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Armor at War

An evoluted AIW variant

work in progress - version 24/07/2010


Main differences, modifications and additions as compared to PL/AIW are proposed for discussion; limited play-testing has been carried out. Counter legenda

PEN AF

WEAPON 1/2
G 18 204 A 8

RANGE 1/2 CAPABILITY MOVE

DF

144

T -64 100 1

ARM

TYPE ID #

82 A 2* 82
T -34 100 1

122 A 4 102
T -34 100 1

5T

6T

poorly-trained and m echanically worn-out PLA T-34 half-company *= can attack at a range up to 4 hex with halved AF MORALE D

early cold-war or third-line Soviet T34 half-com pany MORALE C

163 A 9 123
Cent. Mk 5 100 1

244 A 12* 163


Sho Shot K al 100 1

Jordanian 20pdr Centurion Mk5 platoon : AF doubled at 2 hex or less; halved bey ond 4 hex MORALE B

Israeli upgraded 105mm L7 Centurion Mk5 * AF doubled at half range or below MORALE A

Its not just the same or similar equipment that make a good fighting platoon

Platoon AF The attack factor is linked to both the technical characteristics of the weapons and to the tactical proficiency of the platoon as a combat unit. It can be increased/reduced depending on distance and other combat situations. 1 i.e. AF=4 very limited attack capability 2 i.e. AF =8 limited attack capability 3 i.e. AF =12 poor attack capability 4 i.e. AF =16 average attack capability 5 i.e. AF =20 good attack capability 6 i.e. AF =24 excellent attack capability Platoon DF The defense factor is again linked to both the technical characteristics of the vehicles and to the tactical proficiency of the platoon as a combat unit. It can be increased/reduced depending specific combat situations. 1 2 3 4 i.e. DF=4 i.e. DF=8 i.e. DF=12 i.e. DF=16 highly vulnerable target vulnerable target moderately vulnerable target difficult target

MOVEME T FACTOR and CAPABILITY Terrain effects can vary depending on capability: Road, Off-Road, Tracked, Leg LEG do not suffer any terrain effect ROAD tripled on road; reduced to in difficult terrain; halved elsewhere OFF ROAD tripled on road; halved in difficult terrain; normal elsewhere TRACKED doubled on road, normal elsewhere RA GE Effective practical combat range is indicated on the counter; platoon may sometimes attack at longer range, with reduced AF and PEN. Platoon ARMOR CLASS The actual thickness of the armour can vary depending on the period depicted. 0 not protected 1 light armor avg. 15-20mm 2 medium armor avg. 40-60mm 3 heavy armor avg. 100-130mm 4 extra-heavy armor 200-300mm 5 special (Chobham, ecc.) armor 400mm+ Platoon WEAPO PE ETRATIO CLASS 0 no armor penetration 1 light armor penetrated 2 medium armor penetrated 3 heavy armor penetrated 4 extra-heavy armor penetrated 5 special ammo I , A or H weapons only; G class weapons disregard ARMOR; PEN is increased by 1 if target in adiacent hex; its reduced by 1 or 2 if at long distance.

Effects of PE vs ARMOR in Combat PEN must be at least equal to ARM to penetrate, otherwise effect are reduced: if the ARMOR is not penetrated by 1; X results are treated as DD if the ARMOR is not penetrated by 2; X and DD results are treated as D If different platoons combine their AF for the same attack, the lowest PEN is used for combat effect determination. If different platoons are target of the same attack; the highest ARMOR value is used.

Armored Infantry

Can JUMP OFF from carrier if fired upon by A/G in LOS or if in same hex as friendly ARMOR.

ORDERS and GE ERAL MOVEME T DIRECTIO BG battlegroups composed of 6-15 counters are the higher echelon FORMATIONS in the game and must be assembled if not specified in a scenario; Each BG is given a STANDING ORDER (attack, defend, ecc) and a General Direction. SIGHTI G distance Counters on the board are visible to enemy only if within sighting distance. BASIC in the OPEN For vehicles For Inf./ATG 12 hex 3 hex +1 (inf.) or +3 hex per level higher +1 (inf.) or +3 hex hex if RECCE +3 (inf.) or 6 hex if firing

DUMMY Counters Dummy counters are used to indicate the general position and route of unspotted units in some scenario. They can represent from 0 to 8 counters (CARRIERS AND LOAD COUNT AS 1), are treated as unoramored target for Indirect Fire until spotted and move 6 hexes as tracked. Once spotted (i.e. in the LOS and within sighting distance of enemy), DUMMIES are removed and the unit/s they represent (if any...) are placed in or adiacent to the hex they occupied . FALL BACK DISRUPTED units can attempt to improve their chance of recovery by making a FALL BACK move at the moment of MORALE RECOVERY (see rules). A FALL BACK implies a move (1 hex if less) towards covering terrain (woods, village, town, beyond crest) and friendly map edge. Falling back units are subject to OPPORTUNITY FIRE and, if unaffected by the attack (- result on CRT), roll for morale with a 1 DRM. FORMATIO S Morale Battlegroups or similarly sized formations test morale/cohesion after single counters MORALE phase when they reach or exceed 2/3 combat losses, with currently DISRUPTED counters counting or whenever the owning players decide. Their MORALE grade is determined by averaging the composing counters morale, rounding UP. All counters part of a battlegroup failing cohesion test, due to die roll or if wished by owning player, are DISRUPTED and considered/marked as DEMORALIZED; they must try to leave the board by FALLING BACK at full speed towards friendly edge.

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