GHQ Ruleset vs The Other Guy's

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jb
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Post by jb »

Mobius wrote:[
The time of the turn belongs to both sides. So the stationary tank can pick the point in which to fire. Actually, most stationary tanks can fire twice in a turn. The first shot must be used at or before the target reaches its halfway point. This takes place in the stationary fire phase. Its second shot must be used after the targets halfway point and could be at the end of its movement. But this takes place in the full movement phase (the 3rd one.)
.
With this being said I don't see why the stationary tank that takes one(1) fire using your system can't move after the single fire. If time is the issue one whole turn is going to give you 2 or even 3 shots. You see using what you stated the first shot will take up 1/3 of time of the turn (roughly) now why does this guy have to hang around? Or does he HAVE to shoot? What if he destroys the target on the first shot,he still has this allotted time in his turn,must he sit and twirl his thumbs until the timmer dings?
Its reasons like this that make me decide to use approximate time for a turn. If we say that a turn is exactly a=turn then you might just as well move one mmm then the other side move 1mm,etc. I just don't agree with using static time frames for my game. I like (love) to use 1 to 1 sacle and I like using larger formations (battalions) for tactical battles. Trying to figure out what EVERYBODY is Exactly doing every second just won't cut it for larger formations.
We used a rule set called B*******N in C****s once at a invitational con once. I should have known better. We played from 0900 to 2230 that day and night. All that time we played equaled out to 7 minutes of real time :x . This rule set was good if you commanded no higher than a platoon,but...well The flow chart was chock full of modifiers before you roll,so much movement subtracted when you turn X degrees.
sorry this is just not for me. I like whirling swirling tank battles, not Mrs. Polzins math class
John

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Post by Mobius »

You see using what you stated the first shot will take up 1/3 of time of the turn (roughly) now why does this guy have to hang around? Or does he HAVE to shoot? What if he destroys the target on the first shot,he still has this allotted time in his turn,must he sit and twirl his thumbs until the timer dings?
I've done in that manner because platoons are given simple orders (they have to choose 1 of 7 types) That way simultaneous will work. Otherwise the players will watch what the other side does and decide his orders after he knows he wins initiative. The player must decide before the turn and the initiative roll what to do.

Doing it your way by firing a few shots then moving out would require more order types. Since it is all simultaneous, if more enemy tanks are moving into the woods, do they see the firing tank fire or is he gone before they arrive? Do you have to prorate a turn or divide it into quarters, eights, sixteens? More complications without game benefit.

Lets look at the scenario av9rmong is trying to model.
A Leo tank waiting around for any number of minutes.
1. Enemy arriving 800 away unknown amount of time involved (maybe 30 seconds).
2. Leo taking 15 seconds to identify them as enemy,
3. Leo firing for 11 seconds (3 shots).
4. Leo taking 20 seconds backing away.
5. Leo taking 15 seconds to pivot 90°.
6. Leo taking 90 seconds to cross 800 m of ground to cover.
7. Leo in woods taking 15 seconds to pivot to the front.
8. Leo in woods taking 15 seconds to identify the enemy.

A game should be able to process through them in an orderly fashion.
It shouldn't matter how the events are divided as long as they occur in the right order.

Does it matter if the turn 1 ends after #3 and begins at #4?
You seem to think the only way to do it is beginning a turn at #2 or #3 and forcing #4 and #5 to be in that turn.

PW would break the turn after #3.
#4 starts turn 2 and continues for 75 seconds.
Turn 3 would start in the middle of #6 the Leo halfway across the field on the way to the second woods.
Turn 3 would end about when the Leo arrives at the woods and pivots around. Moving full he would get a spotting roll but probably wouldn't be to high of chance to spot. Turn 5 the Leo is stationary thus has a high chance of sighting the M1.

The actual turn time is just for gauging speed and fire combat. I don't have any thing to say about the time between turns. That could be anything. A second, a minute, an hour. It's a mistake to say that a game of 10 turns of 75 second turns represents 12.5 minutes of the day. It is only 12.5 minutes of interesting action. Could be a lot of waiting/planning going on somewhere in there.

Game tanks coming to a cross-road always know which road to take. Not so in real life. Could be a lot of debate between tankers of the right fork to take. Do you want to game that?
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jb
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Post by jb »

Mobius wrote:[
Doing it your way by firing a few shots then moving out would require more order types. Since it is all simultaneous, if more enemy tanks are moving into the woods, do they see the firing tank fire or is he gone before they arrive? Do you have to prorate a turn or divide it into quarters, eights, sixteens? More complications without game benefit.

?
OK doing it my way goes like this-Leo is in firing posit-enemy targets (3) to the front maybe 1200m? OK lets say leo is class 2 ,rolls an 8, gets 3 possible effective hits, rolls the first shot (this may represent several "actual" rounds) gets a 7 hits front turret,pierces,hit effect of 5 vehicle is eliminated, at this range if secondary target is within 100m of the first may attempt to aquire- class 2 rolls an 8 ,aquires,fires second shot (once again this may represent several actual rouds or 1),hits 2 dront slope,pierces,has one shot left,may attempt to aquire,lets say he does,the third target effect is not neccessary,blah,blah- NOw he may attempt to move (subsequint), class 2 he rolls 8 or higher he may,lower he stays. Now looking at this this represents any where from 1 to 3 minutes, he may have done all of this or part of this in that amount of time- this is not complicated to me,and it represents what may have happened in Reality :roll: . I try not to add complications to a playable game that lets you use tactics...
also the above example can happen a lot of different ways in that time frame called a turn- hence Tactical battle
John

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Post by av8rmongo »

Mobious wrote:
A rule set that lets you take out a brace of M2/M3s and flee across open ground to woods 800m away without being fired on by covering tanks have diverged from reality.
Well, the open ground is on top of the plateau/ridge. From the view point of the covering tanks once my Leopard moves back from the ridge line I'm out of sight to the M1's below. The timescale for Combined Arms is either 5min or 15min abstraction and the movement rates are such that the Leopard 1 certainly could haved moved that didstance.

jb wrote:
Paul,another thing what is your Leo doing by itself? It should have another section covering its withdrawal to the secondary position. This covering section (or tank) should be in the secondary postion area giving covering fire to the withdrawing Leo. I'm assuming that this ridge is going to block any fire that the US forces will have once the Leo backs away. If this is so your Leo may have time to get to the secondary before the US force moves onto the ridge that was unoccupied.
The Leopard was not alone at least not initially. I simplified the engagement to talk about the mechanics of the rules. To explain more about the scenario, we were using a six or eight foot table and I had to defend along the entire length - my oponent had to cross the width. There was one road approx.in the middle of the table crossing the width and that intersected a road that spanned the length about 1/3 out from "my" edge of the table.

I had very limited initial forces and a lot of territory to cover. I think the scale we were using that day was 1cm=50m (Paul and Chrisswim correct me if I'm wrong) so on that six foot table I had a front of a little over 9km to cover. I think my initial forces were something like a tank company of 13 Leopard 1A4, an infantry company and a handful of other support types. The real heavy forces would come on once my opponents forces had been committed. I deployed my forces as tank plt / infantry plt groups left /right/center, with the support types in the center. Due to the terrain I had to split my force this way or some avenues of approach would have been left unguarded. I couldn't be strong in any one particluar point because I had to monitor the entire front.

My concept across the entire front was to monitor for the Americans arrival, blunt their first contact as best I could then fall back/re-engage etc. until my Leopard 2s arrived. My right flank did fairly well here. They were dug in at a tree line on a hill just off the edge where the Americans would be coming in. The initial wave of M2/M3s was decimated when they went for that hill. For many turns after that the right side was fairly static as the Americans tried to use long range gun missile fire from the next woods/hill over to try to weed out my units. They couldn't cross the opening in front of them without exposing their flanks to my guns/missiles.

The left side really provided no defensible cover for my infantry except the small hamlet on the long road. Considering the ground scale and the fact that they didn't have anything more than shoulder fired AT weapons by the time they couldengage the Americans any thought of pulling them back would be gone. They just wouldn't have been able to mount up and fall back without some serious exposure so I decided to leave them in positions where the tank plt would fall back to - if it survived long enough.

Paul

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Post by Mobius »

jb wrote:OK doing it my way goes like this-Leo is in firing posit-enemy targets (3) to the front maybe 1200m? OK lets say leo is class 2 ,rolls an 8, gets 3 possible effective hits, rolls the first shot (this may represent several "actual" rounds) gets a 7 hits front turret,pierces,hit effect of 5 vehicle is eliminated, at this range if secondary target is within 100m of the first may attempt to aquire- class 2 rolls an 8 ,aquires,fires second shot (once again this may represent several actual rouds or 1),hits 2 dront
Doing it my way is like this.
1. Turn 1 M2/M3s move from behind woods to viewable wood-line 1000m away. Stationary Leo and friends roll to spot. One D10 roll, adjusted by +1 per friend. (you actually roll for the group if they are within communication range.) Since a moving vehicle (even in woods is easier to spot than a halted one the M2s are likely spotted.) There is no separate acquisition roll for each M2. If one is spotted at 'moving 1000m away in woods' they all are.

* Note that in my rules the distances are compressed by 2 times so on the table 500mm would be 1000 meters.

If this particular woods has been designated an 'overwatch area' the Leo can fire at first sight, otherwise it must wait to next turn.

2 If the Leo does gets to fire first sight it rolls one to-hit D10. This could represent several actual rounds being fired. If the Leo scores a hit it gets to roll one time for location, penetration and damage on its target. If it rolls really good to-hit score it may get a second hit or even three hits These others could be divided up among the other targets if they are within 100m of the first. (This sounds very similar to your rule.)
Location, penetration and damage are rolled for these additional hits. Now this 'first shot' comes in fire phase 3 even though the Leo was stationary. Like I said most stationary vehicles fire twice in one turn. (Don't forget for half the turn the M2/M3s were out of sight behind the woods.) Since the target was not in sight the first half of the turn for the stationary fire phase that shot is given up.

Time so far: 75 seconds.

3. Turn 2. Leo now makes smoke and backs off its hide position into woods and turns around. Assuming that it can no longer be seen it heads unmolested for the next wood line. Only stationary enemy vehicles who spotted the Leo firing can try to hit it and only in the first fire phase. There are a lot of to-hit penalties, moving, in woods, hasty smoke.

Total action time 150 seconds (2.5 minutes).

I don't go for the variable turn length that is defined like '1-3 minutes'. That is because the movement of tanks are still the same number of inches.
Say your 30 mph tank is allowed to move 15". Well if that turn is 1 minute and it still moves 15" is it moving at 90mph? Or if its 3 minutes and moves 15" is it moving at 10mph?
Since this happens game wide do all tanks suddenly have a 3 fold burst of speed or 1/3 slowdown?
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jb
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Post by jb »

Mobius wrote:[Doing it my way is like this.

I don't go for the variable turn length that is defined like '1-3 minutes'. That is because the movement of tanks are still the same number of inches.
Say your 30 mph tank is allowed to move 15". Well if that turn is 1 minute and it still moves 15" is it moving at 90mph? Or if its 3 minutes and moves 15" is it moving at 10mph?
Since this happens game wide do all tanks suddenly have a 3 fold burst of speed or 1/3 slowdown?
Three minutes you may cover a lot of ground in a fast cross country vehicle,or maybe you don't,depending on what is happening. I really don't concern myself with a minute or two,especially when rolling random effects. These random rolls may be also considered an effect of what happens time wise. i.e. you roll crap,well you spent all your time firing missing,maybe you didn't even fire,maybe your gun sytem is screwed,momentarily,maybe electrical problems. I don't know, I don't care, specifically. What I do care about is the effect it has on you in a turn. Be it 1 minute,3 or even 5.Did you notice the subsiquint move die roll after fire? Guess what? this little thing says that you happened to do more things in this phase of the turn. Of course you need to have a successful roll,also taken into account is the skill class(rating). The higher your skill the better chance you have of doing a move after fire (even after reaction fire!).
Also on firing on secondary and third or more targets, at 1000m or less the secondary target(s) need to be within 100m of the first target. from 1001m to 2000m it goes to 200m, from 2001 to 3000 you get 300m and so on. This relates to the sight picture of the firer. The furhter out the more you see in the sight(maybe!) always maybe...maybe..
John

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Post by Mobius »

jb wrote:These random rolls may be also considered an effect of what happens time wise. i.e. you roll crap,well you spent all your time firing missing,maybe you didn't even fire,maybe your gun sytem is screwed,momentarily,maybe electrical problems. I don't know,...
Sit and twirl his thumbs?
Last edited by Mobius on Wed Feb 22, 2006 1:41 am, edited 1 time in total.
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paul
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Post by paul »

Maybe the answer to Av8's question is to break up movement into segments. Realistically as a gunner if I am watching a tree line and I see an enemy tank I should be able to fire the main gun and discharge my smoke gernades to cover my retreat. Taking that into gaming should work like the following. If in the first segment of the enemy's movement the tank is identified then the Leo should be able to fire, discharge smoke and move 3/4 (assuming movement is broken into 4 segments) of their movement (driving backwards so movement is reduced due to this). Now if the enemy tank clear the tree line at the end of the movement turn then the Leo should only be able to fire and discharge their smoke regardless of whether the enemy tank is hit or not.

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Post by Mobius »

All this talk of how to handle it gave me a refresher course in my own rules. ( I hadn't played in about a year and a half as I've been working on my naval rules of late.)
But anyways the weather is clear here today so I think I will take some pics and make some of examples of play for my site.

Thanks guys for bringing up the topic.

I did some work yesterday and here is a sample:
http://www.panzer-war.com/page27.html
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Post by GMills »

here's how my rules handle this problem.

THREAT
Method of Play:
Multiple shots per turn.
• The basic Turn length is 1 minute.
• During the move/Fire Phase, at the choice of the players, units can engage targets.
• Targets are spotted using Acquistion Table.

Example 1: An M1A1 is positioned in a wood line overlooking a road intersection. Range is 1500m. An enemy column comes down the road toward the M1A1, with three T72s. They use ½ turn of movement to arrive just short of the intersection. The M1A1 prepares to fire when they reach the intersection, the T72s can try to spot the M1A1 before he fires. If they succeed they can fire at any time they wish, which may be before they reach the intersection, which means they may fire first. I am assuming that the column is facing the M1A1 so the only the first T72 can fire during the first round. The other two can fire after they break formation, (they can use the spot of the first round to know where to look) they have ½ turn of movement.
So let us assume that the first T72 fires and misses because of range and moving. The M1A1 now knows it has been spotted and sees the T72s start to spread out. He can fire at any of them as they have exposed themselves to his sight. But let us assume he fires at the first T72 that shot at him. He is stationary with the target moving penalty negated because the T72 is coming towards him. He hits. Target is destroyed. 40 seconds of the Turn have been expended. He shifts targets to the left T72. 45 seconds expended. Both T72s and the M1A1 fire at the same time. Both T72s miss (range and moving); the M1A1 hits and kills the left T72 shifts to last T72. 50 seconds expended.
The right T72 fires first and misses again, and then the M1A1 fires and kills the last T72. 60 seconds expended and Turn ends.
The M1A1 fired at medium range for him but long range for the T72. He was stationary they were not. The M1A1 made the correct choices.

Example 2: Let’s keep the same scenario but change the defender to a M2A2. Let’s assume the lead T72 spots the M2A2 first as well. The T72 fires and the formation breaks left and right. Again, he misses (range and moving). The M2A2 was ready to fire so after being spotted and fired upon he launches a missile at the lead T72. The missile has a flight time to 1500m of let’s say about 6 seconds. This gives the T72 a chance to stop and fire again while the others charge ahead to close the gap. He fires and just misses. The Tow missile slams into him and kills him. 36 Seconds expended. The M2A2 changes targets. The T72s are under 1500m and closing, both fire but miss as they are moving way too fast but the act of firing has caused the TOW gunner to flinch (under armor) as he launched his last missile. This causes the missile to reduce its chance from 70 to 50 but it hits and kills the second T72. 46 seconds expended. The last T72 fires at 1200m and hits the M2A2 before the M2A2 can disengage. 51 seconds expended Turn ends.
If the T72 had missed the M2A2 could have disengaged.
The M2A2 waited too long to fire against too many targets. The first two engagements took too long and allowed the last T72 to close range.
Example 3: Same as Example 2, but with dismounted infantry deployed in support along the same tree line. The infantry have a Javelin.
Same as example 2 The M2A2 engages the first two T72s successfully but is out of Tows and the 25mm will not penetrate frontal armor of the T72 at 1200m. Its trying to leave, the Javelin team fires its supersonic missile at the T72 and vaporizes it before it can fire. The M2A2 survives. Turn ends.

Optional: You can use the actual number of shots per minute but sometimes this gets too cumbersome. An easier way to do this is to allow stationary units to fire 5 times/minute and moving units to fire 2 times/minute. Maybe you could give the M1A1 3 shots/ minute moving. All Missiles stay at 2/minute. Infantry burst fire 3/minute. This simplifies the firing while retaining the feel of combat.

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Post by Mk 1 »

Mobius:

I have not looked at the Airland Battle (Modern) rules, but I can see from the example how strong the relationship is to Panzer War (WW2).

The write-up is a well done illustration of combat. I can see how helpful it will be to all new users of your rules. When you do link it in, I would suggest adding a link in the "boot camp" section. (BTW - has "boot camp" always been there? I never saw it when I was a new recruit!)

One thing you left out in your illustration, though, based on my experience with the game. You forgot the part about the T-72 getting two hits on the Bradleys, and then finding that:
1) First Bradley hit location = 1. This Bradley is tracked, and it is ANGRY.
2) Second Bradley hit location = 6. But fails on the destruction throw. The HEAT round's jet has somehow managed to pass through the vehicle doing almost no damage. It is EVEN MORE ANGRY than its partner.

At least that is the way it always seemed to go whenever we had a newbie shooting! :wink:

In our games the dice earned a legendary status in discriminating against the newest player. The case of C.G. Erickson getting three turns of shooting from his AT gun -- SIX shots with the potential for as many as 18 hits -- with NO hits actually scored, only to see his emplaced AT gun killed by MG fire from the charging jeeps. (JEEPS, for Pete's sake! :P )

Then there was Vlad who managed to actually maneuver a French R35 (as if it were possible to maneuver one!) to get a close-range flank shot on an Italian M13/40. Hit it. Penetrated it (!?!), even. But failed on the destruction throw. Then shot the same M13/40 with an S-35. Hit it, penetrated it. But again failed on the destruction throw.

It can be tough to convince a newcomer that the rules work when the dice go like that! But they do, of course. Witness C.G.'s next outing with emplaced guns, when his two 88s destroyed 7 BT-7s out of a company of 10 in one turn! (Talk about changing a battle around!). Oh, and if I remember, the BTs were being driven by a first-time player! :P Ain't it always so?

For the un-initiated: Might be worth mentioning that the rules describe ranges in Game Standard Units (GSUs). Generally, you measure 1mm per GSU. So when Mobius says a range is 375 GSUs, it means you measured 375mm on the table. His ground scale is 1:2000, so 375mm on the table represents 750m in "real life". But all the charts are in GSUs, so you don't worry about that during game-play. (Unless, like me, you have some notions about what ranges should be -- then you want to keep in mind that 375mm does NOT equal 375m).
-Mark 1
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Post by av8rmongo »

This has been a great help but now I'm wondering if I should have framed my question more narrowly. How does a unit disengage under your rules? How do your rules handle defensive smoke?

Paul

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Post by Mobius »

Mk 1 wrote:In our games the dice earned a legendary status in discriminating against the newest player. The case of C.G. Erickson getting three turns of shooting from his AT gun -- SIX shots with the potential for as many as 18 hits -- with NO hits actually scored, only to see his emplaced AT gun killed by MG fire from the charging jeeps. (JEEPS, for Pete's sake! :P )
Somethings are just too painful to relate. Like stalking a KT with a Hellcat for most of the game only to put 3 shots into its side and roll triple '1's for damage. :(
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Post by GMills »

I broke this reply into 2 parts:
Another example with the use of smoke added.
This example uses my THREAT rules, they are downloadable for free.
HOW TO PLAY:
The following is an example of play using an attacker/defender scenario. Once the defender is ready the attacker starts to advance his lead units. While the attacker is moving, the defender can watch and wait until he is ready to fire. During the attackers movement, the defender should be trying to acquire enemy vehicles. To do so, use the ACQUISITION TABLE. Look at what the target is doing, in this case let's say the attacker is moving down the road in a BRDM-2 and you are defending with a dismounted TOWII team. The BRDM is considered OPEN MOVING if he has been in sight for MORE than 1/2 of the turn. Look at the VEHICLE SECTION under OPEN MOVING to see the base number you will need to see the BRDM. The range will be 2500M, OPEN MOVING at 2500m = 70%. Look at the Modifications to Acquisition, High power optics of the TOW add +20 to the base 70 needed for acquiring. Roll the percentage die and roll 90 or less to see OPEN MOVING targets at 2500M. Let's say you roll a 65. When the attacker comes within 2500M the defender can say at any time "stop, I want to fire" or "missile away." The attacker stops moving that BRDM and must figure how much movement has been used up to this point. For example, using 12" 1km the attacker moved 6" of a maximum 9" (or 500m of a possible 750m). Since a turn equals 1 minute, the attacker (BRDM) has moved 2/3 of his movement or 2/3 of a minute, which equals 40 seconds. This means the defender (TOWII) has 20 seconds of firing left in this turn. The Tow team decides to fire the missile. Look at the ATGM FLIGHT TIME-TO-TARGET at the bottom of page 2. At 2500m the TOWII takes 12 seconds to fly the distance. So only one missile can be fired during this turn. Look on page 1, DIRECT FIRE -NATO Percentage Chance to Hit. Look for TOWII at 2500m, 78% there are no modifiers that apply in this situation, so 78 or less is needed for a hit. Roll the die, get a 53, you hit! go to page 2 and look on the Percentage Chance to Kill table under TOWII and BRDM, K means KILL so BRDM dies a fiery death. If the cross-reference has a number then roll that number or less to kill.
Remember that movement and firing are simultaneous. So using the example above let's say the TOWII is fired, there is a back blast from the missile launch and the range is 2500m the launcher is dismounted so treat it like infantry. Now the BRDM has a chance to see the missile launcher before it fires and after it fires. If he can see it he has barely enough time to return fire, try to dodge into cover or pop smoke. Using the ACQUISITION TABLE the attacker looks on the CONCEALED line in the infantry section. At 2500m he has NO CHANCE to see the launcher before it fires. If you look at CONCEALED FIRING he has a 10% chance to see the back blast but not the crew, however, because he is moving that 10% is canceled out and again he cannot see the missile launch. So he does not see the missile and he dies a fiery death.
Sounds bad for the attacker but lets change the scenario a little. Let's add another BRDM that is stationary at 3000M over watching the other BRDM as it moves down the road. Neither can see the TOWII team hiding downrange in ambush so, both must wait for the missile to launch. After missile launch the target BRDM still cannot see the missile but the over watching BRDM has a chance, 10% for the back blast but no other special optics. If he rolls less than 10 he sees the missile and yells over the radio to his buddy "missile! pop smoke!" (He cannot range the infantry with his 12.7mm mg) this takes 5 seconds his buddy responds with smoke in 5 more seconds; the missile has 2 seconds until it hits. The BRDM turns while firing smoke and attempts to jink left. However, the TOWII has thermals and can see though the smoke and the turning maneuver reveals the flank of the target so the missile still has a 78% chance to hit (moving negates flank penalty). The BRDM dies a fiery death BUT his buddy calls for artillery on the launch site to revenge his friend. In a few minutes the TOW team will be on the receiving end.
In 3 minutes during the Artillery phase, rounds from a direct support battery of 130mm Guns will fire on the TOW team dug-in on the forest edge. Rounds land, roll to see if they are on target, look at the Miscellaneous Tables under Scatter Table roll the first die 9 or 10 means on target. Let's say you roll an 8 it will scatter to the northwest, roll another die to determine how far NW it will go let's say you roll 3 that's 150m NW measure and place cotton ball at that location. Call an adjust mission if you can see where the registration round landed. Fire for effect on the new location on the next Artillery phase/turn. Against dug-in infantry with overhead cover you need a 15 or less to kill but only 25 or less to suppress. While the artillery is firing the BRDM could try to maneuver toward the TOW team and engage it with direct fire when within range. If the TOW team tries to fire while under artillery fire it must try to acquire the BRDM through the dust and explosions of the shells. Thermals won't help besides they are delicate and they must be protected from shrapnel damage. So the TOW team takes a -50 from 78 (38) for seeing through the dust and debris and then another -20(18) for being an ATGM team under protection but being suppressed by fire. The firer is now moving towards them so a further -10 is taken (08). The chance to get a hit while under artillery fire is 8%! Sounds to me like that the TOW team is in trouble unless it has help. But that's another twist to this scenario.
Sounds complicated? Not really, you'll get used to it quickly. These were just a few examples to show you how movement and fire as well as rates of fire work. There are too many variations to fully explain here. This is why a game master is needed, to make the difficult calls based on the situation. But don't forget! Multiple shots per minute are possible! However, if you wait until the attacker has finished his move then only one shot/burst is possible due to the lack of remaining time. This means if you fire a missile with any flight time at all, it won't hit until the next turn.
The game normally starts with the Artillery/Air Phase. If there is no artillery or air attacks then proceed to the Move and Fire Phase. If air strikes are planned then place the miniatures on the board and declare "air on board". The opponent has the choice of engaging with any ADA assets that can see and range the aircraft. Helicopters are treated like ground units for movement and fire. The air attacks by fixed wing aircraft and artillery fire are considered to be ongoing for the full turn. Artillery may continue to fire longer if desired. Aircraft come and go in one minute. They can return if armament and fuel remain.
After the Artillery/Air Phase comes the Movement/Fire Phase. In this Phase all direct fire from tanks, infantry, artillery, and helicopters are executed. As in the example above, movement and fire are simultaneous.
If you choose to play with Morale then a third Phase called the Morale Phase is placed prior to the Artillery/Air Phase. Resolve all morale cases that occurred in the last turn

Mobius
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Post by Mobius »

The Tow team decides to fire the missile. Look at the ATGM FLIGHT TIME-TO-TARGET at the bottom of page 2. At 2500m the TOWII takes 12 seconds to fly the distance. So only one missile can be fired during this turn
Wouldn't the BRDM get another 12 seconds of movement then? So he should go another 1.5" before he gets hit. Not much but he could go behind cover or hull down in a road side gully.
All your tanks are belong to us.
Panzer War rule system

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