TANK AND ANTI-TANK GUNS

AIMING THE GUN

AFV guns - Please check the section on visibility under "AFVs" when shooting a tank gun. It is hard to see out of an armored vehicle when buttoned up (hatches and doors closed). Once someone in the tank sees the target and the main weapon has been trained on it, there is an 85% chance of a hit. If the gunner spends a card "sighing-in", there is a 95% chance of a hit.

If the commander fires the gun from his position without the gunner seeing the target +10 to die roll.

AT Guns - Unlike the Tank visibility problems, the AT gun crew can see all around, unless their line of sight is blocked by buildings or folliage. The gun has a 90 degree fire arc, which is 45 degrees to either side of the direction that the model is facing when the barrel is straight ahead. The gun can be laid on target in this arc by the gunner. If there is no gunner, someone must move to the gunner's position before the gun can be laid on targer. Once the gun is laid on target, the gunner can fire it with an 85% chance of a hit. If the gunner spends a card "sighing-in", there is a 95% chance of a hit.

If the round misses, roll a D10.

• 1,2,3,4 the round is 3" high.
• 5,6,7 = 3" left,
• 8,9,10 = 3" right.
Note that if there is nothing at the new position, the round keeps going till it hits something or it leaves the table (and the game).

When firing at a building or crew served weapon, there is only one aiming point, but when firing at another vehicle, there are three possible aiming points: Turret, Hull, and track.

PENETRATION OF ARMOR

When firing at other AFVs, the concept of Penetration is relevant. This determines if the round penetrates the armor or bounces off and goes harmlessly off the table. Note that all of the below information applies to the Frontal Armor of the target

The possible firing gun sizes are:
37mm. = Small (S)
57mm. = Medium-small (Ms)
75mm. = Medium (M)
85-90mm. = Large (L)
105mm+ = Very large (VL)

If the Target is a Half track or SP gun, the chances of penetration are:
S = 90%, Ms and heavier have 99%

If the target is a Light Tank, the chances of penetration are:
S=75%,
Ms = 85%,
M = 95%,
L and VL are 99%

If the target is a Medium Tank, the chances of penetration are:
S = 35%,
Ms = 80%,
M = 90%,
L and VL are 95%

If the target is a heavy Tank, the chances of penetration are:
S=1%,
Ms = 50%,
M = 60%,
L = 70%,
VL = 80%

If the target is a Super heavy Tank, the chances of penetration are: S=1%,
Ms = 20%,
M= 40%,
L= 50%,
VL = 60%

Non-Frontal Penetration modifiers:
+10 firing at side of target
+20 firing at rear of target

Other penetration modifiers:
-10 firing with short-barreled weapon (such as an infantry support gun).
-10 firing with low velocity weapon (such as a howitzer).

If the round penetrates consult the appropriate AFV DAMAGE table:

Light guns use: 21h(Hull) or 21t(Turret)
Medium-small guns use 22h or 22t
Medium guns use 23h or 23t
Large guns use 24h or 24t
Very large guns use 25h or 25t

The h table is for a hull hit. The t table is for turret hits.

If firing specifically at track, the gunner must pass a morale test to aim at track instead of hull. If hit on track roll a D10

 Firing Weapon track broken with track unbroken S 1-4 5+ Ms 1-6 7+ M 1-7 8+ L 1-8 9+ VL 1-9 10+

Misc Notes The AT gun has a crew of 4, Gunner, Loader, assistant and commander (usually an NCO). The gunner and loader do all the work, the others are there as a replacement, or to keep the crew's morale up.

The gun shield (if present) gives "40% cover" to the crew, from small arms. Most AT guns (not flak 88s or US 90mm AA guns) are small targets and the percent chance of a hit is reduced by 10% if firing at them by a tank or AT gun.

If there IS a hit on an AT gun by a tank gun or AT gun roll a D100 to see what the damage is to the weapon:

Table #2 (AT gun)
1-10 Gun out of action - no damge to crew
11-20 Gun out of action - each crewman has 50% chance of being hit with 30 rounds
21-30 Sight hit - all future fire at 1/2 normal percentage chance of hit, gunner is hit with 30 rounds.
31-40 Recoil mechanism hit, Test after each time the gun is fired, D10 roll: 1-5 Gun may continue to fire, 6+ gun destroys itself.
41-60 Gun shield hit, no real damage to weapon but metal splinters mean each crewman has 50% chance of being hit with 30 rounds
61-70 Gunner killed, loader has 50% chance of being hit with 30 rounds
71-80 Wheel/axle hit - all future fire at 1/2 normal percentage chance of hit, weapon cannot be moved and firing arc cannot be changed.
81-85 Near miss, each crewman has 35% chance of hit with 30 rounds.
85+ Almost hit! Test crew morale, no other effect