
1/ 16
1/ 17
1/18
1/ 19
1/20
1/21
1/22
1/23
1/ 24
1/ 25
1/ 26
1127
1/ 28
1/ 29
1/ 30
1/ 31
211
2/ 2

A/ 2/ L
A/2/ L
C/2/L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/ 2/ L

2/22
2/23
2/ 24
2/ 25

B/8/M
B/6/M
A/2/L
B/ 5/ M
B/ 5/ M
B/ 5/ M
C/ 2/ L
C/ 2/L
C/ 2/ L

2126
Battle of Bining
Refitting

Arracourt

Monthl
Day

2/ 27
2/ 28
3/ 1
3/ 2

Historical
Notes

Battle for Chaumont


Into Bastoone

Opened Arlon -Bastoone Hiohwav


Defense of Bastogne corridor
Refitting
Noville
Bourcy

Defensive positions

c/2 / L

C/ 2/ L
C/ 2/ L
C/2 / L
C/2/L
CI2IL
C/ 2/ L
A/2/L

Hosdorf
Refitting
GeichlinQen
Sinspenlt
Rittersdorf
Bitburg
Matzen and Fleissen

Month/
Day

3/ 5
3/ 6
317
3/ 8
3/ 9
3110
3/ 11

Historical
Notes

Situation

A/ 2/ L
A/ 2/ L
A/2/L
A/ 2/ L

To the Rhine

AI'2 / L

A/ 2/ L
A/ 2/ L

3/14
3/15
3/16
3/17
3/ 18
3/ 19
3/20

A/9/M
AI7IM
A/5/L
A/3/L
A/2/ L
A/2/L
A/2/L

3/ 24
3/ 25
3/ 26
3/ 27
3/28
3129
3/30
3/31
4/1
4/2
413
4/4
415
4/6
417
4/ 8
4/9
4/10
4/ 11
4/ 12
4/13
4/14
4/15
4/16
4/17
4/ 18

A/ 2/ L
Al2/ L
C/ 2/ L
C/ 2/ L
A/4/L
A/2/L
A/2/L
A/2/L
A/4/L
Al2/L
A/2/L
Al4/L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/2/L
A/2/L
A/2/L
A/2/L
A/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L

Regroup and mop up


RefittinQ
Attack out of Moselle Bridgehead
Bad Kreuznauch

Worms on the Rh ine


Refittinq
Crossed the Rhine
Hanau and Darmstadt

Across the Main at Grossauheim

CreuzburQ

Gotha

Crossed Saale River


Wolkenburg

Refitting for drive into Czechoslavakia

RefittinQ
Martelange
A-7057

2/87

144993

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