Cold War Tanking

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Kj7574
Posts: 13
Joined: Sat Aug 24, 2019 8:14 pm

Re: Cold War Tanking

Post by Kj7574 » Tue Aug 27, 2019 5:47 pm

I've calculated stats for modern tanks. Would anybody be interested in playtesting? I'm looking for feedback. I'm not sure my strike and armor numbers are right. It's really hard to find good data on gun penetration and armor thickness.

My thinking was that once composite armor was used, you can't make the armor/strike consistent with WWII WaT. The armor and strike get big very quickly. So I have a table for 1945 to 1975 that are consistent with original WaT, and tables for 1945 to 2019 that have their own scale for armor and strike. I didn't include ATGMs or helicopters because I didn't think it would make the game any more fun. It would be easy to do, though.

I added attributes of 2nd Generation (2Gen), 3rd Generation (3Gen), Composite Armor (Comp), ERA Armor (ERA), and Heavy ERA Armor (HERA).
2Gen gives +1 to hit, +1 ACQUIRE dice, AIM is not lost if moving or target moves, and change any die to AIM.
3Gen gives +1 to hit, +1 ACQUIRE dice, AIM is not lost if moving or target moves, change any to AIM, and change SHOOT to SHOOT THEN MOVE.
Comp gives +2 armor dice versus HEAT rounds.
ERA gives +1 armor dice versus HEAT
HERA: +2 armor dice versus HEAT, -25% to attacker’s strike dice (drop fractions, but not less than 1).

Does all that make sense?

reyndat
Posts: 2
Joined: Mon Sep 09, 2019 9:32 am

Re: Cold War Tanking

Post by reyndat » Mon Sep 09, 2019 9:34 am

Sounds good. I would be interested in playtesting something like this.

Herkybird
Posts: 73
Joined: Sun Jun 24, 2018 4:59 pm

Re: Cold War Tanking

Post by Herkybird » Mon Sep 09, 2019 5:24 pm

I, too would be interested. I am happy enough with my AI tanker http://herkybird.tynesidewargames.co.uk/misc.html stats, but baulked at trying to go beyond the Yom Kippur war.

reyndat
Posts: 2
Joined: Mon Sep 09, 2019 9:32 am

Re: Cold War Tanking

Post by reyndat » Thu Sep 12, 2019 10:25 am

Keith, I tried to reply to your PM, but it wouldn't let me. It gave me a message that I was too new to the forum. My email is reyndat@yahoo.com

Mako
Posts: 12
Joined: Sun Sep 29, 2019 7:13 pm

Re: Cold War Tanking

Post by Mako » Sun Sep 29, 2019 7:20 pm

Looks like some great ideas.

I'm interested in giving the Cold War a try too.

I'm most interested in Cold War Europe, from the 1950s - 1980s, but will also consider other theaters and periods too, including Arab-Israeli Wars (1973 preferred), Gulf War I and II, etc, etc.. Would love to see stats for early to mid-Cold War American and Soviet armor, as well as for the West Germans, British, Swedes, Danes, Norwegians, Dutch, etc.. Need to get those M48s, Leopard 1s and IIs, Jagdpanzer Kanones, Marders, S-Tanks, T-72s, and BMPs into battle.

Would love to see thoughts on incorporating small units of troops into the games, both for WWII, but especially the Modern era, since they are such an integral part of modern, combined arms warfare.

I can be reached via e-mail at:

rkentjr AT hotmail (d0t) c o m

OldCavGuy
Posts: 1
Joined: Thu Jul 23, 2015 11:57 pm

Re: Cold War Tanking

Post by OldCavGuy » Wed Feb 12, 2020 2:34 am

Seret wrote:
Thu Apr 12, 2018 8:50 am
One of the main innovations would be "hunter/killer mode" tanks. In WAT at the moment we separate out the functions of commander and gunner. The TC acquires the target, but then you need separate dice for him to get the gunner laid onto the target (aim dice). IN a WW2 tank that was done verbally, hence it's a point of friction in the rules.

In an H/K tank you'd probably just skip that; if the TC acquires a target you can automatically lay the gun onto it. So no need for an aim dice, but if you want to spend them to get those +1s to hit then you're good.

I wouldn't give them a +1 for having a TI during daytime. Smoke dischargers are a good idea though.
TI makes a HUGE difference in daytime. Unless you take preparations ahead of time your heat signature will still show up in daylight. Can't hide in brush at the edge of a woods for example unless stopped, the vehicle has cooled down (engine), engine is off, and you have thermal blanket or paint. Even then, you can't have crew out as their body heat is visible. +1 for TI during daytime. NO RANGE LIMIT.
IR gives you night vision as if you have a searchlight (searchlight white light rules?) not visible to naked eye but the light is visible to IR vision, Starlight scope, Low Light TV, and TI. Starlight and Low Light TV capability. Modern gets very complicated very quickly. :shock:

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Seret
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Joined: Sat Jul 05, 2014 7:45 pm
Location: Kent UK
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Re: Cold War Tanking

Post by Seret » Mon Feb 17, 2020 12:48 pm

OldCavGuy wrote:
Wed Feb 12, 2020 2:34 am
Can't hide in brush at the edge of a woods for example
Instead of a blanket +1 to acquisition you might want to reduce the effectiveness of cover then. So only require one extra acquire dice when in woods instead of two.

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