Thursday, January 22, 2009

T-26 FOW Battle Sheet - Special Notes

Special Notes:
Light tank:
The Model 1932 = upgrade 1 x MG to 37 mm PS-1 gun for 10 points per tank. Upgrade to model 1933 & 1939 for 25 points per tank.

Slow tank: Slow tanks are designed for slow but steady progress, not for speed. Slow Fully-tracked vehicles can only move 16”/20cm normally and 16”/40cm At the Double. (P-47 of main rule book)

Unreliable: If an unreliable vehicle gets bogged down and rolls a 1 when attempting to free itself it breaks down.
If an unreliable tank moves at the double, roll a die. On a 1, it breaks down.
A broken down vehicle counts as a Bogged Down until it is repaired by a Recovery Vehicle.
Regardless of how it broke down, a Recovery Vehicle can try to repair a broken down vehicle and get it moving again by moving adjacent to it. In the Shooting Step, roll a die instead of shooting.
On a score of 2+ the vehicle is repaired at the end of the Shooting Step.
On a roll of 1, a critical component is broken, and can not be fixed, so the vehicle is permanently Bogged Down and totally unrepairable.
In any case neither vehicle may shoot or assault this turn. (P-47 of main rule book)

Ammunition Shortage: Having predicted that new German heavy tanks would be invulnerable to existing weapons, the Soviet armaments ministry cancelled production of 45mm and 76mm guns in favor of 57mm and 107mm anti-tank guns and 122mm field guns. When war broke out, there was a serious shortage of these guns and 76mm ammunition.
Any time a player scores a 1 when rolling to hit with a 45mm or 76mm gun, the gun may be out of ammunition. Roll again. On a roll of 4+, the ammunition supply is adequate. On a lesser roll, the gun is out of ammunition and cannot shoot again during the
game.
When firing artillery barrages with 76mm guns, roll to range as normal. Once the firing is completed roll one die again. On a roll
of 4+, the ammunition supply is adequate. On a lesser roll, one gun in the battery is out of ammunition and cannot shoot again during the game.

Ramming: A tank that is out of ammunition for its main gun may attempt to ram an enemy tank in the Movement step. Roll a Motivation test for the tank. If the test is passed, the tank can move into contact with an enemy tank and attempt to ram. If the test is failed, the tank crew think better of the idea and just move as normal.
If the tank contacts an enemy tank while attempting to ram it, roll a Skill test for the ramming tank. If the test is passed, both tanks are destroyed. If it fails, only the ramming tank is destroyed.
Note: Ramming is deliberately difficult and expensive to the ramming side to discourage its overuse.

Turret Rear Machine Gun: Against tanks with a turret rear machine-gun. Attackers re-roll successful Skill tests to hit a tank with a turret rear machine-gun in an assault. If they pass the re-roll, the assaulting team gets past the machine-gunner to hit the tank and the tank must make an armor save roll as normal. If the attacker fails the re-roll, the assaulting team fails to score a hit. The machine-gunner manages to keep the infantry at bay and protect the tank

1 comment:

  1. I have removed the section about Fast tanks from this entry. It only pertains to BT series tanks and not to T-26 tanks.
    (BT series of light tanks have powerful aircraft engines allowing them to move at very high speed.
    Light tanks move 16”/40cm when moving on roads or Cross-country and 32”/80cm when moving at the double (P-46 of main rule book)
    )

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