Modern Armor Example of Play
Night, Golan Heights, 1973
Defender: Israeli Armor platoon, 3 Centurion Mk V. No night vision equipment.
Aggressor: Syrian Armor platoon, 5 T-62s with Active Infrared.
A Syrian armor force is probing the Israeli line for gaps. The armor is moving in the open in rough terrain, buttoned, with infrared searchlights on. Our defenders are relying on eyesight, so they are operating Crew Exposed.
Turn one, Syrian side
All the vehicles are in motion, so there is no Supporting fire. In movement phase, the lead vehicle moves, and the Israeli players attempts detection:
Vehicle moving in LOS beyond a boulder field. -25” Darkness, +10” Target has moved -5” intervening terrain = 5” base (the maximum at night without night vision equipment.
The range is under 15” but over 10”, so the IDF player needs a roll equal or less than 4 on two dice (DR 4). They roll a 7, failing to detect the moving vehicle, and they do not get additional rolls for other vehicles in the opposing unit provided they are making the same maneuver as the vehicle rolled against. They would be eligible for a roll vs another unit, or if an element of a unit already rolled against moved into the open, fired, or otherwise changed their base detection.
Movement phase finishes with the Syrians 7” from the Centurions, and there are no detected targets eligible for defensive final fire. The Syrian player now rolls to detect the Israeli tanks:
Stationary vehicle in intervening terrain. -25” Darkness, +10” Active Infrared, -5” intervening terrain, observer moving -10” = -5 (<0) base.
Because the modified base detection range is less than zero, and the Syrians are between 5” and 10” away, they will also need DR 4 to detect the Israelis. If they stopped moving their numbers would improve to 5”, the same as the Israelis, and if the Israelis were not in intervening terrain, they would outrange the Israelis 10” to 5” with their infrared searchlights.
Turn one, Israeli side
The tankers do not yet see the enemy so are not required to roll cohesion.
In Supporting fire, they again can roll to detect the Syrians, who are now less than double the base detection range, so a DR 8 is required. They roll a 7, detecting the Syrians. If they had failed, the Syrians could easily have come into base detection range (5”) before being detected.
Having detected the enemy, they can fire, paying the “Snap Fire” penalty for engaging a newly detected enemy. The range is between 6” and 12”, and they opt to fire 105mm rifled APDS, so the base To Hit DR is 10. Modifiers: moving target +2, snap fire +1, terrain +1 night beyond naked eye base range +3 == DR 3. The Israeli commander elects to hold his fire, and the turn ends.
The commander rolls to contact artillery support, and fails with a DR of 10.
Turn Two, Syrian side
The Syrians have not detected the Israelis and have not been fired on, so they do not need to roll Cohesion. They are in motion, so there is no Supporting fire.
During movement phase, the lead vehicle moves forward, and the Israeli player opens fire at 5”
The To Hit roll with 105mm rifled APDS is now base 10, moving target +2, terrain +1 == DR 7.
The T-62 has VIII frontal armor. 105mm APDS vs VIII armor is listed as 36”. Since the target is more than 5” closer than the range listed for the round, it has a TK of 9. This means a 10 will immobilize the target, 9 will STUN it, 8 or less will destroy the vehicle, and 4 or less will set it on fire.
The lead Centurion opens fire. The Syrian could declare Gun Duel if they had already detected the firer, but they can’t here. The Centurion needs 8 to hit, and it rolls 5. The TK number is 9, and that’s what it rolls, stunning the lead T-62. The fate of this vehicle is unknown until the next cohesion phase.
The 2nd T-62 stops. If the player wished to have it continue moving they would have to roll cohesion, because the Syrian tanks use Platoon Movement, and the lead vehicle has stopped. In this case, the Syrian player is happy to stop, hoping to improve his detection & fire rolls during advancing fire.
The other Centurions can defensive fire, because stopping costs moving points, but decide to wait for defensive final fire in case the other T-62s rush the position. Once the other T-62s stop, they declare their defensive final fire on two of the tanks,
The 2nd Centurion no longer has a moving target, but it is beyond base view range at night (7”), so the numbers are now base 10, +3 for night == 7. The Syrian still can’t declare a Gun duel. The gunner rolls a 12, missing. Thankfully that roll doesn’t disable the main gun as well!
The last Centurion fires with the same odds: 7 hits, and 8 kills the 2nd T-62 in line. The Syrian player rolls a 7 for crew survival, and they exit the tank safely.
It’s Advancing Fire phase & the Syrian player now gets automatic detection on the unit for the Centurions that fired. If another unit was present that had not fired, they could still require a detection roll.
Stationary vehicle in intervening terrain. -25” Darkness, +10” Active Infrared, -5” intervening terrain, target has fired +15” == base 20” (reduced to 10” for vision range with active infrared)
The Syrians won't pay the night penalty, because they are under 10” (the range of the IR searchlight), but they will pay moving firer penalties for firing in Advancing Fire.
115mm Smoothbore APFSDS over 6” and 12” or less, base of 10 to hit, Move Case A Stabilized +1, but not B or C, because the vehicles stopped immediately, terrain +1 == 8 to hit
The Centurion Mk 5 has VII frontal armor. The 115mm APFSDS has an indicated range of 50” vs VII armor. As the range is more than 5” less than the printed range the TK is 9.
The three remaining T-62s make their attacks. The first rolls 3, hitting, and 7, killing the Centurion. The crew rolls 8 for survival, failing the check. The unit has lost its commander and will be penalized on future cohesion rolls. The next T-62 rolls 12, cleanly missing, and the last rolls 7. Their to kill roll is 6, killing another Centurion. The crew rolls a 7 and escapes the vehicle.
Turn Two, Israeli Side
The surviving Centurion rolls for Cohesion at a substantial penalty. Starting from 11, they are modified by loss of 50% of the unit (-1) and the loss of the unit commander (-2), night -1. They roll a 3 and maintain their sang froid. Meanwhile the T-62 rolls to determine the results of the Stun: the dr is a 6, changing the status to Unknown.
The Israeli player now has a difficult situation - outnumbered and under attack from beyond visual range. If they stay put they will probably kill a 3rd T-62, but they will be destroyed in turn. If they move, they will draw fire. However, a quick backwards move will break line of sight, so they opt for this. The tank is eligible to contact artillery or air support if provided by the scenario, so during Supporting Fire the commander rolls for contact (6) and succeeds. If the element is eligible for a future fire phase it can call for the spotting round or fire mission, and he will next need to roll for contact in the following Israeli Supporting Fire phase.
During Movement phase, the Israeli player announces the vehicle is going into motion, spending 1 MP. The first T-62 declares defensive fire. With the +2 target moving modifier, their base to hit drops to 6. The DR is a 6, scoring a hit, and the To Kill roll is 11, bouncing.
The next MP moves the Centurion out of line of sight, and the turn ends with neither side in direct contact.
Turn Three, Syrian Side
The Syrians must now roll Cohesion. First roll the outcome of the Unknown tank, since it could trigger the Unit Commander Killed penalty. The Unknown dr is 2, eliminating the vehicle. There’s no crew survival check in this case.
The Syrians start with 11 cohesion, -2 for the loss of the unit commander, -1 for night, and -2 for “surprised by enemy” (they were fired on by an undetected enemy since their last cohesion phase). The DR is 9, failing by 3. CN3 forces the unit to halt, and it cannot engage in Supporting Fire. The engagement is over until the Syrians reorganize (or reinforcements arrive for either side).