7
WEATHER TABLES WEATHER MONTH Condition JullAug Sep/Oct/Nov Dec/Jan/Feb Mar/Apr C lear 1-69 1.:.Q.l. 1-44 1 -53 Overcast 70-88 62 -72 45-50 54-71 F o! - 89-91 73-75 NP 72- 75 Mud 92-97 76-91 NP 76-91 98-100 92-97 51-58 92-97 Snow NP' 98-100' 59-100 98-100' NOT ES : 1) Not possible . 2) March and November on l y, otherwise overcast. Check for severity of snow on Snow Table below. IJi9 SNOW TABLE (Dec-Feb + 1; Mar , Nov - 1) Die Roll Cond ition 0-1 Falling S now 2-3 Ground Snow 4-5 Ground S now a nd F alli ng Snow 6-7 Grou nd Snow 8-9 D eep Snow 10-11 De ep S now a nd Falling Snow WEATHER EFFECTS Clear weather : no e ff ect. --' Fog , lalling snow : (1) Spotting and combat possible at short rang e only ; (2) Treat all dire ct fire as passin g throu gh smoke. J II Mud, deep snow: (1) See Movem ent T able; (2) See Time Use Table; (3) Reduced He effect. Overcast: (1) Roll 10 at the beginning of e ach hour for rain - 1-8 = no effect ; 9-10 = rain. Use similar procedure to see if rain stops- 1-5 = stops ; 6-10 = rain continues . Rain may start and stop several times in a day. (2) No Air strikes possible. II Rain: (1) Rapid smoke depl etion (see 18 .22); (2) Af1er two hou rs of rain in j one day , mud condit ions exist. Falling snow : Snow m ay st op at the beginn ing of e ach hour , ro ll 10- 1-8 = sn ow continues ; 9-10 = sn ow stops. Having stopped , snow may start again e ach hour on a roll of 9 or 10 . TIME TABLES IfJ TIME ELAPSED TABLE Use the same roll for both determination s: Time Elapsed = 10/2 (round down) + 1 hou rs past su nri se . Ammo Expended = 1 D (x 2 HE) a nd xl .30 cal ibre MG ammo) b oxes checked off. SUNRISE-SUNSET CHART Month Sunrise Sunset July, August 5:00 19:1 5 r-- September 5:30 18:1 5 October 6:30 17:15 November 7:15 16:15 December 7:45 16:00 January 7:45 16 :30 February 7:1 5 17: 30 March 6:15 18 :00 April 5:1 5 19:00 TIME USE TABLE Time Activity Enter new area on improved road . 30m. Ent er n ew area on di rt road. 45m. Enter new area on no road. - 15m. Combat o cc urs when ente ring a new area. - 15m. Check anyone a dditi onal area for esti mated ene my resistan ce . - 60m . Atte mpt to replenish ammo- roll 10: 1-7 = arrives; 8-10 = fails. 1 ! 5m. Call lor artill er y-ro ll 10: 1-7 = arrives ; 8-10 = fa irs. 30m. Call for air strike-roll 10: 1-4 = a rrive s; 5-10 = fai ls. 30m. Repl ace incapacitated crewmen (19 .3). NOTES: 1) No air strikes possible with overcast , fog, or fall ing snow weather . 2) Movement + 15 minutes during mud , fog , rain , ground snow, or deep snow weather. ©1987 The Avalon Hill Game Company · Division of Monarch Avalon , Inc . • Printed in USA AMMO TABLES !JJ. AMMO AVAILABILITY HE (High Unlimited for all !Lu ns . AP ,(!\rmor Pi ercin g} Unlimited for all guns . WP (Whi te Phosphorous Smoke ): 75mm only- un li mited. HCBI (Hexac hlorothane-Base In it ia ting Smoke ): 75mm o nl y-l 0 rounds a vail able for your tank each d ay . HVAP (Hi gh Velo cit y Armor Pi ercing): 76mm o nly- ro ll 10: 1-3 = 1 round ; 4-7 = 2 ro unds ; 8-10 = 3 rou nds . I!J EXTRA AMMO To determine how many ex tra rounds of main gun ammo you are ordered to load into your tank, roll 1 D: Die Advance Battle Roll Scenario Scenario 1-2 N one None 3-6 20 / 10 None/ l0 7-10 30 / 10 10/1 0 NOTES : Counterattack Scenario N one N one 10 / 10 1) E xtra main gun roun ds I e xtra .30 calibre MG ammo boxes . 2) Even if you are not required to carry extra ammo , you may voluntari ly carry up to 30 main gun rounds and 10 .30 calibre MG ammo boxes . 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 tanks except #12 and #13) Deployment Dice Roll Lead Tank Hull Down 1-20 StoPl!.ed 21 -5 7 57 Moving 58-100 91 -100 TABLE II (Tanks #12 and #13 only) Deployment Dice Roll Lead Tank Hull Down 1 -8 StoPll.ed 9- 36 32-36 Moving 37- 100 64-100 A-7075 2/87 13689-3 8680004 (A)

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Page 1: Pattons Best Charts

WEATHER TABLES WEATHER

~ MONTH

Condition JullAug Sep/Oct/Nov Dec/Jan/Feb Mar/Apr Clear 1-69 1.:.Q.l. 1-44 1-53 Overcast 70-88 62-72 45-50 54-71 Fo! - 89-91 73-75 NP 72-75 Mud 92-97 76-91 NP 76-91 Mud/Overca~_ 98-100 92-97 51-58 92-97 Snow NP' 98-100' 59-100 98-100' NOTES : 1) Not possible. 2) March and November on ly, otherwise overcast. Check for severity of snow on Snow Table

below.

IJi9 SNOW TABLE

(Dec-Feb + 1; Mar, No v - 1) Die Roll Condition

0-1 Falling Snow 2-3 Ground Snow 4-5 Ground Snow and Falling Snow 6-7 Ground Snow 8-9 Deep Snow

10-11 Deep Snow and Falling Snow WEATHER EFFECTS

Clear weather: no effect. --' Fog , lalling snow: (1) Spotting and combat possible at short range only ;

(2) Treat all direct fire as passing through smoke.

J II Mud, deep snow: (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 stops-1-5 = stops ; 6-10 = rain continues . Rain may start and stop several times in a day. (2) No Air strikes possible.

II Rain: (1) Rapid smoke depletion (see 18.22); (2) Af1er two hours of rain in j one day, mud conditions exist.

Falling snow: Snow may stop at the beginning of each hour , roll 10-1-8 = snow continues; 9-10 = snow stops. Having stopped , snow may start again each hour on a roll of 9 or 10.

TIME TABLES IfJ TIME ELAPSED TABLE

Use the same roll for both determinations: Time Elapsed = 10/ 2 (round down) + 1 hours past sunri se . Ammo Expended = 1 D (x 2 HE) and xl .30 calibre MG ammo) boxes checked off.

SUNRISE-SUNSET CHART Month Sunrise Sunset July, August 5:00 19:1 5

r-- September 5:30 18:1 5 October 6:30 17:15 November 7:15 16:15 December 7:45 16:00

I~ January 7:45 16:30 February 7:1 5 17:30 March 6:15 18:00 April 5:1 5 19:00

TIME USE TABLE Time Activity

f~m. Enter new area on improved road . 30m. Enter new area on dirt road. 45m. Enter new area on no road. -15m. Combat occurs when entering a new area. -15m. Check anyone additional area for estimated enemy resistance. -60m. Attempt to replenish ammo- roll 10: 1-7 = arrives; 8-10 = fails.

1! 5m. Call lor artillery-roll 10: 1-7 = arrives ; 8-10 = fairs. 30m. Call for air strike-roll 10: 1-4 = arrives; 5-10 = fai ls. 30m. Replace incapacitated crewmen (19.3). 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.

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

AMMO TABLES !JJ. AMMO AVAILABILITY

HE (High E~losive): Unlimited for all !Luns. AP ,(!\rmor Piercing} Unlimited for all guns. WP (White Phosphorous Smoke): 75mm only-

unlimited. HCBI (Hexachlorothane-Base Init iating 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 EXTRA AMMO To determine how many ex tra rounds of main gun ammo you are ordered to load into your tank, roll 1 D: Die Advance Battle Roll Scenario Scenario 1-2 None None 3-6 20/ 10 None/ l0

7-10 30/ 10 10/1 0 NOTES:

Counterattack Scenario

None None

10/ 10

1) Extra main gun rounds I extra .30 calibre MG ammo 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.

~ 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 tanks except #12 and #13) Deployment Dice Roll Lead Tank Hull Down 1-20 StoPl!.ed 21 -57 57 Moving 58-100 91-100

TABLE II (Tanks #12 and #13 only) Deployment Dice Roll Lead Tank Hull Down 1-8 StoPll.ed 9-36 32-36 Moving 37-100

~

64-100

A-7075 2/87 13689-3 8680004 (A)

Page 2: Pattons Best Charts

r-~~ ________________ ~~ __ ~ ~ ______ ~M~O~V~E~M~E~N~T~T~A~B~L~ES~ ____ ~I I PART I: EFFECT ON SHERMAN

\~ WOUNDS TABLE 'b .. ~

Dice Effect on Roll Wound Effect Bailing Out 1-42 Near Miss None None 43-47 Unconscious' Incapacitated' Cannot bailout 48-72 Light wound None None 73-87 Lig ht wou nd Out 1 week' None 88-92 Serious wound Out 10 weeks' Bail out +2 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 when ro ll ing for wounds after bailout or when attempt­ing a rescue (see 19.1).

- 20 For Minefield attacks. - 10 For rolls due to Harassing Fire if all non-US controlled close zones are

under Advancing Fire and/or no enemy 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 : 1) 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 .

HIT LOCATION CREW WOUND EFFECTS The location of a gunfire or Panzerfaus t hit which penetrates the tank affects the wounds of the tank crew by modifying the dice rolls on the Wounds Table as follows: Location Effect T F D and A ( - 20) TR DandA( -20); G ( + 10); l ( -1 0) F

T L 0 and A l -20) ; G (-10); l ( +10) ~L .' f.R T B D and A ( -20); C i + l0) II Lt)

HF D andA ( +10); C ( - 10) ;;: I~' "-

H FR D and l ( - 101; A and G ( + 10) ;; ! c H BR D and A ( - 40); others ( - 30) -' .... HFL D andl( + I01;AandG( - 10) BL BR H BL D and A ( - 40); others ( - 30) R H B D and A ( - 40); others ( - 30) NOTES : T = turret ; H = hull ; F = front ; R = right side; L = left side ; B = rear (back).

~ . COLLATERAL DAMAGE TABLE Die Roll Effect

1-50 No effect 51-52 Driver .l?,eriscope broken 53-54 Assistant driver periscope broken 55-57 Gunner periscope broken 58-60 l oader periscope broken 61-63 Commander periscope broken 64-65 Gunsight broken 66-70 .50 cal iber AA MG broken

~

r 71-75 Driver possibly wounded if not buttoned up. 76-80 Assistant driver possibly wounded if not buttoned up. r-81-90 Loader possibly wounded if not buttoned up. 91-100 Commander possibly wounded if not buttoned up.

NOTES: 1) Crewmen with broken periscopes cannot 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.

Effect Hull dow. No accident Thrown Track Bogged Down

1-

Dice Roll Modifiers : - 7 Driver 's rating

Forward or Reverse

NA 1-97

98-99 100

CREW ACTION Forward to Hull Down

1-20 21-97 98-99 100

Reverse to Hull Down

1-10 11-97 98-99 100

- ? Commander's rating if commander directing movement from open hatch - V2 Commander's rating (round down) if commander directing movement from

vision 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 rolling 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 & Forward to Reverse to White Die Forward Reverse Hull Down Hull Down

1 A B A B 2

~ 1-A B A C

3 - 1- A C C -4 A C - -5

~ 1-C 1- - - -

6 - - - -7-10 - - - -

NOTES: MOVEMENT DIAGRAM -=Noeffect. ~ A = Enemy units move one zone forward

as per the Movement Diagram and recheck facing. 71

B = Enemy Units move one zone backward as 11 per the Movement Diagram and ( . ,,1'_ ~, " recheck facing. {\ \ \

~BOGGED DOWN MOVEMENT TABLE 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 commander directing movement from an open

hatch - 5 If tan k has HVSS suspension + 10 Driver bu ttoned up

--

BAIL OUT TABLE fJa Incapacitated men may not roll.

;rgTANK EXPLOSION TABLE ~ BREW UP TABLE

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.

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 .

Tank burns if the number rolled is less than or equal to the number shown.

TARGET TANK Cause M4 M4A1 M4A3 Wet Stowage

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.

Page 3: Pattons Best Charts

\~ , ENEMY ACTION: BATTLE SCENARIO ~ For each enemy unit on the Battle Board roll 20:

UNIT ACTION SPG/Tank' AT Gun' MG/LW' Do Nothing 1-10 21-30 1-10 Move-F 11-15 na 11-20

-L 16-20 na 21-30 -R 21-25 31-40 -8 2 -3 41-60

Fire- Infantry 36-40 na 61-95 Fire-Any Tank 41-853 31-80· na

-Your Tank 86-90 81-90 na -Lead Tank 91-100+ 91-100+ 96-100 + 5

NOTES: 1) Ambush turns : DICE ROLL + 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 your tank is resolved on the Collate ral Damage Table.

~~ ENEMY FIRE COMBAT SPG/Tank/AT Gun

To Kill Sherman Tank 50L 75L 40

1-~-~7~5~Ll--- 66

88L 68 63 88Ll 68 66

To Kill Infantry Squad

NOTES:

SPGLTank LW MG

65 30 55

40 __ _ 20 30

10 03 03

1) Du ri ng fa lling snow or fog weather, To Kill numbers are halved for both tables, and combat beyond close range is prohibited.

2) When rolling To Ki ll 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 encounters from the firer 's

zone to the target's zone, inc lusive.

~~ . 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 _ U O AT GUN 1-20 80+ -- TRUCK - 1-60 SPW/PSW 1-40 -pz IV - 1-30 90+ - -Pz V 1- 1-20 80 + pz VI 10 60+ STuG Ilig 1-30 90+

I- MARDER it,JI! 1-50

r------- JdgPz IV 1-20 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 Art illery Fire versus vehicles (except trucks)

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 modifica-

tions 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 .

\j');L ENEMY ACTION: ADVANCE SCENARIO d'~ For each enemy unit on the Battle Board roll 20:

UNIT Trk/PSW'

ACTION SPG/Tank' SPW AT Gun' MG/LW' Do Nothing 1-10 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

-Your Tank' 81-85 96-100 + 96-100 + -Lead Tank 86-100 + na na

NOTES: 1) Ambush turns: DICE ROLL + 10. 2) Ambush turns: DICE ROLL + 20. 3) Trucks do nothing . 4) 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). 5) Fires at your tank instead if you are firing at it. 6) PSW, SPW, MG, and LW fire versus your tank is resolved on the Collateral Damage Table.

~ ENEMY FIRE COMBAT . SPG/Tank/AT Gun Close

To Kill Sherman Tank Ran e 50L 15 75L 52 40 22 75LL 68 66 61 88L 68 63 43

88LL 68 66 61 To Kill Infantry Squad

SPG/Tank 6.5 40 10 SPW/LW 30 20 03 MG/PSW 55 30 03

NOTES: 1) During fall ing snow or fog weather, To Kill numbers are halved for both tables, and combat

beyond close range is prohibited. 2) When rolling To Kill an infantry squad, an unmodified rol l 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,

ENEMY ACTION:

~ COUNTERATTACK SCENARIO . For each enemy unit on the Battle Board roll 20: UNIT

ACTION SPG/Tank MG/LW Do NQUlJng 1-10 1-10 ,-Move-F

-f--11-40 11-40

-L 41-50 ..11-50 -R 51-60 51-60 -8 - i - 61 -70 61-70

Fire-Infantry 71-75 71-75 Fire-Any T~11L- 76-9 ' na

-Your Tank 96-100 + 96-100 + 2

NOTES : 1) Fi res at your 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

75LL 88l

88LL To Kill Infantry Squad

Close Range

42 58 58 58

SfGLIank _ ,~~ LW _ ~ __ T.20:;.-.~_~ MG 45

NOTES:

Medium Range

30 56 __ _

53 56

30

Long Range

12 51 33 -5~~

05 _ 10 20 -----i~~ -

1) During 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 unmodified rol l 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.

A-7075 2/87 13689·3 8680004 (8)

Page 4: Pattons Best Charts

ENEMY AP % TO KILL Jf~ . Roll the number shown or less To Kill your tank.

Armor 50L GUN 75L GUN Class Front Side Rear Front Side Rear

I 17/08/03 T 42/28/17 T 58/42/28 72158/42 T 92/83172 T 95/92/83 H 72/58/42 H 83172158 H 95/95/92 H 95

II T 17/ 08 / 03 T 42/ 28 / 17 T 58 / 42/ 28 T 72 / 58 / 42 T 92 / 83172 T 95 / 92 / 83 H 03 H 72 / 58 / 42 H 83172 / 58 H 28/ 17 / 08 H 95 / 95/ 92 H 95 -

III 02/01/01 T 03 T 03 03 T 28/17/08 T 42/28/1 7 H 17/08/03 H 28/1 7/08 H 72/58142 H 83172/58

Armor 75LL GUN 88L GUN Class Front Side Rear Front Side Rear

I 95 95 95 95/92/83 95 95 II T 95 95 95 T 95 / 92 / 83 95 95

.~

H 95 / 92 / 83 H 72/ 58 / 42 III 17/08/03 T 95/92/83 T 95/95/ 92 03 T 72/58/ 06 T 83/72/58

H 95 H 95 H 95/92/83 H 95/95/92

l0 HIT LOCATION TABLE Roll 1 D for each hit by gunfire or Panzer-faust attack to determine location of hit:

NORMAL TARGET HULL DOWN TARGET Die Roll Location Die Roll Location

1-4 Turret 1-5 Turret Armor 88LL GUN Class Front Side Rear NOTES:

-5-9 Hull 6+ Miss

I 95 95 95 1) T = Tu rre1 ; H = Hull. 10 Track

II 95 95 95 2) 17/ 08 /03 = Number needed To Ki ll at close NOTE: A track hit automatically disables the veh icle. Mark

it with a Thrown Track marker. Do not ro ll on a To Kil l table range/medium range/long range. for a track hit. III 72158/42 95

~ ENEMY AP TO HIT , ' .. ~'>

Roll the number shown or less To Hit your tank: BASE # TO HIT

Gun Size Close Medium Long 50L 97 89 34

75L, 88L 97 89 67 75LL, 88LL 97 89 79

Dice Roll Modifiers: 1st Shot (from tank or SPG) + 10 + 10 +10 -Acquired l' - - 5 - 10 - 15 -Acquired 2' - 10 - 20 - 30 -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 Firing Through Fog or Falling Snow' xl / 2 pI P NOTES: 1) P= Prohibited. 2) Mark your 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 second 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 fall ing snow weather.

IlIJ PANZERFAUST ATTACK TABLES Determine first from which sector on the Battle Board the Panzer-faust attack is originating by rolling 1 D according to rules section 5.12. If the sector rolled is US con trolled, no attack takes 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 ATTACK OCCURS Advance 1-3

{::~~erattack 1-5 1-2

Die roll modifications: December 1944 or late r: - 1. Sherman moving: - 1. Lead tank: -1 . Advancing Fire in zone : + 3. Attack 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 1-7 = hit; 8-10 = miss. Die roll modifications: Sherman moving: + 2. Advancing 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.

~ RANDOM EVENTS TABLE Under the column of the scenario being played, roll2D to determine which random event occurs:

Scenario Event Advance Battle Counterattack 1) Time Passes 01-05 01-05 01 -05

06-1 5 06-20 06-25 2) Friendly Artillery ~ -

16-20 21 -30 26-35 3) Enemy Artillery -21 -25 31 -35 -4) Mines -26-30 36-40 36-40 5) Panzerfaust Attack -31 -35 41 -45 41-45 6) Harassing Fire -36-60 46-60 46-50 7) Friendly Advance -

8) Enemy Re inforcement 61 -80 61-80 51-75 9) Enemy Advance - 81 -85 76-90

10) Flanking Fire 81-100 + 86-100 + 91 -100 + EVENT DESCRIPTIONS

1) Time Passes: Mark off 15 minutes of time. 2) Friendly Artillery: Roll against each enemy un it on the Friendly Action Tab le . 3) Enemy Artillery: Roll 1 D to KO friend ly infantry units: 1-6 = 1 KD ; 7-9 = 2

KO; 10 = 3 KO. Roll also on the Collateral Damage Table 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 Panzerfaust 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 control marker in a sector of your choice

that is empty of enemy units and adjacent to a sector already US controlled. Ignore th is event if no sector qualifies.

8) Enemy Reinforcement: Activate one additional enemy unit for an Advance Scenario and two additional units for Battle or Counterattack 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 1 D: 1-5 = left hand sector; 6-10 = right hand sector. Ignore this event if no sector qualifies.

10) Flanking Fire : Roll against each enemy unit on the Friendly Action Table with a die roll modifier of - 10.

111 MINEFIELD ATTACK TABLE Mines have no effect if tank is not moving. If tank is moving roll 1 D:

DIE ROLL' EFFECT 0-1

.

One friendly tank knocked 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 wounded . Check for wounds on WoundS Table.

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

Page 5: Pattons Best Charts

~ TO HIT TARGET • > Roll the base number or less (after modification) To Hit.

~~ TO KILL INFANTRY TARGETS Roll the number shown or less To Kill.

INFANTRY TARGETS VEHICLE TARGETS 75mm GUN HIT 76mm GUN HIT Close Medium Long Close Medium Long - Normal Critical Normal Critical

IJlirect Fire Base # To Hit 75 55 30 00 75 55 20

Direct Fire To KO Base # 55 80 30 55 Area Fire To KO Base # 35 55 20 30

Base # To Hit 76L 55 45 05 75 65 40 Dice roll modifiers: Area Fire *Target In Building

~ +15 -15 +15 -15

Base # To Hit 75 45 60 50 45 60 50 "Target In Woods ~

+10 - 10 +10 -1 0

Base # To Hit 76L 45 60 55 ' 45 60 55 *Target I n Fortification +20 -20 +20 -20 -Dice roll modifiers: AT Gun Target +15 KO +1 5 KO Butlone(lup3 +10 +10 +10 +10 +10 +10 Acqui red target (1 ) -5 -10 -15 - 5 -10 -15 A~quired target (2) -10 -20 -30 -10 -20 -30 Target moving No Effect +20 +25 +25

' -Crew gun rating -7 - 7 -7 - 7 -7 - 7 ..,Botate turret/fire + 10 per Sector + 10 per Sector vs. 88ll AT Gun +10 +10 +10 Does Not Apply

Target Moving In Open - 10 -10 -10 -10 _

Mud or Deep Snow Weather + 5 +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.

vs. 50l or 75l AT Gun +20 +20 +20 Does Not App ly Fog or falling snow' xl/2 P P xl/2 P P Through or into smoke' xl / 2 xl / 2 xl / 2 xl / 2 xl / 2 xl / 2 "Deliberate immobilization Does Not Aru>ly +65 +55 +45 "Small target Does Not Apply +10 +10 +10 "large target Does Not Apply -5 - ' 0 -15 "Very large t arget Does Not Apply -10 - 20 -30 "Sherman mo'(ing/piv@ng:!. +25 +25 +25 +25 +25 +25 "Target in woods +5 +10 + 15 +5 +10 +15 "Targel in building~ +10 +15 +25 Does Not Apply *Target in fortif ication +15 +25 +35 Does Not Apply

~~ SHERMAN MACHINE GUNS vs.

. INFANTRY TARGETS Infantry targets are LW, MG, and AT. Roll the base number shown

or less To Kill. MACHINE GUNS

Base # To KO Infantry Targets: Bow Co-Axial AA Sub

CLOSE RANGE 20 25 30 10 MEDIUM RANGE I~? 20 20 nc LONG RANGE 00 15 10 nc

Unmodified rolls: Dice roll modifiers: Critical Hit: 01, 02 03 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.

Crew Member's Rating -(7) -(7) -(7) - (?) vs. LW Moving in Open -10 -15 -15 -5 Advancintiire - +10 +10 +10 -10 Sherman Moving or Pivoting +10 +10 +10 +io-Target in Woods - r- +10 +10 +10 +10 vs. AT Gun or Target In Building +15 +15 +15 +15 VS. Target I n Fortification +20 +20 +20 +2~_ Per Smoke Marker x1 / 2 x1/2 x1/2 xl/2 Firing' Through Fog or Falling Snow ><1/2 xl/2 x1/2 x1/2 Sherman Hull Down P - - -

6) A crew may on ly fire while also moving or pivoting if they have been trained in using the Gyrostabilizer (see 27.2). Unmodified rolls:

Automatic Kill: 01, 02, 03 Gun Malfunction: 98, 99 , 100

RATE OF FIRE TABLE NOTES:

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.

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

GUN RATE OF FIRE BASE # close range may be fired on.

75mm 30 6) Ammo use: mark off one box of MG ammo if the colored die shows 1-3.

76mm 20 ADVANCING FIRE-Roll 20: 1-30 = one ammo box expended; 31 -97 = no special

Dice Roll Modifiers: effect ; 98-100 = MG malfunction.

- (?) 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 ready rack.)

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

@ HIT LOCATION TABLE 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:

Roll 1 D for each hit by gunfire or Panzer- Dice Roll Result faust attack to determine location of hit:

NORMAL TARGET HULL DOWN TARGET 1-20 Gun repaired 21-90 No effect

Die Roll Location Die Roll Location 91-100+ Gun broken for remainder of day 1-4 Turret 1-5 Turret Dice Roll Modifiers : 5-9 Hull 6+ Miss 10 Track

- (7) Crewman's rat ing - (7) Gunner rat ing if gunner is aSSisting main gun repair

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.

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

A·7075 2/87 13689·3 8680004 (C)

Page 6: Pattons Best Charts

·iiJ: AP TO KILL (75) ~fJ Roll the number shown or less To Kill.

if~ TO KILL (76L) . For Critical Hits see note 3) below. For Normal Hits roll the number shown or less To Kill.

NORMAL HIT CRITICAL HIT' Target Front Side Rear Front Side Rear

AP HITS HVAP HITS Target Front Side Rear Front Side Rear

pz IV T 58/42/28 T 83172/58 T 92183172 H 28/17/03 H 92/83172 H 95/92/83

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 nc 58/42/28 72/58/42 T 100/100/97

- H 83172 /58 pz V T 03/nc/nc 92/83/72 95/92/83 T 83/42/03 95/95/92 95

H nc H 28 /03/nc pz Vie nc 28/17/08 42/28/17 100/100/97 - - pz Vie T 03/ nc/ nc 72158142 83172/58 T 83/42 / 03 95/95172 95/95/72 pz Vlb nc T 03/nc/nc T 08/03/nc T 83/72/58 H 95/83/28

H 28/17/08 H 42/28/17 H nc pz Vlb T nc T 28/17/08 T 42/28/17 T 28/03/nc T 95/83/28 T 95/92/42 STuG Ilig 28/17/08 92/83/72 95/92/83 H nc H 72/58142 H 83172/58 H nc H 95/95172 H 95/95/83 MARDER II T 95/92/83 T 95 95 STuG Ilig 72/58/42 83 95 95/95/72 95 95

H 92/83172 H 95/95/92 MARDER II 95 95 95 95 95 95 MARDER III T 95/95/92 T 95

H 95/92/83 H 95/95/92 JgdPz IV nc T 83/72/58 T 92/83172

H 92/83172 H 95/92/83 JgdPz 38t nc 92/83172 97/92/83 PSW, SPW 95 95 95 TRUCK 75 75 75

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 JgdPz 38t 03/nc/nc 95 95 83/42 /03 95 95 SPW, PSW 95 95 95 95 95 TRUCK 75 75 75 75 75 75 NOTES:

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 ki lls.

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 Hu ll of the pz Vlb where the numbers needed

To Ki ll are 58/ 42 / 28.

~ HE TO KILL VEHICLES (75) Roll the number shown or less To Kill.

.~ HE TO KILL VEHICLES (76) :I.S;' ~ Roll the number shown or less To Kill.

NORMAL HIT CRITICAL HIT NORMAL HIT CRITICAL HIT Target Front Side Rear Front Side Rear Target Front Side Rear Front Side Rear pz IV nc T 03 T 08 T 58 T 83 T 92 pz IV nc nc T nc T 43 T 68 T77

H 08 H 17 H 42 H 92 H 97 H 02 H 27 H77 H 82 pz \t nc nc nc

-nc 58 72 pz V nc nc nc nc 43 57 -

pz Vie nc nc nc T nc 28 42 pz Vie nc nc nc nc 13 27 H 03 -1-

pz Vlb nc nc nc nc T 03 T 08 pz Vlb nc nc nc nc T nc T nc

H 13 H 27 H 28 H 42

STuG Ilig 08 17 1-

28 92 97 nc STuG Ilig nc nc 02 13 77 82 MARDER II T 02 T 27 T 43 T 82 100 100

MARDER II T17 T 42 T 58 T 97 100 100 H nc H 13 H 27 H77 H 08 H 28 H 42 H 92 MARDER III T 13 T 27 T 43 T 100 100 100

MARDER III T 28 T 42 T 58 T 100 100 100 H 02 H 13 H 27 H 82 H 17 H 28 H 42 H 97 JgdPz IV nc nc T nc nc T 67 T77

JgdPz IV nc T 03 T 08 nc T 83 T 92 H 02 H77 H 82 H 08 H 17 H 92 H 97

JgdPz 38t 08 17 1-

92 97 nc nc SPW, PSW 28 28 42

1-100 100 100

JgdPz 38t nc 02 02 nc 77 82 SPW, PSW 13 13 27 100 100 100 TRUCK 95 95 95 100 100 100

TRUCK 95 95 95 100 100 100 NOTES: NOTES: 1) T = Turret ; H = Hull; nc = No chance To Ki ll. 1) T=Turret; H=Hull ; nc= No chance To Kill.

Page 7: Pattons Best Charts

COMBAT CALENDAR Month/ Historical Monthl Historical Monthl Historical Month/ Historical

Day Situation Notes Day Situation Notes Day Situation Notes Day Situation Notes 7/ 27 A/ 3/ L Cobra Breakout 7/ 28 B/4/ M Coutances 7/ 29 A/ 2/ L

9/ 25 C/ 9/ H Counterattack

9/ 26 C/ 9/ H 9/ 27 B/6/M Hill 318

12/ 23 AI7IH 12 /24 AI7IH Battle for Chaumont 12 /25 AI7IH

3/ 5 A/ 2/ L 3/6 A/ 2/ L

To the Rhine 317 A/2/L

7/ 30 A/4/ M Avranches 9/ 28 B/ 5/ M 12/ 26 A/9/ H Into Bastoone 3/ 8 A/ 2/ L 7/3 1 A/ 2/ L 9/ 29 C/ 9/ H Arracourt 12/ 27 A/4/ M 3/ 9 AI'2 / L 8/ 1 A/ 2/ L 9/30 C/ 2/ L 12128 A/4/ M 3110 A/ 2/ L Regroup and mop up 8/ 2 A/ 2/ L 1011 C/ 2/ L 12129 A/4/ M Opened Arlon -Bastoone Hiohwav 3/ 11 A/ 2/ L 8/ 3 A/ 2/ L 1012 C/2/L 12 /30 C/3/M RefittinQ 8/4 A/2/L 8/5 A/4/H Vannes

1013 C/2/L 1014 C/2/L

12131 C/3/M Defense of Bastogne corridor 1/1 C/3/M

3/14 A/9/M Attack out of Moselle Bridgehead 3/15 AI7IM Bad Kreuznauch

8/6 A/ 2/ L 1015 C/2/L 1/2 C/3/M 3/16 A/5/L 8/7 A/4/ H Lorient 1016 C/ 2/ L Refitting 3/17 A/3/L 8/ 8 A/ 2/ L 1017 c/2 / L 1/9 A/ 2/ L Noville 3/ 18 A/2/ L 8/9 A/ 2/ L 10 /8 C/ 2/ L 1/ 10 A/2/ L Bourcy 3/ 19 A/2/L 8/ 10 A/ 2/ L 1019 C/2/L 1/ 11 C/2/L 3/20 A/2/L Worms on the Rh i ne 8/ 11 A/4/ L Nantes 10110 C/ 2/ L 1/ 12 C/ 2/ L Refittinq 8/ 12 A/ 2/ L 10/ 11 C/ 2/ L 1/ 13 C/ 2/ L 3/ 24 A/ 2/ L Crossed the Rhine 8/ 13 A/2/L RefittinQ 1/ 14 C/ 2/ L 3/ 25 Al2/ L Hanau and Darmstadt 8/ 14 A/ 2/ L 11 / 9 B/ 5/ M 1/ 15 C/ 2/ L 3/ 26 C/ 2/ L 8/ 15 A/ 2/ L 11 110 A/3/ L 1/ 16 C/ 2/ L 3/ 27 C/ 2/ L 8/ 16 A/ 3/ M Orleans 11111 A/ 5/ M Fonteny 1/ 17 C/2/L 3/28 A/4/L Across the Main at Grossauheim 8/17 A/2/ L 11/12 C/8/H Counterattack at Rodalbe 1/18 C/2/L 3129 A/2/L 8/ 18 A/ 2/ L 11 / 13 C/2 / L 1/ 19 C/2/L 3/30 A/2/L 8/ 19 A/2/ L 11 114 C/2/L 1/20 C/2/L 3/31 A/2/L 8/20 A/2/L 8/ 21 A/2/L

11115 A/4/H 11116 A/4/M

1/21 C/2/L Defensive positions

1/22 C/2/L 4/1 A/4/L CreuzburQ 4/2 Al2/L

8/22 A/2/L 11117 A/4/M 1/23 C/2/L 413 A/2/L 8/23 A/ 2/L 11 118 A/4/H Dieuze and Rodalbe 1/ 24 C/2/L 4/4 Al4/L Gotha 8/ 24 A/ 2/ L 11 / 19 A/ 2/ L 1/ 25 C/ 2/ L 415 A/ 2/ L 8/ 25 A/ 2/ L 11 120 A/ 2/ L 1/ 26 c/2 / L 4/6 A/ 2/ L 8/ 26 A/ 2/ L 11 121 A/ 2/ L 1127 C/ 2/ L 417 A/ 2/ L 8/ 27 A/ 2/ L 11 122 A/ 2/ L 1/ 28 C/ 2/ L 4/8 A/ 2/ L 8/ 28 A/ 2/L 11 123 A/ 2/ L 1/ 29 C/2 / L 4/9 A/2/L 8/ 29 A/ 2/L 11 124 A/4/ M Crossed Saare River at Romelfing 1/ 30 C/2/L 4/10 A/2/L 8/ 30 A/ 2/ L 11 / 25 CI7 IM Cou nterattacks 1/31 CI2IL 4/ 11 A/2/L 8/31 A/ 4/ M Commercy 11 / 26 C/ 2/ L 211 C/ 2/ L 4/ 12 A/2/L Crossed Saale River 9/ 1 A/ 2/L 11 127 A/3/ M Wolfskirchen 2/ 2 A/2/L Hosdorf 4/13 A/2/L Wolkenburg

Refittino 11/28 A/2/L Refitting 4/14 C/2/L 9/11 A/5/H 11129 A/2/L Cleared zone of responsibility 2/22 B/8/M GeichlinQen 4/15 C/2/L 9/12 C/5/M Moselle Crossing 11130 A/2/L 2/23 B/6/M Sinspenlt 4/16 C/2/L 9/ 13 C/5/M 9/ 14 A/3/ M

1211 A/4/M Attacked Saare Union

12 / 2 A/4/ M 2/ 24 A/2/L 2/ 25 B/5/ M Rittersdorf

4/17 C/2/L 4/ 18 C/2/L

9/ 15 B/9/ M Crevic and Maixe 9/ 16 B/9/ M Luneville

1213 A/ 2/ L 1214 A/ 2/ L

2126 B/ 5/ M Bitburg 2/ 27 B/5/ M Matzen and Fleissen

Refitting for drive into Czechoslavakia

9/ 17 A/ 3/L 9/ 18 A/3/L

12 15 B/9/ H Battle of Bining

12 /6 B/9/ H 2/ 28 C/ 2/ L 3/ 1 C/ 2/L

9/ 19 B/9/M Refitting 3/ 2 C/2/ L 9/ 20 A/ 3/ L

Arracourt 9/ 21 B/9/ M

12121 A/ 2/ L 12122 A/ 2/ L Martelange

RefittinQ

9/ 22 B/9 / M RefittinQ A-7057 2/87 14499·3