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Micro Armour: The Game - Modern
Posted: Wed Nov 29, 2006 3:20 am
by pmaidhof
I recently received my copy of Micro Armour: The Game - Modern through the website special and have a quick question to ensure that I am understanding a movement concept completely.
[08.02] Movement Execution
08.02.01 Before movement can begin, each player must roll “2D6†modified by the command value of his GHQ, and the generation of his force.
An example from the “Fulda†tutorial follows: In the 1977 version, on page 114, the Soviet player’s GHQ is denoted “GHQ+1â€. They are Generation III. So I would roll “2D6†and add +1 for the GHQ, and +1 for being Gen III, as found below the Command Efficiency Table.
If the Soviet rolls 3,5, they have 8+2=10, and after consulting the Command Efficiency Table, the Soviet would find that he rates 3 Orders that turn.
Now, if I am following the concept correctly, how would I determine a GHQ modifier for the US Marine “Force XXI†Division found in the extra T/O's that are listed on your site? I see GHQ’s and HQ’s throughout the listing for battalion level and higher units, but no GHQ modifier is readily apparent. Is there a way to determine GHQ modifiers by rolling, like in determining Cohesion?
All in all they look like a very good 1:5 level rule set.
Thanks,
Posted: Wed Nov 29, 2006 7:20 am
by retired_to_ft_living_room
I too have just gotten my modern rule set and after reading them, if I understand it correctly then when you create your forces in designing scenarios you would use the HeadquartersCost Modifications and pay the points for increasing your GHQ's and HQ's as per the info on page 106. Let me know if you come to the same conclusion as I do.
Sincerely, Mike
Posted: Wed Nov 29, 2006 7:25 am
by pmaidhof
I think that you have solved it, thanks Mike. Since I am forced to solitaire, I usually just pick what units or OOB I want without going through the point system. I should have paid a little attention to detail because I had found Cohesion Determination rules right above it.
Thanks again,
Posted: Wed Nov 29, 2006 7:38 am
by retired_to_ft_living_room
Glad I could help. I'm thinking a lot about gaming the Saraha scenario with the Algeria/Polisaro vs Spain/Morocco. I too will be doing a lot of solitaire play.
Fire and Movement
Posted: Fri Dec 01, 2006 12:35 am
by pmaidhof
Has anyone else wondered why an advanced tank, such as an M1A1 or T90 (both TL4) would not have the ability to both move and fire in a turn? The 3rd Standard Fire Phase is after the Movement Phase, but is limited to qualified TL5 stands only?
I had an enjoyable small scenario this morning that I hope to elaborate on later, included a company worth of Iranian Zulfiqar MBT's that I modeled by placing an M1 turret on an M60 chassis.
Posted: Fri Dec 01, 2006 6:43 am
by retired_to_ft_living_room
An even better question is why as it says on Page 6 Para 05.00 any TL2 stand that fires during the 2nd Standard Fire Phase forfeits 50% of its movement allowance for the turn. What about TL3 stands and higher?
Posted: Fri Dec 01, 2006 10:15 am
by dnichols
Gentlemen, let me see if I can clear up some misconceptions here. Here is a summary of the turn sequence.
TL1 weapons may fire or move at full speed in a turn.
TL2 weapons may move at full speed or fire and move at half speed in a turn.
TL3 weapons may fire and move at full speed in a turn.
TL4 weapons may fire Twice and move at full speed in a turn.
TL5 weapons may fire Twice, move at full speed, and then fire a Third time in a turn.
An M1A2 tank is a TL 4 tank so it fires TWICE and still moves at full speed. It fires in the 1st Standard Fire Plase because it is TL4 and then it fires again in the 2nd Fire phase and then moves normal. Re-read section 5.00 on page 6. M1's with their ability to fire in both the first and second stand fire phase make them a serious killer on the the battlefield.
A TL1 tank is essentially a WWII tank which cannot fire and move in the same turn.
A TL2 is pretty much a 50s era tank, they can fire and move in a turn but not as effectively as a TL 3 which can move and fire in the same turn....so it can only move 50% of its movement if it fires.
Check section 07.02.05 it also states it pretty clear as to how many times each tech level can fire a turn.
Does that help clear things up a bit? I have played the modern rules quite a bit and helped playtest them, the sequence really is very logical and realistic.
Posted: Fri Dec 01, 2006 8:34 pm
by pmaidhof
Thanks for your reply Daryl. I'm sure that I will get used to it. The scenario that I ran yesterday did display the awesome power of the "M1A1 USMC" (in a Gen 4 force) vs an assortment of "T-72G's" and "(Iranian) BMP-1's" (in a Gen 3 force) within the framework of the rule set.
I understand that as a TL4 the M1A1 can fire in the first and second fire phases, and then move it's full movement capability. I just wondered aloud regarding the designer's/playtesters intent for having it fire twice, then move vs firing once before, and once after full movement?
Either way, I am enjoying the rules set.

Posted: Tue Dec 12, 2006 8:34 pm
by pmaidhof
To confirm the make-up of a Infantry Support Stand. For example, a TL4 Support Stand has a single Firepower Rating of 8 and a range of 10". I consider the support stand to be an HE, as opposed to an AP, rated weapon with an effective range of 10" (1,000m). Because of those attributes, coupled with the fact that an ATGM such as the Dragon or Javelin is represented as MP (manpacked) weapons within an infantry platoon stand, and mortars are called for in specific TO&E's, I represent the support unit with a machine gun team stand.
Anyone else have differing ideas?
Thanks
support
Posted: Tue Dec 12, 2006 10:40 pm
by Rolando
I think supprot units include antitank weapons like the LAW and RGP series and medium machineguns, so the firepower is HE and AP.
But there are some stands that have a diferent range for diferent firepowers while having a single number in the firepower column... but then I use the units with single firepower-single range number as having the same range with any kind of attack.
But I will like to hear an official rulling

Posted: Tue Dec 12, 2006 10:47 pm
by pmaidhof
Hi Rolando,
Since the straight infantry stands have both an AP and HE rating, my take on it is that the LAW/AT-4/RPG is already calculated in.
In my situation, I'm doing a cross between the Force XXI USMC division and the previous one, a 1977 or something like that found in the country reports found on the GHQ website . With that TO&E, for a rifle battalion, each rifle company has a support stand, as well as two found in the weapons company, which also has separate mortar stands.
I too, look forward to an official clarification.
Posted: Thu Dec 14, 2006 9:26 am
by dnichols
pmaidhof wrote:To confirm the make-up of a Infantry Support Stand. For example, a TL4 Support Stand has a single Firepower Rating of 8 and a range of 10". I consider the support stand to be an HE, as opposed to an AP, rated weapon with an effective range of 10" (1,000m). Because of those attributes, coupled with the fact that an ATGM such as the Dragon or Javelin is represented as MP (manpacked) weapons within an infantry platoon stand, and mortars are called for in specific TO&E's, I represent the support unit with a machine gun team stand.
Anyone else have differing ideas?
Thanks
Pete, here is the answer, from the designer.
Answer: EVERY armed stand MUST have both an AP and an HE
value. If only one number is listed, then both values are
the SAME. Please note, if a stand has a firepower value of
"0", this does NOT mean it has no firepower. Simply subtract
the defense from this value. 0 - 2 = -2, 0 - 3 = -3 etc.
When you say you "consider the support stand an HE as
opposed to an AT rated weapon with a range of 10" I find it
difficult to imagine what you mean. ALL armed stands have
BOTH an AP AND an HE value...Never one or the other, ALWAYS
BOTH. Support units represent groups armed with MGs and/or
mortars of 60mm or less. Since such mortars have become
quite rare over the past 50 years, these stands are
currently armed primarily with MGs and HMGs
John Fernandes
Posted: Thu Dec 14, 2006 9:38 am
by dnichols
This might be easier. Here is the full post from John F (Designer) with the individual questions answered one at time. An excellent insight into his design process I might add...thanks John.
Rolando: Posted: Tue Dec 12, 2006 10:40 am Post subject:
support
I think support units include antitank weapons like the LAW
and RGP series and medium machine-guns, so the firepower is
HE and AP.
Answer: No. ALL infantry stands include LAWs and or RPGs
when these are available. That's why infantry stands have
both an AP and an HE value. As above, Support stands are
primarily armed with MGs (although RPgs etc. may also be
included.
But there are some stands that have a different range for
different firepowers while having a single number in the
firepower column... but then I use the units with single
firepower-single range number as having the same range with
any kind of attack.
Answer: As above, If both the AP and HE values are the same
for a given stand, only one number is listed. If the AP and
HE RANGES are the same, only one range number is listed.
But I will like to hear an official ruling
Answer: Once again, ALL armed stands MUST have both an AP
and an HE value, Sometimes these are the same, sometimes
different.
pmaidhof: Posted: Tue Dec 12, 2006 10:47 am Post subject:
Hi Rolando,
Since the straight infantry stands have both an AP and HE
rating, my take on it is that the LAW/AT-4/RPG is already
calculated in.
Answer: That's correct. Thanks.
In my situation, I'm doing a cross between the Force XXI
USMC division and the previous one, a 1977 or something like
that found in the country reports found on the GHQ website .
With that TO&E, for a rifle battalion, each rifle company
has a support stand, as well as two found in the weapons
company, which also has separate mortar stands.
Answer: You're getting the idea. Support stands are armed
primarily with MGs, though light Anti-tank weapons and light
mortars (60mm or less) may be included where these remain in
use.
I too, look forward to an official clarification.
Pete
Answer: Once again, I hope this note helps clear things up
and I apologize to anyone who was inadvertently confused due
to any lack of clarity on my part. These questions and my
answers to them will be included on the GHQ wargames
website.
Thank you all for your interest and for purchasing GHQ
products.
J. Fernandes
Posted: Fri Dec 15, 2006 4:07 am
by pmaidhof
Thanks everyone for the clarifications, I for one was getting the single firepower number incorrectly understood, but am now tracking.
Thanks again,
Pete
done
Posted: Sat Dec 16, 2006 2:20 am
by Rolando
Thanks for the aclarations... seems both had some of the things right
now I see in the book all infantry stands have the RPG model in it, and they also come in the regular infantry, the heavy weapons infantry blister have other heavier AT weapons.