Examples of Play - First Sight

Example 2.  Instead of  WW2 German Hetzers in the village the time is mid 1980s.  One US M-1 tank is now watching the area.  Instead of British tanks entering from a woods, three Soviet T-72s are moving behind it.   The M-1 was ordered to Cover the area.  It declares an over-watch point on woods #1.   But the Soviets don't waste time going slow through woods.  They swing around the woods.

An M-1 is stationary among buildings and houses.  It is declared to be unbuttoned.

T-72s platoon begin the scenario behind the woods.  They declare they are buttoned up.

Turn 1.
T-72 orders are to Rush toward the railway station.  The M-1 orders still are to Cover.
The T-72 moved full at 230 per turn.  Markers are placed at the half-move point and the starting point.

A measurement is made to determine the range from the M-1 to the T-72s.  It appears to be 710 gsu.
For sighting of moving vehicles the base sighting factor of the unbuttoned M-1 is 40.  Targets are moving (+15) giving 55.  Target size of 0 means no change.  The average range would be 2200 gsu. A variable D10 is rolled.  It is a '2'.  This still allows the M-1 to sight these tanks up to 1100 gsu.  Thus the T-72s are sighted.
The T-72s are not within 400 of the M-1 nor are they within 50 of its overwatch point, thus they cannot be fired by the main gun of the M-1 this turn.
They can however be tagged with its laser-rangefinder.  This doesn't need to actually hit anything just 'fired' at one of the tanks.  No damage is done.  This just acts as a first shot on that

Turn 2.
Another Rush order is given to the T-72s.  They again move full (235) toward the railway station.  Chits mark the starting location of their move and the half-way point.  The end position of the T-72s is 475 away from the M-1 and the mid-point is 592.

Turn 2 Fire segment 1.
The M-1 fires its 105mm cannon at the T-72 it tagged with a laser last turn.  The range can be no less than 592.  To-hit at this range is the APFSDS M774 is a base 4.  Target size is 0 so no adjustment for that. Target moving (+1).  As the range is over 300 a +1 might have been added but since the target was tagged with a laser the previous fire segment there is no penalty.  Thus the total is a 5 or better to hit.
The M-1 rolls a 9 to hit. This is shy of getting a second hit so only one hit is scored.  A location 1 is rolled.  Track hit.  The damage for this round is 6.  Since it is a track a 4 or better breaks a track.  The roll is 8 so the track is broken.  The T-72 is set all the way back to the mid-point of the move and a green marker is placed next to it signifying a broken track.
Turn 2 Fire segment 3.
The M-1 now fires on one of the still moving T-72s.  The range is at the minimum for the turn at 475 away. At this range the base is 3.  Target moving (+1).  As this is not the first shot at the group no +1 over 300 is added.  The number needed is a 4.  The M-1 rolls a 9.  This is 5 over the number needed and results in two hits.  Since both T-72s are within 75 of each other and the M-1 is considered a fast turret turning vehicle the US player opts to take one hit on each T-72.
Assuming they are T-72M1.  One hit is at location #8 and the other is location #2.  The penetration of the M774 at 475 is 41 cm.  The armor at location 2 is
17.  The variable penetration D6 die roll is a 5.  For APFSDS on underline armor is maximum penetration.  The lower hull is easily penetrated.  The damage roll is a 7 which is enough to brew up this T-72.
The second T-72 was hit in its turret location 8.  The armor there is 44.  A D6 variable penetration roll of '6' backed by a '2'.  This too is maximum penetration.  Only it is less than 44 cm. so no penetration is achieved.  A stun D10 die roll is allowed.  A '5' is rolled and 9 is needed to stun the tank.

Here our scenario example will end.  The T-72s may not even sight the M-1 as they are buttoned up and moving.