Вы находитесь на странице: 1из 4

TANK BATTLE AT PROKHOROVKA 12 JULY 1943

A SCENARIO FOR 6MM ARMOUR FIGURINES

SCENARIO RULES
This section contains all rules and specifications for the Battle of Prokorovka scenario.
Designer notes are to be added later. Mark that this game is intended to be used at
Conventions and for introducing novices to the hobby. The emphasis is therefore on FUN. I
have taken some liberties in the setup and the composition of the various formations that took
part in the battle. Further, the firing range of the tanks is much greater than historic. All this
has made up a game that people time and again enjoyed greatly.
Formations
German II SS Panzer Corps :
1. 1st SS Panzergrandierdivision Leibstandarte Adolf Hilter
a. 5 Panzer III
b. 5 Panzer IV
c. 1 Tiger
2. 2nd SS Panzergrenadierdivision Das Reich
a.
b.
c.
d.

5 Panzer III
4 Panzer IV
1 Tiger
1 T34-76 (captured)

3. 3rd SS Panzergrenadierdivision Totenkopf


a. 5 Panzer III
b. 5 Panzer IV
c. 1 Tiger
Russian 5th Guard Tank Army
1.
2.
3.
4.

18th Independent Tank Corps


29 Tank Corps
2 Tank Corps
2 Guards Tank Corps

All Russian Corps have the following composition :


a. 2 KV I
b. 8 T34-76
c. 5 T70
You may replace 1 T34 from the 18th Independent Tank Corps with 1 Lendlease Chuchill
tank.
This order of battle is ideal for game-balance (each player has a Corps/division of equal
strength). A more historic OOB will be added later.
Terrain
The terrain I made was inspired by the wonderful maps I found on the website of Alan
Wilson. You can see the map if you follow the link on the website.
The terrain I made was 2 by 3 meters. 1cm = 65 m
Take a look at the photogallery to see how it looked like. (coming soon)
Set Up
See the set-up Map to view the set up areas of the 7 formations.
Tank Caracteristics
Mobiliteits

Pantsering

Vuurkadans

Vuur

Bereik

klasse
DUITSLAND
Pz III M

Normaal

1d6

Pz IV F2

Normaal

1d8

Tiger

Superzwaar

1d10

T34/76

Normaal

1d8

Licht

1d4

USSR
T70

opmerking bij T70 : 4 is automatische hit op Kort en Medium


T34/76

Normaal

1d8

KV I

Zwaar

1d8

Churchill

Zwaar

1d6

Movement
Tanks can only move in open terrain and roads. Villages, Woods, Marsh are all impassable.
The River Psel can only be crossed at bridges. There is no extra movement cost for passing
crests.
Line Of Sight
In order to fire at a target a Line of Sight (LOS) must exist between firing unit and target.
Crests do not block line of sight (this is Russia, the terrain is in fact glowing country) but
woods and villages do. Other tanks do not block line of sight.
Optional Air & Anti Tank Phase
Add the A & AT phase before all Actions Phases. This entirely optional and only slightly has
any impact on the outcome of the game but adds a lot of flavour and historic feel.
Each A & AT phase follow the following procedure :
a.
b.
c.
d.
e.
f.

Check number of planes available


Mark targets of Air attack
Check type of planes
Check for mistaken attacks
Execute Air attacks
Check and position Anti tank Guns

Check number of planes available


Roll a d12 on the Air Availability Table. This gives the number of planes available. For
example : a roll of 10 yields 2 Russian planes. Note that only one player gets any air attacks
per A & AT phase.
Mark targets of Air attack
For each plane mark one enemy tank to be attacked. (attackers choice)
Check type of planes
Roll 1d6 for each target on the respective Air Type Table. There are 4 possible results :
FW190, Henschel 129, Stuka and Sturmovik. Put the plane near the target. Note that you it is
not really necessary to use plane models for this but it looks nicer if you do.

Check for mistaken attacks


For each plane roll 1d6 : if you roll a 6 a mistaken attack occurs. The enemy player puts the
plane to the nearest tank of the other side.
Execute Air attacks
Roll 1d6 for each plane (also those that were moved in the mistaken attack phase). If the dr is
in the range of the plane type on the Air Type Table the target is destroyed.
Check and position Anti tank stands
Roll once (any player) on the AT Availabilty Table to see the number of AT-guns that a side
receives. Note that only one side receives AT-stands per turn.
Per stand received roll on the AT-table to find the type : infantry, Anti Tank rifled infantry and
AT-guns (76 mm for Russians, aka Ratsboem or 75 cm for Germans)
The receiving player may put the stands in anywhere in a range of 10 cm from a friendly tank.
Contrary to tanks AT-stands MAY be put in woods, towns, etc but only at the rim.
Fire and movement
AT-stands, once placed may not move for the rest of the game.
All tanks (even the small ones) fire at a AT-stand with a 1d8. At-stands are considered to be
lightly armoured. They are destroyed if they receive a hit (no saving dr)
All AT-stands have a rate of fire of 2.
Range :

infantry :
AT rifled infantry :
AT guns :

0 (so it can only fire at adjacent tanks)


2 cm
C

To fire with infantry and AT-rifled infantry throw 1d6. A hit scores a kill. AT-guns use the fire
procedure of tanks and their targets get to make a saving dr when hit.
Dr to kill :

infantry :
AT rifled infantry :
AT guns :

6
5 or 6
1d8

Koen Schoonjans
Bylandt & Red Barons Wargame Clubs
Ghent, Belgium
nagilfar@planetinternet.be
Website : http://home2.pi.be/sk032140/index.htm

Вам также может понравиться