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Miniatures Adventure => The Second World War => Topic started by: Smokeyrone on June 15, 2021, 07:02:45 PM

Title: tank, anti tank mechanics, theory and lore
Post by: Smokeyrone on June 15, 2021, 07:02:45 PM
Converting TSATF (sword and the flame) to WWII Pacific games.  Works great, like Darkest Africa varient, but more firepower (a 10 man platoon fires 20+ d20s, as opposed to ten in colonial play).

I have nice mortar, arty and grenade rules too.

But a few tanks?  Stuart's, Sherman's, 97s, etc.

Tank vs tank, tank v personnel, anti tank in a 1/1 figure game?

Anyone have mechanics suggestions in the SATF style?
Title: Re: tank, anti tank mechanics, theory and lore
Post by: CapnJim on June 16, 2021, 10:44:47 PM
Hmm.  It's been a while since I played TSATF, but I do have Marines and Japanese troops...

Let me go over to my wargames building and blow the dust off my rules, and see what I come up with.  I'll try to post something tonight or tomorrow.  Perhaps you and/or others more experienced with these rules can take it from there...

Anyway, stand by... :)
Title: Re: tank, anti tank mechanics, theory and lore
Post by: Smokeyrone on June 16, 2021, 11:50:35 PM
Hmm.  It's been a while since I played TSATF, but I do have Marines and Japanese troops...

Let me go over to my wargames building and blow the dust off my rules, and see what I come up with.  I'll try to post something tonight or tomorrow.  Perhaps you and/or others more experienced with these rules can take it from there...

Anyway, stand by... :)


Awesome!  Thanks!   I based it on Jackson Gamers Sword and the Flame and the Hand Grenade varient on their website.

Really works well.  But I need tanks!  Well, I have tanks, need rules
Title: Re: tank, anti tank mechanics, theory and lore
Post by: CapnJim on June 17, 2021, 01:54:28 AM
Okay, here we go...

A.  Nice collection.  I bet you can have a lovely little scrape with that.  I still gotta paint my Japanese tanks...

B.  I feel like I should note I was an armor/cavalry officer in the US Army for 11 years, should that lend any credibility to these ideas... :)

C.  My rules ideas.  I looked at the Jackson Gamers rules you mentioned.  First I would classify AT weapons and and vehicle armor.  For example:

Light weapons (i.e., 37mm) - 2d20
Medium weapons (i.e., Japanese 47mm, bazooka) - 3d20
Heavy weapons (i.e., US 75mm) - 4d20
Very heavy weapons (i.e., US 105mm) - 5d20

Class I (i.e., half-tracks, takes 2 damage)
Class II (i.e., armored cars, M3/M5 Stuart, Type 95 and 97 tanks, takes 3 damage)
Class III (i.e., M4 Sherman, takes 4 damage)
Class IV (n/a in PTO, takes 5 damage)

MGs are already statted out.  MGs, infantry AT have existing arcs of fire.  AT guns/assault guns have 60-deg. arc.  Turrets use 360-deg. arc. 
To hit, either AP or AT, use below chart with existing infantry target classes or the vehicle classes above - a moving vehicle target or vehicle shooter or a vehicle target partially obscured uses the next highest target class.  Vehicle target flank, rear, and top shots use the next lowest target class.
Small arms can't damage armored vehicles, but fire at unarmored vehicles as they do personnel.  Small vehicles (i.e., jeeps) take 1 damage, while larger vehicles (i.e., trucks) take 2 damage.

Short Range
Weapon        Range         Class 1          Class II          Class III          Class IV
Light                   9"                7                    5                   3                       1                                         
Medium              12"               8                    7                   5                       2
Heavy                15"               9                    8                   7                       4
Very Heavy         18"              10                   9                   8                       7

Medium Range
Weapon        Range         Class 1          Class II          Class III          Class IV
Light                  18"               6                    4                   2                       1                                         
Medium              24"               7                    6                   4                       2
Heavy                30"               8                    7                   6                       4
Very Heavy         36"               9                    8                   7                       7

Long Range
Weapon        Range         Class 1          Class II          Class III          Class IV
Light                  27"               5                    3                   1                       n/a                                         
Medium              36"               6                    5                   3                       1
Heavy                45"               7                    6                   5                       3
Very Heavy         54"               8                    7                   6                       5

For AP, use existing kill/wounded/pinned chart.  For AT, use this:

Spade, or Club:  Vehicle pinned
Diamond:  Vehicle pinned, takes 1 damage
Heart:  Vehicle KO'ed

I have just thought of these.  No playtesting at all.  And I don't have anything for personnel vs. vehicle close combat, or passengers in vehicles that are hit.  I bet that can be figured out within teh existing or these rules...
Title: Re: tank, anti tank mechanics, theory and lore
Post by: CapnJim on June 17, 2021, 02:41:48 PM
Oh, and limit infantry AT (i.e., bazooka etc.) to short range.
Title: Re: tank, anti tank mechanics, theory and lore
Post by: Smokeyrone on June 19, 2021, 10:38:52 PM
Marry me!   I thank you and owe you!

Great help.  I'm putting it together
Title: Re: tank, anti tank mechanics, theory and lore
Post by: CapnJim on June 20, 2021, 02:14:07 PM
No worries.  I was happy to do it.  It was an interesting and fun little exercise.  Let us know how things go!