We’re thrilled that MBT (along with a reprint of the sold-out Panzer) is now in our production queue for late 2015/early 2016. Clearly, a lot of you play and like Panzer, and the MBT P500 numbers have been very good, as well. As we near getting this game into our final art and production stages, we want to get you guys some examples of how this game plays and especially, “what’s new” in MBT that you didn’t see in Panzer (the two series’ do share the same basic system engine). So today Jim is giving us an example of how helicopters work in MBT – something you clearly didn’t get to play with in Panzer.

I hope you can see from the example what I think is one of the great strengths of the system that Jim has created and streamlined over time: the game provides rich detail without massive complexity. Jim has managed to encapsulate very complex battlefield physics into the data cards and look-up charts, so players can focus on tactics, with quick look-ups to handle the complexities of combat resolution. In my experience, there aren’t a lot of games/series that can deliver that, and when you find one, it’s usually a gem. I believe that is the case with the Panzer/MBT series, and hope you guys who are new to the games can get a sense of that from this example. Enjoy! – Gene

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Helicopters are a very versatile combat option available to modern forces. They carry a heavy load of weapons and may quickly transport troops to the battle area. Their speed and maneuverability make them quick strike weapons. Helicopters are armed with vehicle-type weapons, including machineguns, heavy machineguns, cannons, rockets, and anti-tank guided missiles (ATGMs), their primary anti-armor weapon. The mix and availability of these weapons varies from helicopter-to-helicopter.

Depending on their altitude, low or Nap-of-the-Earth (NOE), helicopters function as a cross between vehicles and fixed-wing aircraft.

For the most part, they spot, move and engage in combat in a similar manner to vehicles. They resolve combat and movement during both of MBT’s two Aircraft Phases, whereas fixed-wing aircraft activate in just one of the two Air Phases.

Example of Play

The situation on the map below finds an AH-64A Apache and an OH-58D Kiowa Warrior engaging two platoons (3 per platoon) of Soviet T-72AV tanks. Both of the helicopters are flying at NOE altitude to minimize their visibility to any Soviet AA threats in the area. Uncertain as to what may be out there, low and slow is their best method of approach.

In MBT, flying helicopters (they may land to dismount or mount passengers) are either at NOE or low altitude. At NOE altitude they are slower, but more difficult to spot as they are only two levels above ground level. At low altitude they are much faster, but are much easy to spot. Typically, they spend the majority of their time at NOE altitude. Flipping their counter indicates their current altitude. They may adjust their altitude at the beginning of each Air Phase.

The Kiowa Warrior is scouting out ahead searching for potential targets and threats. It is able to use its mast mounted sight (MMS) to peer over intervening terrain without revealing its position. It is hovering directly behind a level 2 hill. The Apache is in a holding pattern awaiting intelligence from its scout. It is 1,400 meters to the west hovering behind a large hill.

The two tank platoons are approaching a water crossing. It is apparent that they are going to push across the bridge and then quickly move to flank a US mechanized company that is engaged approximately 2.5 km to the west of the helicopters.

The helicopters want to stop the tanks from crossing the stream and moving west, but must coordinate their attack. While the Kiowa Warrior is armed with two Hellfire ATGMs, itself, it is really not the primary weapon platform. That is the Apache’s role. As such, it needs to fly up into position to ambush the tanks.

MBT’s two Air Phases are sandwiched around the ground Combat and Movement Phases. As a consequence, helicopters may activate in anticipation of opposition combat and movement and then also in response to it.

In the 1st Air Phase, the Apache flies up to a position directly behind a woods hex while the Kiowa Warrior holds position all the while keeping a close watch on the tanks. The Apache flies around the hill and not over it so as to not reveal its position even though it is a longer route. Helicopters at NOE altitude maintain their +2 levels above whatever terrain is the in their hex. The Apache’s new position is 10 hexes from its starting point, which is less than its available movement of 14. For basic flight maneuvers, helicopters expend 1 of their available movement per hex entered. Some special maneuvers, e.g., pylon or funnel turns and reverse moves, expend more.

The Soviet commander does not want to split his force, looking to concentrate his firepower. He maneuvers the two platoons into position to cross the bridge together or cross with one platoon while overwatching with the other.

Notice that the tank platoons have two adjacent “Move” counters. MBT is a command driven game, where players place a limited number of commands during the Command Phase of each turn. They are initially placed face down showing the common “Command” side, hiding the actual command. They are revealed only when executed. Helicopters have the added advantage of not requiring commands. They are able to freely execute their movement and combats.

The Soviet maneuver presents an excellent opening for the helicopters. At this point, they have the tanks still positioned behind the stream in close proximity to one another. During the 2nd Air Phase, the Apache is going to execute a Pop-Up Attack, quickly rising above the intervening terrain (woods hex) to engage the tanks. Since the Kiowa Warrior is utilizing its MMS to observe for the Apache, it may not fire its own weapons.

However, the Hellfire ATGM is a special case. It may be controlled by an external laser designator as well as from the launching helicopter. That means the Apache may launch two Hellfire ATGMs, guiding one against one tank, while the other is guided by the Kiowa Warrior with its laser designator in the MMS against a different tank.

When executing a Pop-Up Attack, a helicopter hovering at NOE altitude is treated as if it is actually at low altitude for spotting purposes, and conversely for any potential AA fire. Since the tanks moved, they cannot fire their turret top HMGs at the Apache. In any event, it is currently out of range.

At low altitude, the Apache has no problem sighting over the two hills to its front. The other terrain in the vicinity of the tanks, the stream, gully and rough hexes do not have height, so they are not an issue for spotting.

The Apache launches two Hellfire ATGMs, one each at the two lead tanks. At a range of 12 and 13 hexes, respectively, both have the maximum chance of hitting their targets. The range for both ATGMs is measured from the Apache even though one is controlled by the Kiowa Warrior. The range used for resolving both attacks will be P (Point Blank) – anything greater than 5 hexes ( (S)hort Range) and less than or equal to 40 hexes is Point Blank range for a Hellfire missile.

Missile capture is a major consideration with ATGMs. The opposite of traditional guns, the greater the range the better. The spotter must have the time to make certain the target is painted in laser energy, in the case of the Hellfire, and stays that way. The Hellfire has more than enough range (up to 40 hexes) to cover the battlefield.

The Apache could also fire its 30mm Chaingun at its target, but with no chance of penetrating the tank given the range and the hit Angle, it would be a waste of ammunition.

The Hellfire ATGMs both have an 81% chance of hitting their targets. The base probability of 90% (0 Net Modifier on the (P)oint Blank range column on the AP Hit Table, at left) is modified down by -1 since both tanks are moving. For this example, we’ll assume the ATGMs found their way to their targets.

It must now be determined where each tank was actually hit and the results of the hits. The T‑72AV tank is protected by advanced armor and explosive reactive armor (ERA).

Its advanced armor provides added protection against chemical energy (CE) type shells and warheads. The Hellfire has a CE-type warhead, so the special armor comes into play. The ERA also comes into play since it reacts to CE-type shells and warheads.

The hit angle for both tanks is Front/Side. The possible hit locations are Tf (Turret Front), Ts (Turret Side), Hf (Hull front), Hs (Hull Side), and since it is also falling shot (the Apache is firing down on the tanks), the Dk (Deck). From the T‑72AV data card pictured here, the special colors in the Defensive Information section indicate that the tank’s Tf, Ts, and Hf are protected by the special CE armor (CEx1.25). Whereas, its Tf, Ts, Hf, Hs and Dk are protected by ERA.

Unlike CE-Type Armor, ERA is not automatically effective. Due to the fact that it typically does not cover 100% of any Hit Location, may be damaged, depleted or ineffectual, there is a chance it may not come into play. For this example, let’s assume the ERA is effective.

The Apache hit its target’s Hf. Listed there, along the Fall(ing) row for that location, 72 is found. That value, modified for special CE armor and ERA, results in an effective armor value of 170. Note that it is not necessary to make these calculations manually. As with so many things in the Panzer and MBT series of games, you use a simple look-up table to take much of the complexity out of the equation. In this case, you find the FAC rating closest to 72 (so the 70 row), and look under the 1.25 column (to account for the special CE armor), which gives us a value of 87. Then we find the FAC rating closest to 87 (so, 90) and look in the ERAC column (to account for the Reactive Armor) to get a final value of 170.

The second Hellfire hit its target’s Dk. The deck is not protected by the special armor, but it has the ERA special color filling half of the box. That indicates that the front aspect of deck is protected by ERA. Since the hit angle is Front/Side, the ERA come into play. Listed there, along the Fall(ing) row for that location, 50 is found. That value, modified for ERAC, results in an effective armor value of 130.

The Hellfire penetrates 220 at any range (See the “P:220” on the Hellfire row of the AH-64A Apache’s Data Card), as it is nothing less than a very devastating weapon. Since 220 is greater than 170 and 130 the ATGMs penetrated the tanks’ armor. For this example, both tanks were brewed up and their vehicle counters are replaced by Brew Up counters.

Note: If you’d like more information on how ATGMs work in MBT, please check out the ATGM Draft Rules posted on the MBT P500 page.

The Soviets are now in a very difficult position. They are facing a superior force without adequate AA cover. Their best course of action would now be to retreat to the hilly terrain to the south. The terrain immediately to the west of the stream does not afford any cover from the helicopters where they would be running into the teeth of the their firepower.

The smoke from the burning wrecks will provide some cover for their retreat, which is a very small measure of solace.

Note: All map, counter and support images are prototypes and subject to change. The Brew Up counters are placeholders from Panzer.

Panzer Series Support Site: FYI, if you want to get to know more about the Panzer/MBT series, there’s an excellent gamer-created (Thank You, Fernando Sola!) support site (with scenarios, variants, AARs, etc) for Panzer here: The Panzer Pusher Enjoy!

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