Sherman versus Tiger. Day Three.
My friend Norm Lunde is our guest blogger today. He read this week's reenactment stuff, and offered his article on the same theme. In other words, how many Shermans does it take to knock out a Tiger? Today we'll answer that question using Peter Bogdasarian's brilliant design, Tank on Tank. The following article originally appeared in Line of Fire 8.
Why split them up? Well,
with two maneuver elements it's much easier to outflank the enemy. If we can
get the Shermans
into opposing hexes (say, G4 and E5), at least one of them will always be in
position to flank the Tiger. Sure, the Tiger can pull back, but the Shermans are faster—2 MP
in clear terrain versus 1 MP for the Tiger. They will catch him eventually,
especially if they take advantage of the +1 MP bonus for staying on the road.
Since we're likely to get at least three AP most of the time, it's tempting to
gamble and go for the envelopment.
Americans roll for their
third AP... success! Now both Shermans
fire together, needing 11 on 2d6+2 = 28%. The Tiger commander is starting to
get nervous. He can survive three, maybe four turns of this, but that isn't
going to happen. On the next turn, one of the Shermans will be in position for a flanking
shot, which drives the odds up to 11 on 2d6+3 = 42%. Look at that—the odds have
evened up! Of course, there's an excellent chance (42%) that one of the Shermans will no longer
be around next turn, in which case the Tiger's fortunes will improve
considerably. I'm still betting on the Tiger.
Sherman along an
independent route as before. The tactics are similar, but the extra firepower
begins to tell against the Tiger (11 on 2d6+4 = 58%.)
Tank on Tank
It’s Sherman versus Tiger in this discussion of
Tank on Tank tactics.
By Norm Lunde
My favorite way to
test-drive a new armor game is with a simple scenario that I call "Taming
the Tiger." The basic idea is to determine how many Shermans are required to knock out a Tiger I
in a more or less balanced fight. The exercise demonstrates how well the game
mechanics present the relative strengths and weaknesses of very different
tanks. Does the game portray the superior firepower and heavier armor of the
Tiger? Does it also highlight the excellent mobility of the Sherman ? Can the American player use that
mobility to advantage by closing the range quickly and outflanking the Tiger?
As I play the game, I also consider balance
between determinism and variability in the results. Is it flat-out impossible for a single Sherman to kill the Tiger
with a lucky shot? Is it too easy?
What about two Shermans ?
Ideally there should be some tipping point where adding one more Sherman
produces approximately even chances of winning. Peter Bogdasarian's Tank on Tank is such an accessible and
intuitive game that it doesn't take long to evaluate a Sherman versus Tiger encounter.
Let's start with Map A.
Suppose that a single Tiger is perched atop the hill in hex F4, facing North.
This will be our baseline setup.
Now imagine that the
American force consists of a single Sherman
tank. We don't expect this to be a fair fight, but we have to start somewhere.
The Sherman
will enter from the North map edge on
turn one. Since there is nothing for the Tiger to do until it has some
targets, we may as well give the Sherman
the first move.
With a single tank, the
American player can use only two APs per turn (one to move, one to shoot.) So
he decides to charge right in and close the range, entering at F1 and advancing
to F2 on his first AP. He uses the second AP to take a shot at the Tiger. He'll
need 11+ on 2d6+1 roll, with a roughly 11% chance of success. At those odds, it
might take ten turns of continuous fire to score that lucky hit. (With a single
Sherman on the
board, it's impossible to get a flanking shot on the Tiger. The Tiger will
simply use one of its AP each turn to pivot in place. By way of contrast, the
Tiger needs a 9+ on 2d6+1, roughly 42%. At those odds, the lone Sherman has only two or
three turns to live.
What about two Shermans ? With two units
on the board, the American player now has some interesting tactical options.
The obvious question is, should the pair of tanks stick together or split up?
As in any good wargame, unit cohesion has its advantages. In Tank on Tank, the benefit comes in the
form of HQ units, which can activate neighboring units (for movement purposes)
without costing additional APs. Let us stipulate that one of the Shermans is an HQ unit.
Since we're using the solitaire rule for AP determination (p.7), we know that
each side is guaranteed a minimum of two APs per turn, with up to four AP
possible. Two APs are enough to move
both Shermans
independently, but we'll need one more AP to take a shot at the Tiger. Since
both Shermans
can fire together for the cost of one AP, even if they are separated, we'll
never need more than three AP per turn.
Why split them up? Well,
with two maneuver elements it's much easier to outflank the enemy. If we can
get the
Let's try it. On turn one
the Americans once again have the initiative. They use their first AP to bring
the first Sherman
onto the board at G1, advancing to G3 (remember the road bonus.) The second AP
is used to bring Sherman
#2 in at D1, advancing to D3 along that road. The
With three Shermans on the march, the Tiger will really
start to sweat. Let's bring the first of them (a regular Sherman) in along the
road from G1-G3 on the first activation. The second Sherman will enter at D1-D3 as before. Now
the Americans roll for a third AP... success! The third Sherman (HQ) enters on
the road at G1, advancing to G2, where he stops right behind the lead tank.
(Stacking is not permitted in Tank on
Tank.) Notice that the Americans had to spend three AP just to get all of
their units onto the board. (The HQ bonus only works for units that are already
deployed.) Chances are, there won't be any AP left to shoot this turn. The
Tiger will get one free shot (still at 42%). With a little luck, the Tiger will
reduce the three-tank problem to a two-tank problem (which he already knows how
to solve) on the first turn.
Suppose the Tiger misses the
free throw. He may well end up in a very sticky situation:
The Americans used their
first AP to activate the Sherman HQ for movement, which also activated the
adjacent Sherman . The HQ moved off-road into E3, but the lead
tank made an end run to G5 by way of H4, taking advantage of the road bonus
again. On the second AP, the third Sherman
advanced along the road to E5. Now they can roll for a third AP to shoot (with
a 67% chance of getting it.)
With Shermans at E5, F3, and G5, the Tiger will
receive a flank shot no matter which way he turns. Moreover, he's got to kill
three Shermans ,
whereas they only need to kill him once. A prudent Panzer leader would be
considering a retrograde movement at this point, perhaps toward the town at E6
or the woods in F7. But he can't outrun the dogs nipping at his heels.
What about four Shermans ? Well, we could
imagine grouping them in pairs, with one HQ per pair, if available. That would
provide two equally strong maneuver elements that could be
handled in two
activations. If we are dealing with a historically representative platoon of
four tanks under one HQ, the incremental addition of one more tank will be
offset by the limited availability of AP to control it. This would tend to
encourage us to group two subordinate tanks under the HQ, and send the fourth
So, what have we learned
about Tank on Tank? We've seen that,
one-on-one, the Sherman
is clearly no match for the Tiger. However, with the opportunity to coordinate
maneuvers using their superior mobility, two Shermans have a fighting chance. Thus, the
game system portrays the disparate capabilities of the opposing tanks in ways
that have real tactical consequences. Moreover, the game rewards real
historical tactics, like maneuvering for a flank shot. With a modest bit of
luck, three Shermans
can easily outflank the Tiger (if they survive long enough to do it) without
overwhelming the capacity of one platoon commander. At those odds, the Tiger
will be forced to either fight at a disadvantage, or withdraw. This appears to
be the tipping point where the outcome is decided by random chance—the
proverbial fair fight. Beyond that, each additional Sherman provides a
diminishing return due to the limitations of command and control as represented
in the game.
I like Tank on Tank. It doesn't attempt to match the gritty squad-level
skirmishes of a game like Lock ‘n Load Publishing's flagship product, or even
the more abstract but no less authentic company-sized battles of World at War/White Star Rising games. However, Tank
on Tank does offer a satisfying level of tactical nuance (and historically
plausible outcomes) for a much smaller investment of your time.
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.
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.





Comments
It has been said that every bettor needs to see this,
Watch this now or quit placing bets on sports...
Sports Cash System - Advanced Sports Betting Software.