Notes for Red Army Players

PLASTIC OSTFRONT

RULES FOR 1/72 SCALE WARGAMING

 Notes for Wermacht Players

CALCULATION OF ANTI-TANK STRIKE VALUES

 

Anti-tank Direct Fire

 

Shooting at tanks is a key element in these games. For this reason it should be done quickly and smoothly otherwise the game bogs down.

 

However, if it is over-simplified then this complex part of the game is no longer a simulation and the important factors in tank combat can be distorted or lost.

 

These rules seek to achieve a balance.

 

Each tank is characteised by its own armour thickness and uses different values for front side and rear. Well-sloped armour and high-quality armour get a bonus. Poor quality armour is penalised.

 

Thinking about it for a minute or two one can appreciate that there are so many variables in the precise instant of a particular shot and impact that absolute details can become meaningless. If, for example, a shot hits the towing lug situated on a tank’s glacis plate then the effective armour thickness could be more than doubled. On the other hand, a shot richocheting down into the hull top from the underside of a well-armoured gun mantlet could achieve a kill where ‘on paper’ success was unlikely or impossible.

 

The basic formula for the defence value of armour is to first round the thickness off to the nearest 10mm. 5mm or more counts as 10mm, less than 5 as 0mm. Then divide by 10 to achieve a manageable number.  If a vehicle is designated as having ‘well sloped’ armour then the starting mm thickness is increased by 66%.

 

Thus a T34 with 65mm of well-sloped armour has a defence of 11.

 

If desired add a factor for the turret armour. Use 50% of the turret armour plus 50% hull armour – because the turret was proportionately small but being the upper part of the tank more likely to be seen and hit ( or you change this to suit yourself, just be consistent and calculate it the same way for all vehicles).

 

In fact even though turrets had better sloped and thicker armour a powerful or well-placed shot could jam or dismount the turret and disable the tank as effectively as a penetration.

 

The ‘attack’ or ‘strike’ value of a projectile can be modelled effectively in an equally simple manner. Studying data for projectile penetration it has become obvious to me a very basic equation fits most of the data most of the time. Not ALL of the data ALL of the time and sometimes not even brilliantly well BUT check it for yourself and see. It works as well as more complex formulae. What is this brilliant formula ?

 

Take the calibre of a gun which has a calibre length of between 40 and 50. It will have a penetration of armour at between 500 and 1000 metres of the same value in millimetres !!!. If the gun has less than 40 calibres length the penetration drops by about 30%. If the Gun has more than 50 calibres length then penetration rises similarly. We can tweak faster guns up even more – by 50% of more than 60 calibres long – and it still fits approximately !!! This I call the ‘arbitrary strike’.

 

Bidwell, 1976

 "Artillery Tactics 1939–1945", Shelford Bidwell, Almark, 1976, page 72. Armour at 30º slope, type unspecified. Ranges in yards.

Weapon

Ammo

250

500

540

1000

ARBITRARY

STRIKE

US or Ger 37mm

 

 

36

 

27

4

2 pdr

 

58

53

 

40

4

Russian 45mm

 

 

60

 

38

5

Russian 57mm

L73

 

 

140

 

9

25 pdr

 

 

62

 

54

6

German 50mm

L45

 

65

 

53

5

88mm FLAK

L71

 

112

 

103

13

6 pdr

57L55

 

75

 

63

8

 

APDS

 

146

 

 

 

German 75mm

L48

 

171

 

130

8

Russian 76mm

 

 

90

 

83

8

17 pdr

 

 

123

 

113

12

 

APDS

 

 

 

231

 

Bovington Museum, 1975

"Fire and Movement", RAC Tank Museum, Bovington, 1975, pages 22–25. "Penetration v. homogenous armour at 30º, at ranges in yards". The armour is machineable quality.

 

Weapon

Ammo

 

500

1000

ARBITRARY STRIKE

2-pr Mks IX and X

AP

 

 

40

4

3-pr Mk II

APHE

 

 

25

 

6-pr Mk 3 or 5

APCBC

 

87

80

8

 

APDS

 

131

117

 

75mm Mk V

APC

 

68

61

8

 

APCBC

 

103

94

 

77mm Mk 2

APCBC

 

120

110

11

 

APDS

 

182

165

 

17-pr Mk 2

APCBC

 

125

118

12

 

APDS

 

187

170

 

37mm M6

APC

 

46

42

4

75mm M2 and M3

APCBC

 

 

62

8

 

APC

 

70

59

 

76mm M1A1 or

APCBC

 

94

89

10

M1A2

HVAP

 

158

134

 

90mm M3

APCBC

 

126

120

12

 

HVAP

 

221

200

 

47mm mod 37

APC

 

43

29

5

20mm L65

AP

 

22

 

3

 

APCR

 

35

 

 

37mm L45

APC

 

30

 

4

 

APCR

 

43

22

 

50mm L42

APC

 

56

47

5

 

APCR

 

66

42

 

50mm L60

APC

 

61

50

7

 

APCR

 

86

55

 

75mm L24

APCBC

 

46

41

5

75mm L43

APCBC

 

84

72

8

75mm L48

APCBC

 

90

79

8

75mm L70

APCBC

 

141

121

11

88mm L56

APCBC

 

110

101

12

 

APCR

 

126

103

 

88mm L71

APCBC

 

182

167

13

128mm L55

APC

 

175

150

17

 

APCBC

 

215

202

 

37mm mod 94

APHE

 

32

25

4

47mm Type 1

AP

 

59

45

5

75mm 94 or 1

AP

 

62

53

8

Sov 76 L41

APCBC

 

56

50

8

Sov 85 L53

APCBC

 

103

94

9

Sov 100 L46

APCBC

 

130

120

10

Sov 122 L43

APCBC

 

140

130

12

SOVIET DATA IS ESTIMATED

 

 

 

 

 

 

Is it not surprisingly consistent ? If we remember battle ranges are usually between 500 and 1000m these data become even more useful.

 

We can also see from these data that ammunition type has a dramatic effect on penetration values. However, if we try to introduce selection or supply of ammunition types into a miniatures game then that way madness lies !

The best we can do in that line is to introduce a factor that the gamers decide to use or not as they please. If they want it – and perhaps pay more points for it – a gun can be said to have ‘high performance’ ammunition and get a 30% penetration bonus.

We should also have the opposite situation as possible – guns with ‘poor performance’ ammunition get a 30% reduction. So if you want to believe the poor performance of the Russian 76L41 (and this is probably true of 1941-42 when ammunition quality was bad) as indicated by the Bovington data above then just slap on the ‘-3’ for ‘poor performance’ ammo and you have a strike of 5 – voila !

 

 

Any attempt at a precise solution to this whole nutty  problem can never utilise consistent data – all nations use different laboratory bench marks and ways of quoting the results -  so I have opted for consistency of approach and simplicity as the guiding factors. This system does not produce results wildly at odds with much more ‘sophisticated’ or arcane game systems but does have the satisfying feeling of universality and ease of application.