The table lists possible crew tasks during a game turn,
based on the number of turret crew of a particular vehicle. French tanks of the period
suffered from the single man turret problem, a significant tactical disadvantage compared
to the multi-crew turrets of German Panzers.
Tanks with crew losses due to casualties or crew members engaged in extra-vehiclular
activity, use the relevant turret crew level in the table above. Tanks with self-loading
main armaments, such as the Italian M.13/40 medium tank, count as a 3 man turret for tactical
and operating purposes.
Co-axial turret M.G.s cannot be fired at the same time as the main armament, because the
gunner would have to operate both trigger pedals simultaneously with one foot. The same problem
would apply in the few tanks which had hand-triggered control systems. In addition, main gun
and coaxial MG use different sighting scales, making accurate aiming and simultaneous firing of
both weapons impossible. It was not attempted in reality.
Independant turret M.G.s, such as the gimbal-mounted T-28 main turret front L.M.G., can be fired
if the loader is available for the task. The shell type of a pre-loaded shot must be declared when
the shot is loaded, the player is not permitted to delay until a target is actually encountered.
Gun crew levels:
Artillery pieces - 3 men minimum crew to fire every turn, 1 man to fire every 3 turns.
Field guns - 2 men minimum crew to fire every turn, 1 man to fire every 2 turns.
Automatic cannons - 1 man crew to fire until the magazine is empty. The sole crew member takes 1
turn to load a new magazine, and he may fire again next turn.
All other guns require the same crew level as field guns. |