Armor values

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SSGSTAPLE
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Joined: Mon Sep 22, 2014 2:56 am

Armor values

Post by SSGSTAPLE » Thu Mar 17, 2016 1:51 am

Greetings gamer friends.

I have just received my PDF of TW&Ts. I glanced through the rules and I like the unique rules that it offers.
Being and old Tank Commander myself, I did not hesitate to check out the Armored vehicle list and noticed that only 1 armor value is given. Is this a mistake perhaps I miss something. Re there any updates for TW&Ts on the Yahoo group or should I use my IABSM Armor list.


Thanks,

Panzers-Marsch! :)
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Achtung Minen!
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Joined: Tue Oct 01, 2013 1:53 pm

Re: Armor values

Post by Achtung Minen! » Wed Nov 02, 2016 12:43 am

It's quite sad that this forum is so quiet... TW&T is one of the best games put out by the Lardies and it really has never gotten the attention that it ought to.

To answer your question, yes all vehicles have a single armour value, which is actually the same as in IABSM. The differences between front, side and rear armour are modelled in the target numbers for the armour roll, not in vehicle's profile. You may find that IABSM v3 vehicles are slightly different than TW&T vehicles, however, particularly in terms of the attack scores. These were bumped up in v3 of IABSM to make tank combat a little more deadly.

clubZa
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Re: Armor values

Post by clubZa » Tue Nov 29, 2016 7:05 am

I wanted it to be more unstable :P :P

golden slot

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John Thomas8
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Re: Armor values

Post by John Thomas8 » Tue Nov 29, 2016 3:23 pm

Ya, I use IABSM's stuff, too, for this. Have the card decks coming and I'm diving right back into this set of rules. The "smell and noise" coming from the lists/points is starting to get to me. :D :D :D :D

Achtung Minen!
Posts: 32
Joined: Tue Oct 01, 2013 1:53 pm

Re: Armor values

Post by Achtung Minen! » Wed Nov 30, 2016 4:19 pm

To be honest, a lot of IABSM (particularly v2) is perfectly compatible with TW&T. I steal scenarios, new cards, vehicle stats, new rules and everything else under the sun for TW&T games. For example, I've been considering running a First Indochina War game using Nowfel Leulliot and Danny O'Hara's excellent Indochina Ain't Half Hot Mum! setting.

One thing I have been playing around with is not counting every NCO as a Big Man for some armies. The result is one or even two squads in an inexperienced or conscript platoon will need the constant attention of the platoon leader to get anything done. You could even reintroduce the Rally card from IABSM to balance the fewer Big Men, and perhaps add in a "Squad Moves" card that allows only a single squad or team to move without a Big Man present... sort of the ultimate Hesitant Troops card, since it will only come up once every other turn and you will still be very much dependendent on the Big Men to move your force down the battlefield.

There's certainly no need to stick to set lists. The ultimate thing you should be spending your time designing is not the forces, after all, but rather the historical scenario you want to refight.

Achtung Minen!
Posts: 32
Joined: Tue Oct 01, 2013 1:53 pm

Re: Armor values

Post by Achtung Minen! » Wed Nov 30, 2016 4:54 pm

By the way, now that my monstrous 30+ page Winter War supplement for the Christmas Special is finished, I am considering writing a Monte Casino supplement and scenario for TW&T, if there is any interest in that! It would feature some oddball TO&Es that you don't see too often, such as 1st SSF Devil's Brigade, FEC Tirrailleurs, Spahis and Goumiers, perhaps even some Allied Bersaglieri, as well as the usual Fallshirmjäger, Gebirgsjäger and so on. A lot more research has to be done before I will feel comfortable writing anything, but there are a couple of books in the mail in multiple languages, so with a little bit of coaxing I might be up to it!

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