Fury, the Tiger Battle, a Reenactment

Wargamers who have seen Fury have no doubt thought about gaming the epic battle between Wardaddy's platoon of Shermans and the Tiger that they fought. I thought I'd give it a go using the tactical system I designed, Lock 'n Load. This mini-battle uses counters from Band of Heroes, Noville, and the maps from Ring of Hills. The skirmish opens as the remainder of Wardaddy's platoon advances on the Tiger. The range is 500 meters. The Tiger has the initiative, and will attempt to destroy the two short-barreled Shermans first, as it did in the movie. The Americans will advance directly toward the Tiger until the first Sherman is destroyed (one other Sherman was brewed up prior to the scenario start). After losing a Sherman, the remaining two will attempt to flank the Tiger, as they did in the movie. Sgt Darius will be playing the role of Wardaddy. None of the tanks will Shake (they didn't in the movie), so I won't roll for that.

Turn One: The Tiger targets the tank to Wardaddy's left. The range is 11, the to hit number is 7. The Tiger rolls a 9, missing the Sherman. One of the Shermans Assault Moves (AM) toward the Tiger, hoping to close the range to 7 hexes. The AM Sherman fires. The range is 7 hexes, the to modified to hit (I'm using the Tiger's optional size modifier) is 6. The American rolls a 4, a hit on the Tiger's front turret. The Sherman's penetration is 4, Tiger's armor is 8. Opposed die roll time. The Tiger rolls 1, for a modifier armor value of 9. The Sherman rolls a 2, for a modified penetration value of 6. The shot ricochets into the sky.

The start.
Wardaddy’s Sherman AMs and fires. His 76mm gun has a better chance of hitting. An 8 or more will do the trick. Wardaddy rolls a 10. Miss! The final Sherman AMs, and fires. He rolls a 2 and hits. His penetration is 4, the Tiger's armor is 7. The Tiger rolls a 1, the Sherman a 6, and Kabloom! The Tiger goes up in flames. Nothing like the movie. That was, however, bad luck for the Tiger. In fact, there was only an 8% chance of that happening, less if you factor in the too hit roll, so let's pretend it didn't, and keep playing. Next kill will count, no matter what.


Turn Two: I don't roll for initiative; I give it to the Tiger. It targets the same Sherman as before. No acquisition, the Sherman moved. The to hit number is 10. The Tiger gets a 6, hitting the front of the Sherman's turret. The Tiger's penetration value is 8, the Sherman's armor is 5. Tiger rolls a 4 for a modified penetration value of 12. The Sherman rolls a 6, for a modified armor value of 11. The Sherman is destroyed. I don't roll for crew survival, since it doesn't matter in this scenario.

Wardaddy's Easy Eight angles for the Tiger's flank and fires.  The modified to hit is 8, (9 TH, -2 AM, -1 Light Woods, +1 Leader, +1 Tiger size). Wardaddy rolls a 6, hitting the Tiger in the front of its turret. Penetration is 5, turret armor is 8. Wardaddy rolls 1, Tiger rolls 1, the shot glances off the armor.  The remaining Sherman AMs straight toward the Tiger and fires.  The to hit is 7.
The Tiger Strikes
The Sherman rolls a 9, missing. End of turn.

Turn Three: Tiger fires at the remaining short-barreled Sherman. To hit is 10. Tiger rolls a 12, missing (I'm not making this up.)  Wardaddy AMs to the Tiger's flank, rotates its turret and fires.  The to hit number is 8 (9 TH, -2 AM, -1 Rotate turret, +1 Tiger Size, +1 Wardaddy).  Wardaddy hits with a 7. The shot is traced right down the line dividing frontal armor from flank armor, hence it hits the flank armor. The Easy Eight's penetration is 5, the Tiger's flank armor is 4. Yikes! Good chance for the Americans here. Wardaddy rolls a 6, the Tiger rolls a 5. Kabloom! For the second time.
End game. Wardaddy holes the Tiger


[Spoiler alert!] In the movie, Fury, Wardaddy’s Easy Eight, is the only tank to survive.  In this reenactment, two Shermans make it through, one by the grace of an unlucky to hill roll when it was just a couple hundred meters from the Tiger. So, what’s all y’alls’ opinion?  Realistic or not?

Be sure to check out NIGHT OF MAN, a science-fiction, card-driven, board and counter, tactical battle game, designed by Mark H. Walker and published by Flying Pig Games. It is on Kickstarter until December 31st. You can view the Kickstarter page and place a pledge right here

Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver, he is the designer of the Lock 'n Load, World at War, and Nations at War series of games in addition to many others. Sign up for his newsletter to get design insights, game updates, and stuff.


Comments

Itinerant said…
Seems legit - US had to use multiple tanks to take these out. Lucky and unlucky rolls happen. Just like in battle, luck and tactics both play a part.

I like doing things like this. I appreciate you posting it up.
Mark H. Walker said…
Thanks for reading. I enjoyed writing this up. It was fun to play.
elcarto said…
I didn't see the movie yet, but was already 'spoilt', so no problem - I WAS warned, after all! ;-) I'll have to give this scenario a try using the Band of Brothers rules and components to see if there's any difference, but your AAR seems about right. The Tiger's best tactics are to stay out where that 88 makes all the difference, and keep all the incoming 'frontal.'
Mark H. Walker said…
Exactly, Richard. In the movie, the Tiger ambushes a Sherman platoon (-)... four tanks. It brews up the first, and then the Shermans pivot and back down a slight rise until the Tiger is out of sight. Then they advance... first head on, and then attempting to flank. When they crest the rise, they are about 500 meters from the Tiger. If they had been 1500 meters I think the Tiger would have wasted them before they got into range.
M.Dorosh said…
German crews usually held fire, I think average engagement range was 700 metres or so. Too much Allied artillery and airpower to bother giving away one's position at extreme range.

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