
15mm/28mm MODERN WARGAMING BLOG: The next campaign we have planned is WW2. Following an airborne company through the Normandy campaign. To give more significance to the men each man has a name. The big picture will be dealt with on a large map, while each action will be fought at the platoon to reinforced platoon level.
Showing posts with label Vehicles Stats. Show all posts
Showing posts with label Vehicles Stats. Show all posts
Saturday, 5 August 2017
FOF extended WW2 Vehicle list
The EXCEL calculation file can be downloaded from Google docs at this link: https://drive.google.com/file/d/0B9dspKYuoIlUNVZUc1VkNHRHcU0/view?usp=sharing
Note that the vehicles with a white or grey background have not had their machine guns added.
Saturday, 10 December 2016
Force on Force WW2 tank stats
Here are the "final" vehicle and gun statistics for Force on Force Western Normandy WW2 vehicles. I have added some of the other tanks more likely to be seen on the eastern flank for comparison (white background). I decided to not make the vehicle stats compatible with the modern tanks in the Force on Force rulebook so we have a wider range of vehicle armour and weapon penetration.
See other rule modifications here: https://bigfof.blogspot.com.au/2016/12/force-on-force-ww2-modifications.html
There do not seem to have been m/any German half-track Sd.Kfz 250/251 in the Cotentin, I left them in as we probably have the models, and the 17th SS had half-track mounted units.
Vehicle Notes
No Turret -2drm on Reaction Tests out of Front Arc
Slow Turret -1drm on Reaction Tests out of Turret Front Arc
1-Man Turret -1drm on Reaction Tests and Spot TQ check
Slow Turret + Pivot Turn -1drm on Reaction Tests out of Turret Front Arc, unless tank hull turns as well. Make a TQ on a 4+ apply no modifier, on a result of 1 the tank is immobilised. For example the Panther had a slow turret, but it had the ability to Pivot turn. So, the slow turret can be overcome by moving the hull. Though, doing a stationary pivot held risk of losing a track or damaging the transmission.
AP4/AT1L or AP3 or - roll a D6 on a 1-3 No MG, on a 4-5 AP3 on a 6 an AP4/AT1
Confidence Low Confidence and Confident crews must make a Bail Out Check on any anti-tank hit on the vehicle. The check is made after any base effect. If the base effect includes a Bail Out check then ignore the extra bail out check. A crew may only remount its vehicle if the threat that caused the bail out is no longer in LOS of the crew AND the vehicle.
Assault, attacks DA on TQ Infantry armed with Gammon bomb may roll a TQ during an assault and attack the vehicles Deck Armour (or crew if open topped with an AP4) with an AT2L
Wet Stowage +1 die shift on crew survival rolls
See other rule modifications here: https://bigfof.blogspot.com.au/2016/12/force-on-force-ww2-modifications.html
Vehicle Notes
No Turret -2drm on Reaction Tests out of Front Arc
Slow Turret -1drm on Reaction Tests out of Turret Front Arc
1-Man Turret -1drm on Reaction Tests and Spot TQ check
Slow Turret + Pivot Turn -1drm on Reaction Tests out of Turret Front Arc, unless tank hull turns as well. Make a TQ on a 4+ apply no modifier, on a result of 1 the tank is immobilised. For example the Panther had a slow turret, but it had the ability to Pivot turn. So, the slow turret can be overcome by moving the hull. Though, doing a stationary pivot held risk of losing a track or damaging the transmission.
AP4/AT1L or AP3 or - roll a D6 on a 1-3 No MG, on a 4-5 AP3 on a 6 an AP4/AT1
Confidence Low Confidence and Confident crews must make a Bail Out Check on any anti-tank hit on the vehicle. The check is made after any base effect. If the base effect includes a Bail Out check then ignore the extra bail out check. A crew may only remount its vehicle if the threat that caused the bail out is no longer in LOS of the crew AND the vehicle.
Assault, attacks DA on TQ Infantry armed with Gammon bomb may roll a TQ during an assault and attack the vehicles Deck Armour (or crew if open topped with an AP4) with an AT2L
Wet Stowage +1 die shift on crew survival rolls
Labels:
15mm Modern Miniatures,
28mm,
Force on Force,
Rules,
Vehicles Stats,
WW2
Saturday, 28 June 2014
2017 - The Age of the Robot begins
Following the incident at the Malika City airport, where the NSA experiment with rabid dogs went awry (read about the sordid affair here: REDACTED), the UN has sought alternative means to add to the security of their forces (other than equipping their forces with fire extinguishers).
Though the first 'bots were used during the eradication of the Bu'hu Nah'harem terror-slavers in west Africa in 2016 the first effective use of bots occurred in the Western Malikastan Pacification during the United Nations and International Intervention force actions following the Hotakistan-Riali war.
The first unit was landed at the main airbase in eastern Western Malikastan, the base soon to be renamed after the fallen UN hero Heidi Clare.
Semi-Autonomous UGV Rules to consider
The rules governing robots follow the Tomorrow's War rules with the following amendments:
1) The drones can be used as as single unit or divided up between teams in another platoon. In the campaign UGV platoons can be dismantled and divided between units.
2) Drones can be controlled by a team it is attached to and thereby uses that teams TQ, and it can be set to be interdependently on overwatch (as per the TW rule on page 146).
3) Drones can be remotely controlled, but at the beginning of each turn roll a D8 TQ, if the roll fails the drone goes into semi-autonomous mode, TQ6 and does not move, but will still engage hostile forces. If the force includes a UAV then the failed TQ can be rerolled.
4) Drones receive a -1 to Reaction tests as per the TW rules, but also receive a further -1 Reaction when engaging any target within 8" of the drone. Drones receive a +1drm on spotting checks beyond 8".
5) Drones have an infinite optimum range as per TW rules.
6) UGV drones may not climb stairs or pass over walls. When a UGV drone crosses a ditch or water feature it my pass two TQ to enter and exit. A UGV can be man-handled over walls and upstairs, but cause the unit to be considered rapid moving even though it is limited to tactical move distance.
7) UGV are generally armed with double HMG and count as a superior HMG, AP4/AT1(L) and do not suffer from Rapid Move modifiers, nor do they ever fall off overwatch.
8) Whenever a UGV rolls a 1 on a reaction test or bog test it is removed from play.
9) Drones may not fire at a target if the LOF passes within 2" of a friendly unit (not including the team it is attached to).
Ground Zero Games has a nice selection of UGV:
GZG Drones and especially this little one which I think I will be getting.
Drones can be attached as "wingmen" to vehicles and can move with the vehicle adding to the vehicles security.
Worth the rules? Or simplify. I like the TW Overwatch rule, adds nicely to tactical options.
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Wikidrips grainy image of the NSA Rabid Dogs attacking Russian Paratroopers. |
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Should the UGV be Soft or Light, or indeed a vehicle or Gun? |
Semi-Autonomous UGV Rules to consider
The rules governing robots follow the Tomorrow's War rules with the following amendments:
1) The drones can be used as as single unit or divided up between teams in another platoon. In the campaign UGV platoons can be dismantled and divided between units.
2) Drones can be controlled by a team it is attached to and thereby uses that teams TQ, and it can be set to be interdependently on overwatch (as per the TW rule on page 146).
3) Drones can be remotely controlled, but at the beginning of each turn roll a D8 TQ, if the roll fails the drone goes into semi-autonomous mode, TQ6 and does not move, but will still engage hostile forces. If the force includes a UAV then the failed TQ can be rerolled.
4) Drones receive a -1 to Reaction tests as per the TW rules, but also receive a further -1 Reaction when engaging any target within 8" of the drone. Drones receive a +1drm on spotting checks beyond 8".
5) Drones have an infinite optimum range as per TW rules.
6) UGV drones may not climb stairs or pass over walls. When a UGV drone crosses a ditch or water feature it my pass two TQ to enter and exit. A UGV can be man-handled over walls and upstairs, but cause the unit to be considered rapid moving even though it is limited to tactical move distance.
7) UGV are generally armed with double HMG and count as a superior HMG, AP4/AT1(L) and do not suffer from Rapid Move modifiers, nor do they ever fall off overwatch.
8) Whenever a UGV rolls a 1 on a reaction test or bog test it is removed from play.
9) Drones may not fire at a target if the LOF passes within 2" of a friendly unit (not including the team it is attached to).
Ground Zero Games has a nice selection of UGV:
GZG Drones and especially this little one which I think I will be getting.
Drones can be attached as "wingmen" to vehicles and can move with the vehicle adding to the vehicles security.
Worth the rules? Or simplify. I like the TW Overwatch rule, adds nicely to tactical options.
Thursday, 15 December 2011
Stirrings of a UN South African force
My (Kevin) next FOF project is a UN mechanized platoon, mounted in Ratel's. So, we need stats for the Ratel's:
Any thoughts?
Any thoughts?
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