EXPLANATION
For those of you who are familiar with the 1st and 2nd scenario armor tables, you will
note that the tables for the V-2 Nightmare scenario are more comprehensive with ranges out
to 100 inches and with ROF (rate of fire) and Size Modifiers added. I felt
that this was essential with this scenario because of the hitting power and accuracy of
the units used in this scenario. I am considering going back and expanding the earlier
tables as well. Unfortunately, the downside is the fact that the tables requires you to
scroll (13 inch monitors) to the right in order to see the entire table. The alternative
is much smaller type.
Example: A British Humber Armored Car, with a 15mm gun
takes on a German 222 Armored Car (see German Armor Table) at a range of 39 inches
(approx. 1 meter). The British player rolls a 37% (percentile dice). That is below the
42%, or less, required to hit, however, the 222 has a "-5" size modifier
resulting in a MISS! The 222 fires back with a 20mm gun and rolls a 32%. Even with the
Humber's -5 modifier, it is a hit! With a single die, the player determines that he has
hit the Humber's "Side Hull." At this range, the 20mm shell will penetrate 23mm.
The Humber's Hull Side is 16mm, as determined by the above table. Two percentile dice are
rolled by the German player to determine damage. The roll is 72%, well above 43% required
to knock out the Armored Car. You want "high" damage rolls. A roll with results
between 18 and 44% results in a "compartment" hit, immobilizing the AC. This
action took place during the game and your's truly lost a valiant, though not very bright,
armored car and crew. But...he saw what he was sent to see.
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