It's 1000, 1 Sept 1939, and KG Klink is in disarray, having just been thrown back from the village of Mokra by strong anti-tank defenses of the Polish 21st Uhlan Regiment. As the KG is regrouping, the Polish 21st Armored Regiment and 12th Uhlan Regiment counterattack the 4th Panzer Division, which also was treated roughly by the defenders of Mokra. One of the Polish counterattack columns strikes just south of the KG's last attack, right at the operational boundary of one of 4th Panzer Division's Panzer battalions and KG Klink. Seeing the potential calamity, Maj Schultz grabs an ad-hoc force comprising 2nd Panzer Platoon and 4th Grenadier Platoon, and charges southeast to meet the enemy counterattack head on.
*I changed the rules here a bit: as is often the case with rules I play, I love the idea of reaction fire (and 5Core rules have "snap" and "guard" fire) but don't often find myself using it in games that haven non-IGOUGO formats, as it's often not necessary in terms of realism. I pretty much only use Snap fire, and only then to allow an unsuppressed (hunkered) unit to fire at a unit that's charging it.
But I wanted to better reflect the fluid nature of tank battles, I decided to that if a tank fired on another, and that tank wasn't destroyed or forced to fall back, the targeted tank could return fire 'for free.' In my opinion/mind, this reflected the tank fights I've read about, where fights are lethal, and I didn't want tanks not returning fire because activation didn't work out.
The guard fire mechanic could have worked, but you run into three issues: 1) the relatively short range of guard fire meant the activating tank could fire, but the non-activated tank would be out of range; 2) guard fire only uses shock dice, and tanks should be able to kill each other at all times (I believe); and 3) the non-activating tank would actually fire first, and I wanted the activated tank to have the advantage, but the non-activating tank to be able to strike back if the activated tank missed. Then he could fire when he activated, and if he missed, the original tank would be able to return fire. This seemed to fit with my reading/idea of tank duels, so only the two engaged vehicles got to play in this mechanic (i.e, not another tank that was nearby).
Then the Germans roll another @#$$ scurry! All tanks but Sgt Grossman's are able to rally on their own, but then Major Schultz rallies him.
But the big deal was when Sgt Mader's 1st Squad (bottom center) charged one of the enemy medium tanks and overran it, knocking it out!
The problem is that I really need a 'normal' turn, so I could have Mader's squad charge the medium tank, hopefully win, and maybe gain a little breathing space, but the firefight meant no one could move, thus the infantry couldn't do anything to the enemy tanks...
-2nd Lt Schiffer WIA, out for campaign.
-Cpl Schonan KIA.
-Sgt Mader recommended for Iron Cross 2nd Class for charging and destroying enemy tank.
-Four of five tanks of 2nd Pz Plt knocked out.
-Lost ~35 KIA/WIA/POW, two Pz III, and two Pz II.
-Caused ~30 KIA/WIA, destroyed two medium tanks.
Another butt-whoopin'. Hey, I'm getting used to it. Just couldn't get my tanks going... Now time for the enemy's infantry counterattack. Should go okay, I've been doing better with infantry than tanks anyway ;)