Okay, first bat-rep in which I test one of my creations. These will appear much slower than any card creations, since not only do I need to find time to get a solo game done, but then also to look at the data and write it up somehow. First, there are no photos, simply because out of all models, the only existing ones I have is the IS-2 and the T34/85. Buildings, brush and the Type 97 Te-Ke were represented by flat cardboard markers (cheap-man way of doing things, but it works if you want to test something quickly).
Turn 1, the deployment was as follows:
The green is the brush, grey is buildings. Map and markers are not to scale. The situation quickly reached status quo by turn 3 as follows, and all other turns presented variations of the basically same disposition:
I quickly realised that for the Soviet side, it was more beneficial to remain stationary and by thus deny the Japanese extra defence dice, while the T34/85 getting the better aim and giving a plus one to firepower of the IS-2 due to the "coordinated fire" rule. Contrary to their adversaries, the Japanese player however was kept up in performing a continuous dance around with all their 3 movements to get the full 5 dice base to defence and firing at the T34/85, combining fire upon at close range and at the sides of the T34/85. So I won't present any more pictures to save space, since they won't give anything new really here.
So turn 3 - exchange of shots, all Te-Ke's going at the sides of the T34/85, but not doing enough to do any damage, in return, both the T34/85 and the IS-2 fail to do any damage at the dancing horde.
Turn 4, the T34/85 does 2 hits upon one of the Te-Ke tanks, but the Te-Ke tanks having 4 dice in defence manage to stall all those attacks (5 defence dice from all the movement, with a minus 1 due to close range). Te-Ke tanks return 5 hits (all combine fire using the "mobile mass" rule), scoring 2 hits, whilst the T34/85 having 2 defence dice (1 base, +3 from enemy movement, -1 for close range, -1 for side shots = 2 defence dice) fails to save, getting 2 hits. However, this is where the comfort zone for the Japanese ended, the IS-2 opened fire upon one of the Te-Ke with a whopping 7 hits into the side of one, scoring 4 hits, the Te-Ke had only 4 defence dice to work with (5 from all the movement, accounting the "dashing" rule, -1 for side shot), only managed to save 2 hits, and hence received 2 hits in return - one Te-Ke is destroyed.
Turn 5, the T34/85 happens to fail to hit anything, all hits blocked yet again. Te-Ke return fire manages to dish out a staggering 2 hits and 2 critical. With just 2 defence dice, it manages to roll a 6, cancels one of the critical hits, but in gets 2 normal hits, plus and engine damage, the T34/85 sums up damage to a 5 and is therefore out. IS-2 opes retaliation fire, with 7 shots, scoring 2 normal hits and 3 critical hits. With just 4 defence dice (the targeted Te-Ke was subject to a side shot again), it managed to cancel one critical and one normal hit, taking as a result 5 hits in total - result, another Te-Ke destroyed. So tow down for the Japanese, two to go.
Turn 6, the Te-Ke now begin dancing around the IS-2, the Soviet side elect to perform the most optimal tactic, and the IS-2 now becomes stationary. The Te-Ke concentrate fire upon the IS-2, firing 4 shots, scoring 2 hits and one critical, while the IS-2 having 4 defence dice (2 base, +3 for opponent movement, -1 for close range), saves two normal hits, but gets a critical hit, which turns out to be a "crew wounded" with 2 damage points. The IS-2 returned fire with 6 shots, scoring 2 hits, whilst the Japanese having 4 defence dice managed to save 2 hits (notice that no side shots now, as soon as they turned their attention to the IS-2, they oriented themselves such that they could not be hit from the side).
Turn 7,the Japanese side scores one hit and one critical from 4 shots, whilst the IS-2 only managed to save a hit from the 4 defence dice it had - okay, that was really bad luck, but it does happen from time to time, so didn't elect to re-roll here. The critical hit turned out to be a "lucky hit" - doing a further 2 hits upon the IS-2. Return fire was not impressive, out of 6 shots, only two hit, one normal and one critical, whilst the opponent having 4 defence dice, manages two save two hits. - Summary, IS-2 is down by 4 HP's, the Japanese has still 2 healthy tankettes.
Turn 8 was the turning point. Even though the Japanese managed to score 3 hits out of the 4 shots they had, scoring two critical hits, of which one normal and one critical shots was saved (doing another 2 damage upon the IS-2), the Soviets managed to score 5 hits out of the 6 shots upon one tankettes, doing 3 normal and 2 critical hits. The Japanese only saved two normal hits and then suffering engine damage with lucky-shot, taking 5 hits on one tankette - third Te-Ke destroyed.
Turn 9 was the culmination point, the lone Te-Ke managed to score one last hit upon the IS-2, however, return fire from the IS-2 dished out yet another 3 hits out of the 6 shots, destroying the last Te-Ke.
Summary:
Soviet lost a T34/85 and 7 out of 8 HP's on the IS-2.
Japanese lost all four Te-Ke.
Japanese points value: 15*4 = 60 points
Soviet points value: 38 + 25 = 63 points
From this game, I got the feeling that the Te-Ke really are worth their salt for those 15 points. However, they may need more play-testing. So if anyone just happens to play-test them, let me know of the results, this will help balancing things out quicker. If you have any critical points to make about this bat-report, let me know, always keen to hear comments and criticism. Anyway, "over and out" for the report. Watch the "tank cards" space for new designs for tank cards soon.
Turn 1, the deployment was as follows:
The green is the brush, grey is buildings. Map and markers are not to scale. The situation quickly reached status quo by turn 3 as follows, and all other turns presented variations of the basically same disposition:
I quickly realised that for the Soviet side, it was more beneficial to remain stationary and by thus deny the Japanese extra defence dice, while the T34/85 getting the better aim and giving a plus one to firepower of the IS-2 due to the "coordinated fire" rule. Contrary to their adversaries, the Japanese player however was kept up in performing a continuous dance around with all their 3 movements to get the full 5 dice base to defence and firing at the T34/85, combining fire upon at close range and at the sides of the T34/85. So I won't present any more pictures to save space, since they won't give anything new really here.
So turn 3 - exchange of shots, all Te-Ke's going at the sides of the T34/85, but not doing enough to do any damage, in return, both the T34/85 and the IS-2 fail to do any damage at the dancing horde.
Turn 4, the T34/85 does 2 hits upon one of the Te-Ke tanks, but the Te-Ke tanks having 4 dice in defence manage to stall all those attacks (5 defence dice from all the movement, with a minus 1 due to close range). Te-Ke tanks return 5 hits (all combine fire using the "mobile mass" rule), scoring 2 hits, whilst the T34/85 having 2 defence dice (1 base, +3 from enemy movement, -1 for close range, -1 for side shots = 2 defence dice) fails to save, getting 2 hits. However, this is where the comfort zone for the Japanese ended, the IS-2 opened fire upon one of the Te-Ke with a whopping 7 hits into the side of one, scoring 4 hits, the Te-Ke had only 4 defence dice to work with (5 from all the movement, accounting the "dashing" rule, -1 for side shot), only managed to save 2 hits, and hence received 2 hits in return - one Te-Ke is destroyed.
Turn 5, the T34/85 happens to fail to hit anything, all hits blocked yet again. Te-Ke return fire manages to dish out a staggering 2 hits and 2 critical. With just 2 defence dice, it manages to roll a 6, cancels one of the critical hits, but in gets 2 normal hits, plus and engine damage, the T34/85 sums up damage to a 5 and is therefore out. IS-2 opes retaliation fire, with 7 shots, scoring 2 normal hits and 3 critical hits. With just 4 defence dice (the targeted Te-Ke was subject to a side shot again), it managed to cancel one critical and one normal hit, taking as a result 5 hits in total - result, another Te-Ke destroyed. So tow down for the Japanese, two to go.
Turn 6, the Te-Ke now begin dancing around the IS-2, the Soviet side elect to perform the most optimal tactic, and the IS-2 now becomes stationary. The Te-Ke concentrate fire upon the IS-2, firing 4 shots, scoring 2 hits and one critical, while the IS-2 having 4 defence dice (2 base, +3 for opponent movement, -1 for close range), saves two normal hits, but gets a critical hit, which turns out to be a "crew wounded" with 2 damage points. The IS-2 returned fire with 6 shots, scoring 2 hits, whilst the Japanese having 4 defence dice managed to save 2 hits (notice that no side shots now, as soon as they turned their attention to the IS-2, they oriented themselves such that they could not be hit from the side).
Turn 7,the Japanese side scores one hit and one critical from 4 shots, whilst the IS-2 only managed to save a hit from the 4 defence dice it had - okay, that was really bad luck, but it does happen from time to time, so didn't elect to re-roll here. The critical hit turned out to be a "lucky hit" - doing a further 2 hits upon the IS-2. Return fire was not impressive, out of 6 shots, only two hit, one normal and one critical, whilst the opponent having 4 defence dice, manages two save two hits. - Summary, IS-2 is down by 4 HP's, the Japanese has still 2 healthy tankettes.
Turn 8 was the turning point. Even though the Japanese managed to score 3 hits out of the 4 shots they had, scoring two critical hits, of which one normal and one critical shots was saved (doing another 2 damage upon the IS-2), the Soviets managed to score 5 hits out of the 6 shots upon one tankettes, doing 3 normal and 2 critical hits. The Japanese only saved two normal hits and then suffering engine damage with lucky-shot, taking 5 hits on one tankette - third Te-Ke destroyed.
Turn 9 was the culmination point, the lone Te-Ke managed to score one last hit upon the IS-2, however, return fire from the IS-2 dished out yet another 3 hits out of the 6 shots, destroying the last Te-Ke.
Summary:
Soviet lost a T34/85 and 7 out of 8 HP's on the IS-2.
Japanese lost all four Te-Ke.
Japanese points value: 15*4 = 60 points
Soviet points value: 38 + 25 = 63 points
From this game, I got the feeling that the Te-Ke really are worth their salt for those 15 points. However, they may need more play-testing. So if anyone just happens to play-test them, let me know of the results, this will help balancing things out quicker. If you have any critical points to make about this bat-report, let me know, always keen to hear comments and criticism. Anyway, "over and out" for the report. Watch the "tank cards" space for new designs for tank cards soon.