The following is an actual example of play from the MBT rulebooks. It has been annotated with additional notes to help with the gaming mechanics and terminology.
The Situation – Basic Game AP Combat
A Soviet BMP-2 located in a Clear hex and a US M2A1 Bradley located in a Woods hex are engaging one another at an unblocked range of 3 hexes. The BMP-2 has a Short Halt command while the M2A1 Bradley has a Fire command.
The Soviet player is the First Player. As such, the BMP-2 resolves its fire first. Its Short Halt counter is revealed and placed with the Fire side facing the front of the vehicle counter [indicating the vehicle shot, but has not yet moved].
The M2A1 Bradley is within spotting range as the actual range of 3 hexes is less than 7 hexes, which is the maximum spotting range when attempting to spot a vehicle in Medium Cover [Woods-type terrain]. At a range of 3 hexes for the APDS ammo type, the AP Range Factor is P – Point Blank. The AP Hit modifiers are now checked for any effect. The Net Modifier is –6 as a result of the following modifiers:
- Target in Medium Cover –3
- Shooter Short Halt, SB: 3, –3
The P Range column on the AP Hit Table is cross-referenced with the –6. The AP Hit Number is 36. The Soviet player rolls (100) [rolls two different colored 10-sided dice], the result is a 27; a hit is made on the M2A1 Bradley. The BMP-2 is marked with a Spot/Fire counter under the edge of its Command counter [this is to indicate that the counter was not present during the turn’s Spotting Phase].
It is determined that the M2A1 Bradley’s Rear Armor Aspect is applicable [in the Basic game, vehicles have two Armor Aspects: Front and Rear]. That results in an Armor Factor of 9. Since the BMP-2’s APDS ammo penetrates 12 at range 3, the shot penetrated.
Comparing the Penetration Factor of 12 to the Armor Factor of 9 (+3); the US vehicle is damaged. The M2A1 Bradley is marked with a Dmgd counter [damaged counter].
Now the M2A1 Bradley resolves its fire. Its Fire counter is revealed. Had it been Knocked-Out or Brewed-Up by the BMP-2 during the First Player Step, it would not now have a shot. However, it must apply the just incurred Shooter Damaged modifier of –3.
The BMP-2 is within spotting range as the actual range of 3 hexes is less than 20 hexes which is the maximum spotting range when attempting to spot a vehicle in None Cover [Clear-type terrain]. Note that the just placed Spot/Fire counter does not yet come into play.
At a range of 3 hexes, for the APDS ammo type, the AP Range Factor is P. The AP Hit modifiers are now checked for any effect. The Net Modifier is –6 as a result of the following modifiers:
- Target Size –1
- Target Moving –2 [its Short Halt command]
- Shooter Damaged –3
The P Range column on the AP Hit Table is cross-referenced with the –6. The AP Hit Number is 36. The US player rolls (100), the result is a 36, a hit is made on the BMP-2. The M2A1 Bradley is marked with a Spot/Fire counter under the edge of its Command counter.
It is determined that the BMP-2’s Front Armor Aspect is applicable. That results in an Armor Factor of 5. Since the M2A1 Bradley’s APDS ammo penetrates 12 at range 3, the shot penetrated.
Comparing the Penetration Factor of 12 to the Armor Factor of 5 (+7), results in a Knock-Out for the Soviet vehicle. The BMP-2’s counter (and any other counters) is removed from play and replaced with a KO counter [Knocked Out counter].
Next Article in the Series: MBT Example of Play (Part 2): Advanced Game AP Combat
Can the basic rules be used for all the scenarios?