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The tale of the Panther and the squad that thought it could!


combatcolours
 

Hi Lardies!
Well as mentioned in the previous post we had the US Squad with
2d6, [AT], face off against the Panther with 10d6 armour dice. To
Recap: In "I Ain't Been Shot Mum' the squad needed a '5-6' to Hit and
the Panther needed '5-6' to nullify any hits.

I had left the gameroom and returned to see Lance grinning and
proudly pointing out that the Panther was under close assault! Now
even though this tactic may seem extreme to others, our gaming group
has always played rules that allow Infantry to close assault tanks,
especially one's lacking Infantry support, or as Lance put it," I
wanted to see what would happen."

Another explaination to be made is that Lance is Keen on "The
Japs", and one of his favorite units to run are the "guys with the
bamboo pole-charges and bombs strapped to their chests." If you think
German Tank Killer teams are nasty wait till you sail into the
Pacific!

So this US squad was run up to the Panther. The dice were rolled,
No joy for the Squad, but[!],no joy for the Panther, and as the rules
say "if the scores are equal [including no hits, no saves] roll a
d6." Mike, the Panther commander rolled a '6', "act as desired".
It could have been 'retire' on his next initiative or stay in fight.
The Panther card came up before the next US Infantry Plt. card,so
Mike, noticing the lack of Infantry support, used his 3 initiative
dice to pull back beyond their ability to close assault and waited
for his next card to blast them. But fate favors the foolish and the
US Inf. Plt. card was pulled and the Squad rolled well and pulled
back behind a nice sturdy 'Boccage' hedge, away from those nasty guns
on that nasty Panther!

So both sides had tales to tell their Grandkids about the day they
faced the tank!

-Steve

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