Wednesday, 3 December 2014

Armour Assault - Tank Warfare

My simple set of 2 page rules for playing fast a furious tank clashes on the table top. Inspired by wasting far too much time playing World of Tanks online ;-) and the need to have something to game when I am travelling the world due to my work. Originally designed fro 6mm but there is no reason why they can't work for larger scales.


I seem unable to attach my PDF version so here is the word version copied and pasted directly for your use.


Enjoy!










https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQZG9emvPAMBdFBX7lGGCXTsEYi4OubvcXtGtA6jyJo_cUYWVF4EAArmour Assault – Tank Warfare

By

Tread Head Games (V1.2L2)

 

Concepts

Armour Assault – Tank Warfare, has been design to be a fast and fun, dads and lads game with little book keeping. Random turn lengths based on how successful you are in combat, which relies on good use of fire and manoeuvre around a dense terrain filled battle field. The sequence of play is simple, move and fire, repeat. All measurements are in centimetres measured from the centre of the vehicle to the centre of the target vehicle or feature.

Prepare to Battle

The following are needed to play Armour Assault:

Two opposing player commanders and combat commands
1 RED and 1 WHITE six-side dice (D6) per player
Gaming surface with plenty of terrain
Under fire markers
One Objective Marker per player
Measuring device marked in ‘cm’


Terrain

Armour Assault requires a lot of terrain to break up the battle fields’ line of sights; it is recommended that at least ¾ of the table is covered with terrain and scenic items that measure between 5cm and 25cm across.

Classification of the terrain piece is easy, it is either: clear and open; rough or impassable.

Clear and open has no advantages or disadvantages to game play. Rough reduces movement by ½ whilst in the terrain feature. Rough terrain includes swamp, marsh and wooded areas. Impassable is well impassable. Impassable terrain includes deep water, cliffs, and buildings.

All terrain features should be classified and agreed upon before the battle commences by both players.

Combat Commands

Combat commands are the recommended points for varying sizes of game. From the quick, small Recce forces to the lumbering Army commands. Each player has the same amount of points to spend on their command and cannot spend over this value. Being under on combat command points is fine.

Recce combat commands:                                                          30 points
Patrol combat commands:                                                         60 points
Company combat commands:                                                    120 points
Battalion combat commands:                                                     240 points
Army combat commands:                                                          500 points plus

1/3rd of the combat commands points’ value must be spent on 'Light' type / class vehicles

Point’s Values :Vehicle Type / Class:
Tanks
Tank Destroyers
Artillery
Light
Medium
Heavy
Light
Medium
Heavy
Light
Medium
Heavy
5
10
20
10
15
25
10
20
30

 

 

Battle generator:

Once you have decided on you combat command size and marshalled your forces together the next thing is to play the game. The following three Battle Modes are generic to most rules systems but please feel free to come up with your own Battle modes and scenarios.

Before the battle commences roll a D6 and cross reference to the chart below to find out what type of battle you will be playing. Alternatively chose one from the table.

D6
Battle Mode:
1
Assault Battle
2
Patrol Battle
3
Encounter Battle
4
Encounter Battle
5
Patrol Battle
6
Assault Battle


Deployment for Battle

For the three battle modes described the deployment is the same. Each side can deploy up to 10cm in from their base table edge.

Patrol Battle – Each player places their base in the centre of their table edge and no more than 10cm in from the edge. The mission objective is to defeat the enemy either by destroying all their vehicles or capturing their base. To capture the base you must hold it for 3 consecutive turns without any of the Defenders forces being within 10cm and Line of Sight of the objective. The battle lasts for 12 turns. If the above victory conditions have not been met, total up the Brewed Vehicles and the side that inflicted the most killed in point’s value wins.

Encounter battle – Place objective in centre of battle board. The first side to capture and hold for 3 or more consecutive turns without any enemy forces being within 10cm and Line of Sight win.
The battle lasts for 10 turns. If the above victory conditions have not been met, total up the Brewed Vehicles and the side that inflicted the most killed in point’s value wins.

Assault battle – Roll a D6 the highest dice score chooses if they want to Attack or Defend. The other player then takes the opposite role. Place an objective in the centre of the Defenders table edge and no more than 10cm in from the edge. The game objectives are simple; the attacker must capture the objective within 10 turns and hold the objective for 3 consecutive turns without any of the Defenders forces being within 10cm and Line of Sight of the objective.  The battle lasts 15 turns. If the attacker doesn’t achieve the mission objective in 15 turns the defender wins.

Command and Control

One of the key aspects to playing Armour Assault is the command and control element of the game.  Vehicles may move up to three times per players turn and may perform offensive fire once per turn and defensive fire each time their vehicle has been successfully hit and penetrated by the enemy but not suffered any damage from the damage table. The turn sequence is: move then shoot, with each vehicle or Fire Group before moving to the next until all have been activated. 

At the beginning of each new turn the players roll off to see has the initiative for that turn. The highest die score being the winner.
The player who won the initiative then may move all his tanks in his turn until all have moved or he fails to hit a tank whilst performing Offensive fire his turn ends and play passes to the opposition.   

Movement

Vehicles can only move in a straight line up to their maximum distance defined by the vehicle type / class in the table below. They may pivot up to 90° before or after they move and are only allowed pivot up to three times for Light vehicles, twice for Medium vehicles and once for Heavy vehicles during their movement.  

Movement: Vehicle Type / Class:
Tanks
Tank Destroyers
Artillery
Light
Medium
Heavy
Light
Medium
Heavy
Light
Medium
Heavy
30
20
10
25
15
10
15
10
5

 

Each vehicle may perform up to 3 movements each turn but at increasing risk of losing the initiative. The first movement of any vehicle is “free”, thereafter if the vehicle wants to move again you have to roll a D6 roll equal or greater than 4+, the third movement you have to equal or beat 5+ on a roll of a D6. If you fail you second or third movement roll your forces have lost in initiative and your turn has ended and play passes to the other side. If you manage to make you further vehicle movement rolls you may then chose another vehicle to active. It follows the procedure above. You can keep moving your vehicles until each one has moved. Once all you vehicles have moved if you wanted to move then play passes to the other side ending your turn. Reverse moment is at ½ normal speed.

Terrain

Armour Assault requires a lot of terrain to break up the battle fields’ line of sights; it is recommended that at least ¾ of the table is covered with terrain and scenic items that measure between 5cm and 25cm across.

Classification of the terrain piece is easy, it is either: clear and open; rough or impassable.

Clear and open has no advantages or disadvantages to game play. Rough reduces movement by ½ whilst in the terrain feature. Rough terrain includes swamp, marsh and wooded areas. Impassable is well impassable. Impassable terrain includes deep water, cliffs, and buildings.

All terrain features should be classified and agreed upon before the battle commences by both players.

Combat

During your turn any of your vehicles may open fire on an enemy vehicle that it can draw an uninterrupted line of sight too.

The following procedure should be used to establish if you can hit and then damage the enemy.
The firing vehicle needs to roll 2 different coloured D6. One dice, RED will be Accuracy dice and the WHITE dice will be used for Penetration.

Offensive Fire

A vehicle will be hit on a modified RED die roll of 4+. Accuracy modifiers can be found in the combat table and on the vehicle data sheets.
The WHITE Penetration die is modified by the value given in the vehicle data sheet under the PEN heading and represents the size, weight and muzzle velocity of the projectile being fired.

Resolving combat

Combat is resolved by comparing the modified Penetration value against the armour value of the targets armour facing. Armour rating for each vehicle and facing can be found in the vehicle data sheet. Front and Side armour values are separated by ‘/’.

Defensive Fire

Defensive fire is the reaction to your vehicle being hit by an enemy vehicle which failed to cause damage via the damage table or produce a Brewed Up result by scoring triple with the damage roll. Defensive fire is performed exactly as offensive fire. This may in turn create the target to return fire if the above damage rolls doesn’t destroy the vehicle this can mean that you can get into a fire fight until one vehicle is destroyed or the target is missed. Resolve each attack full before performing the Defensive fire.
Defensive fire cannot be performed against hits from artillery, or by flank / rear shots against turret less tanks.

Artillery Fire

Artillery fire is performed in the same manner as Offensive fire but can only target enemy vehicles that it can draw a direct line of sight too or a direct line of sight can be drawn from one of your vehicles that are still in play and the target vehicle is not hull down.

Accuracy Modifiers:
-1
Target in protective terrain feature
-2
Target Hull Down
-1
Firer has moved this turn
+2
Target stationary in the Open
+2
Firer remained stationary this turn
+1
Target moved in the Open this turn

Damage

If an attack equals or beats the armour value of the target vehicle it has managed to penetrate the armour of the target vehicle and has caused damage.
Depending on the value of the penetration roll will affect how bad the target vehicle has been hit.
If you beat the armour value by 1 point then the vehicle take a hit. Mark the vehicle with a suitable ‘under fire’ marker. This then follows the vehicle around for the rest of the battle.  
If the attack beats the armour value by 2 points but less than three points roll on the damage table below to find out what happens to the target.
If the attack beats the target armour value by three or more points then the target vehicle “Brews up” as described in the damage table. The penetrating hit has managed to find a weak spot in the target and exploit it to the full. This allows even light tanks a chance against those heavies. 

The number of penetrating hits a vehicle can sustain before it is classed as Brewed Up is shown in the table below. This simulates multiple hits on target which in effect render the vehicle useless.

Damage table:
D6
Result
Effect
1
Crewed stunned
Movement and gunnery reduced by ½ for this turn only.
2
Thrown Track
Can’t move this turn.
3
Engine damaged
¼ speed for the rest of the battle unless engineer card is played.
4
Turret damaged
Can only fire to the forward arc.
5
Crew injured
½ speed and gunnery reduced by ½ for the rest of the battle.
6
Brewed Up
The vehicle is KO and explodes. Leave it on the table with a suitable marker to show this and any vehicle within 5cm receives 1 attack on a D6 roll of 6 that follows the normal combat procedure.

 

 “Brewed up”: Vehicle Type / Class:
Tanks
Tank Destroyers
Artillery
Light
Medium
Heavy
Light
Medium
Heavy
Light
Medium
Heavy
2
3
5
2
4
6
1
1
2

 

Advanced Rules

Fire Groups

Fire Group is a term used to describe a formation of up to 5 vehicles that operate together during the battle.  The Fire Group is created at deployment and can be made up from any vehicle Type or Class.  During the battle all operational Fire Group Vehicles must remain with 5cm of each other at the end of their movement phase. Failure to do so will pass the initiative to the opposing player.

Fire group Movement

The advantages of Fire Groups are that all vehicles in the group only ever need to roll once for each additional movement after the first, unlike individual vehicle movement which is rolled for each vehicle. The down side to Fire Group movement is that all vehicles in the group have to move at the speed of the slowest vehicle.

Fire Group Combat

Only during the FIRST offensive fire that the Fire Group performs each turn they can add +1 Penetration for each operational vehicle in the group even if no line of sight can be drawn to the target from other members of the Fire Group. If the target survives it may perform Defensive fire against the vehicle it can draw a line of sight too.

Assets

Assets can be played at any point in the battle to influence the outcome of a particular situation in favour of the player who is using the asset. Assets can only be used once per battle and you only may have one of each type per battle. Each asset has a fixed point’s value which up pay for out of your Combat Command points value.

Mine field: This asset represents an area that has been mined by the enemy. If you chose this asset you will need to represent D3 + 2 mine fields that are 10 cm x 5 cm in size. These are placed on the table anywhere but must have at least a 2cm gap between each one.
 If any vehicle crossed the mine field roll a D6, on a roll of 5 or 6 that mine field was a dummy, remove it from the table.  Repeat for each mine field until only one remains in play. On a roll of 1 to 4 the mine field was real, remove the other mine fields on the table. Any vehicle that crosses this mine field must roll a D6 on a roll of 2+ they take damage as per the damage table. On a roll of 1 the cross unharmed. This mine field remains in play until the end of the battle. This asset costs 20 points.


Ground Attack: The enemy has air superiority. Roll a D6 on a roll of 5+ the ground attack aircraft have managed to dodge AA fire and drive home their attack. Chose one enemy vehicle and roll on the Damage chart, applying the result and effect immediately.  If both players have chosen this asset they cancel each other out as the aircraft have decided to dog fight it out in the skies above. This asset costs 20 points. 


Tank hunters: This asset represents a small infantry team armed with Anti tank weapons attacking the vehicle before retreating back to friendly lines. The asset after deployment but before any movement takes placed. Chose one enemy vehicle and roll on the Damage chart, applying the result and effect immediately. This asset costs 30 points. 

Combat engineers: This asset can be played to cancel one mine field that is in play or remove damage to vehicle that has not yet ‘Brewed up’  this asset costs 20 points.

Outriders: Allows you to reroll one failed movement dice. This asset costs 5 points

Forward Observer: Allow the player to reroll one missed artillery attack. This asset costs 5 points.

Smoke: Your close support artillery have laid a barrage of smoke to cover your advance. Place 2 smoke templates 10cm x 5 cm on the table where it covers you advance the most. The smoke screen blocks all lines of sight through the smoke for 3 turns, after three turns remove the smoke templates. This asset costs 5 points.

Vehicle Data Sheets

 

Nation
Vehicle
Armour
Accuracy
PEN
 Russian
T-26 / BT-7
2/1/0
-1
-2
T-34A
3/2/1
-1
-1
T-34B-C
4/3/2
0
0
T-34/85
5/3/2
+0
1
KV-I
5/3/3
-1
-1
KV-IA
5/3/3
0
0
KV-IC
5/3/3
0
0
KV-II
5/3/3
-2
+1
IS-II
6/4/4
+1
+3
SU-85
4/3/2
+1
+1
SU-100
5/3/2
+2
+2
SU-122
4/3/2
-2
0
SU-152
5/3/2
-2
+2
ISU-122
6/4/4
+1
+2
ISU-152
6/4/4
-2
+2
United Kingdom
Cromwell Mk I
3/2/1
-1
-1
Cromwell Mk IV
3/2/1
0
0
Cromwell Mk VII
4/2/1
0
0
Cromwell Mk VCS
4/2/1
-2
-1
Cromwell Mk VIIICS
4/2/1
-2
-1
Matilda
4/2/2
-1
-2
Matilda CS
4/2/2
-2
-2
Churchill Mk I
4/2/2
-1
-2
Churchill Mk III-IV
4/2/2
-1
-1
Churchill Mk V
4/2/2
-2
-1
Churchill Mk VII
6/4/4
0
0
Churchill Mk VIII
6/4/4
-2
-1
Valentine
3/2/2
-1
-1
Valentine XI
3/2/2
0
0
Sherman
4/2/1
0
0
Sherman IIB
4/2/1
-1
0
Firefly
4/2/1
+2
+2

 

 

 

 

 

 

 

 

 

 
 

USA
Grant / Lee
3/2/1
-1
-1
Sherman
4/2/1
0
0
Sherman E8
4/2/1
+1
+1
Sherman Jumbo
6/2/1
+1
+1
Pershing
5/3/2
+2
+2
M7 Priest
2/1/0
-1
+1
M10 Wolverine
3/1/1
+1
+1
M36 Jackson
3/1/1
+2
+2
Germany
Pz III E-F
2/1/1
-1
-3
Pz III G
2/1/1
-1
-2
Pz II J-M
3/1/1
0
-1
Pz IV D-E
3/2/1
-1
-2
Pz IV F
3/2/1
0
0
Pz IV G-H
4/2/1
+1
+1
Pz V Panther
6/2/2
+2
+2
Pz VI Tiger I
5/3/3
+2
+2
Pz VIB King Tiger
8/4/4
+2
+3
Stug III D
3/2/1
-2
-2
Stug III G
4/2/1
+1
+1
Stug IV
4/2/1
+1
+1
Stug 42
4/2/1
-2
0
Brumbar
6/3/2
-1
+3
Marder III
4/2/0
+1
+1