Does anyone think there should be a more variable damage chart that has different damage for each type of unit? Should there be "medium" damage level between light and heavy? Incremental damage markers.? Also, suggesting a wreckage marker with cover value be placed in hex after a destroyed tank or vehicle is removed from the board. Then infantry and other tanks can take advantage of the destroyed wrecks. The wreck would count as 1 unit for stacking purposes. Light damage -1 movement, -1 firepower Medium damg -2 movement -2 firepower Hvy Damage : immobile and half firepower
An example Damage Chart:
Unit type Light damage Medium damage Heavy Damaged Destroyed status
Tiger I 1-3pts 4-6 pts 7-8 pts +3 wreckage marker
Tiger II 1-5pts 6-9pts 10-12 pts +4 wreckage marker
Panther 1-4pts 4-5 pts 6-7pts +3 wreckage
PZ-IV 1-2pts 3 pts 4 pts +2 wreckage
PZ- IV (s) 1-2 pts 3-4 pts 5 pts +2 wreckage
PZ-III 1-2 pts 3 pt 4pts +2 wreckage
Sherman 1-2 pts 3-4pts 5 pts +2 wreckage
M10 1-2 pts 3 pts 4 pts +2 wreckage
M3 Hftrk 1 pt 2pts 3 pts +1 wreckage
Additionally, to help reflect the reuse of AT guns, which were often not actually destroyed when the crew took casualites, A chart to determine the odds what types of weapons and their probability of hitting the actual barrel, or carriage of the gun, completely rendering it inoperable. After assigning casualites to the AT gun squad(s) manning the gun, the attacking unit would roll one die to determine if AT gun got hit. The Chart below has the range the attacking unit has to be within, relative to type of gun and terrain gun is in, in order to be able to roll a die for subsequent hit. One hit causes light damage, 2 hits destroys the gun.
Gun Type> 57mmAT& 50 mm Pak 76.2 & 75mm Pak 88 Flak gun
Unit type v woods clear woods clear woods clear
Tank (die roll) 1/adj 1</halfrng 1/ <half range 1</normal 1/<normal 1,2/<normal
Mortar 1/normal range 1/normal range 1/normal range
Mg, Reg Inf and elite squads must be adjacent to AT guns to destroy the gun itself with normal attack factor. Squad may occupy the same hex with enemy AT gun, and either capture it or may declare it destroyed without having to roll a die. (gun is assumed destroyed with demo charges)