Wheeled/ Half Track Rules

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oozeboss
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Wheeled/ Half Track Rules

Post by oozeboss »

I'd like to expand the game parameters for an upcoming tournament to incorporate those wheeled & half track vehicles which rarely get a guernsey when I (for one) play Chain of Command (especially my cherished SdKfz 251/22 "Pakwagen").

The stats for that (afaik) would be: Armour 1/ Strike 7 (the same gun as the Marder III)/ Features - half track, tank destroyer/ Points - 8.

My question is: what exactly are the implications of it being a half track?

As a reference point, I saw an excellent AAT (on http://vultureswargamingblog.blogspot.c ... uting.html ) where the rules applied for a wheeled armoured car were:
Wheeled. [Cannot cross major obstacles, and if on a road can convert any die to a movement die, but must remain in the road, cannot rotate on the spot.]

Are there are other rules which should apply to a wheeled vehicle?
Herkybird
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Re: Wheeled/ Half Track Rules

Post by Herkybird »

I think the best rules I have seen for wheeled vehicles are:
Cannot cross linear obstacles
Count fast if on road, slow if not.
Cannot pivot on the spot.
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oozeboss
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Re: Wheeled/ Half Track Rules

Post by oozeboss »

I like them.

What about for half-tracks?
Archdukek
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Re: Wheeled/ Half Track Rules

Post by Archdukek »

In Chain of Command, half tracks are treated as "Tracked Vehicles" so don't get the movement bonus of wheeled on roads, but can cross minor obstacles like low walls, fences or hedges without penalty. That might work here too.

John
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SteveBurt
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Re: Wheeled/ Half Track Rules

Post by SteveBurt »

No pivoting on the spot or crossing walls for halftracks.
Herkybird
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Re: Wheeled/ Half Track Rules

Post by Herkybird »

For halftracks, I would keep it simple:
I agree with Steveburt

Move as tanks.
No Pivoting or crossing walls. :?:
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BaronVonWreckedoften
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Re: Wheeled/ Half Track Rules

Post by BaronVonWreckedoften »

I'd have to agree with not crossing walls - the wheels/front suspension are always going to be too susceptible to damage, or the vehicle becoming "beached" on top of it.
No plan survives first contact with the dice.
Wulf
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Re: Wheeled/ Half Track Rules

Post by Wulf »

Herkybird wrote: Wed Aug 22, 2018 5:59 pm I think the best rules I have seen for wheeled vehicles are:
Cannot cross linear obstacles
Count fast if on road, slow if not.
Cannot pivot on the spot.
Rather than saying 'linear obstacles' or 'walls' I'd say cannot cross Major Obstacles. You can drive a truck through a lightweight wall or a hedge.

Also, I'd disagree that they're 'Slow' when offroad. A decently designed armoured car would be as fast if not faster than any tank on solid ground. What the game lacks is any rule on soft, rough or tricky terrain. If you include those (I make them -1 pip per die for all vehicles), wheeled vehicles are not Slow offroad, but take double penalties (so, -2). Likewise, they take double penalties from mobility damage crits.
wadsley
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Re: Wheeled/ Half Track Rules

Post by wadsley »

Hi there,

We really enjoy WAT as a relaxed wargame, and we often play it before getting more serious with COC. We want to use armoured cars and half tracks and have seen some rule variants for movement, terrain etc.
But what about the armour / strike tables for various armoured cars and half tracks?
Has anyone put in the time to prepare these??

Looking forward to replies!

Cheers
John from Tasmania (paradise on earth!!)
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Bishop2K7
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Re: Wheeled/ Half Track Rules

Post by Bishop2K7 »

wadsley wrote: Tue Jan 23, 2024 5:22 am But what about the armour / strike tables for various armoured cars and half tracks?
Has anyone put in the time to prepare these??
The stats from CoC are pretty much equivalent, and you can adjust from there as needed.
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