Maximum Turret Traverse per Turn | ||
---|---|---|
Vehicle Type | Turret Traverse | |
Light Tank | Power Traverse | 180 degrees |
Hand Traverse | 120 degrees | |
Medium Tank | Power Traverse | 120 degrees |
Hand Traverse | 90 degrees | |
Heavy Tank | Power Traverse | 90 degrees |
Hand Traverse | 45 degrees | |
Soviet KV I & KV II | Power Traverse | 45 degrees |
As a game turn is typically 10 to 15 seconds of action, this means that tanks will have a limited rotational distance through which their turrets can traverse. Soviet K.V. tanks took 1 minute to rotate their turrets through 180 degrees, and also the Pz.Kpfw. IV Ausführung J lacked the power traverser of the Pz.Kpfw. IV Ausführung H. Slow turret rotation is a problem tank platoon commanders had to deal with, and the general tactic adopted by tank units was for the tanks in a formation to point in several directions until an enemy position was encountered. The table will help to determine how far a particular A.F.V. may traverse during a game turn, and it will result in wargame tank formations with turrets pointing in all directions, covering all likely directions of attack. |
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