FAQ: Modern Armor

Errata

Stuff that didn't make it into v2.2:

Movement

Burning Structures or Terrain

Certain events can set flammable structures or terrain on fire. Moving into or remaining in a burning structure requires a Cohesion check, and incurs a 2FP Infantry Fire Table attack on any element in the burning area.

Bridgelaying

An Armored Vehicle-Launched Bridge (AVLB) can bridge a water obstacle or ditch by spending a full movement phase adjacent to the obstacle. If the vehicle is eliminated during the movement phase, the bridge was not successfully deployed.

Engineers with bridging equipment can deploy 1” of ponttoon bridge section every two turns spent adjacent to the water obstacle without suffering an effect on the Infantry Fire Table. If they receive fire and are placed on Hold or worse, the work “pauses” until they are able to move again.

Bogging a Vehicle

If a vehicle fails a bog DR, it is immobilized. The crew must pass a Cohesion DR to remain in the vehicle.

Freeing an immobilized vehicle: Move a vehicle designated as a Recovery Vehicle (ARV) within 1” of the immobilized vehicle. At the end of the following movement phase, the vehicle is no longer bogged.

If no ARV is available, another armored vehicle of the same type or heavier (use Google to resolve any disputes) may attempt to free the vehicle. Spend a full movement phase adjacent. At the end, both vehicles make a Bog DR, and if they pass they are no longer immobilized.

In both cases, the crews of the vehicles involved are considered to be outside the vehicles for purposes of resolving infantry or ordnance fire.

Combat

Ordnance Fire vs Structures and Terrain

Bunkers, Buildings, and Bridges can be damaged by direct or indirect fire. Use the Ordnance Fire vs Structures.. tables in Infantry attacks and Artillery Support to resolve fire against these targets. If a building is damaged, reduce the cover it provides by 1 (ie, stone building becomes +2, not +3).

Artillery

Counter-Battery Fire

Clarification: The Indirect Fire DR modifier does not apply to the counter-battery dr (nor does it apply to the Contact or Activation DRs).

Self-propelled Artillery can relocate and resume fire far more quickly than towed guns. Optionally apply a +1 penalty to the counter-battery dr when attempting to suppress a self-propelled battery.

Explanation of Indirect Fire vs Bridges and Structures

Bunker AC: AC is armor class, and the intention here is to have ratings for bunkers in scenarios. As a rough conversion consider 1 meter of concrete equivalent to III Armor when firing ordnance.

Double Movement: if the bridge or building is being interdicted by indirect fire and you get this result, it is difficult and dangerous to move in this area. This rule is mostly to reflect fire on bridges while you are attempting to cross them.

4- Roll: HE result on Infantry Fire Table: If you get an "elim" result, you have damaged the structure, and it is weakened by one point. So a wooden building goes from +2 cover to +1, and a subsequent elim would turn it into a ruin, and likewise a bridge would be first damaged and then become un-passable (collapsed sections, destroyed roadway etc).

Special weapon types

Stryker FSV AAA laser is designed to burn out UAV controls:

Range 40” dr 1-2 vs large UAV, dr 1 vs small. May be used in any fire phase the FSV is eligible for, but the FSV must be stationary.

SADARM: rounds are fin-stabilized rounds that use a parachute to execute top attack on targets. They may be fired at a target outside of LOS if an Observer is available. May also target Helicopters flying Nape of the Earth or Very Low. Either individual targets or 3 rounds into barrage area:

  • Indicate aiming point by direct fire or FO 40"-160" (2-8k) from firer
  • Attacks nearest vehicle or fortification, if more than one, randomize
  • To Hit: always use base 10 To Hit, aiming from directly above target, double applicable terrain effects
  • 120mm HEAT table, ignore ERA

EFP anti-tank mines: Activation=75mm EFP attack vs tank side armor (ignores ERA/ERA2)

Frequently asked questions

  1. What dice do I roll?
  2. When do you roll for Detection?
  3. Who rolls for Cohesion & Detection, and who is affected?
  4. What scale miniatures can I use?
  5. When do you need to make a new detection DR on a unit?
  6. When can an Anti-Tank Guided Missile fire? How does reloading work?
  7. How do Tandem Warheads (TC), Top Attack (TA), and Explosively Formed Penetrators interact with ERA/ERA2?
  8. How does Road Movement work?
  9. Close Combat with Vehicles
  10. Cohesion - Unit dispersion, effects of cohesion failures
  11. Bogged Vehicles
  12. Optional Rules


1. What dice do I roll?

Throughout these rules, rolling one die is referred to as dr, and rolling two dice is DR. A low roll is almost always the desired result

2. When do you roll for Detection?

Each unit has one spotting opportunity at each new fire opportunity.

During your half of the turn:

  • Supporting Fire Phase
  • Advancing Fire Phase

During your opponent's half of the turn:

  • Any unit that can defensive fire may roll for Detection when a new eligible target moves in their Line of Site (LOS)
  • Any unit eligible for final Defensive Fire (has not fired, is not under a Cohesion restriction) that has not already rolled for detection

Detection Range 2d6 DR to detect

Base > 0 Automatic

2x 2d6 DR 8-

3x 2d6 DR 4-

If a unit is outside the automatic detection range but < 3x that range, there is a chance of detection: up to 2x DR 8-, up to 3x DR 4-. If the base detection is determined to be 0 or less:

Base Detection 0" 2d6 DR to detect

4" Automatic

10" 2d6 DR 8-

15" 2d6 DR 4-

Base Detection <0” 2d6 DR to detect

2" Automatic

5" 2d6 DR 8-

10" 2d6 DR 4-

3. Who rolls for Cohesion & Detection, and who is affected?

The active player's units are required to roll for Cohesion if they have been fired upon or in close combat since their previous Cohesion phase. By mutual agreement of the opposing sides, a "unit" can be defined as a platoon or company. Rolling for larger units can speed up a game with a large number of vehicles or infantry.

Only the following actions are taken by the inactive side during the opponent's half of turn:

  • Check for Stun or Unknown result on a vehicle
  • Attempt to repair a broken support weapon or AFV armament (some AFV have special rules reflecting unreliable weapons or small ammunition supply)

4. What scale miniatures can I use?

Although the game was written with 6mm micro-armor (1:285) in mind, 3mm will work just as well and is closer to the typical map scale, which is 1"=50m (1:2000). Optionally, with 3mm miniatures, you could go metric and use 1cm=50m. Really, the only limit is the difference between map and figure scale. 15mm miniatures just don't look right at this map scale.

5. When do you need to make a new detection DR on a unit?

Any time after a unit you have detected leaves LOS and remains out of view at the end of either your or their movement phase.

Smoke from ordnance or Smoke mortars (but not Exhaust Smoke) can serve to break LOS, unless the observer is actively using Thermal Imaging or Infrared.

6. When can an Anti-Tank Guided Missile fire? How does reloading work?

As long as the firing crew or vehicle is stationary it is eligible to fire during any firing opportunity the element would have with ordnance.

Once all the launchers have fired, they must be reloaded. The element cannot fire until it has reloaded during a movement phase. It would then be eligible to fire during the following Advancing Fire Phase, paying the usual penalties for firing during Advancing Fire (Firer Modifiers, Chart D. To Hit).

Ex.: An M2 Bradley fires it's 4th and last TOW during Defensive Fire. During the following Supporting Fire, the Bradley's commander decides not to fire the cannon so it can reload the TOW launchers. The vehicle does not expend any movement points during movement, and the crew can reload without becoming Crew Exposed. During Advancing Fire, one TOW can be fired, at a +1 penalty for the Firing, did not move modifier.

7. How do Tandem Warheads (TC), Top Attack (TA), and Explosively Formed Penetrators interact with ERA/ERA2?

HEAT weapons with Tandem Charge ignore ERA modifiers on To Kill DRs but not ERA2. TA and EFP warheads always ignore ERA and ERA2, and additionally TA always attacks the side armor value.

8. How Does Road Movement Work?

The entries for vehicle type (Wheeled, Tracked, half-Tracked, Truck) list the Road Move Cost for each type.

Vehicle          Road Bonus
Wheeled          1/2 cost
Truck            1/4 cost
Fully-tracked    2/3 cost if crew exposed or has Director or Integrated Fire Control
Half-Tracked     (no bonus)

Each vehicle has a movement rate, expressed in inches. If you travel on a road, you can spend less than 1" of your movement allotment for 1" of travel. For example, a wheeled vehicle with a speed rating of "15W" could drive up to 30" on a road, because it is paying 1" of its movement allotment for each 2" of travel.

9. Close Combat with Vehicles

When infantry perform a close assault on an AFV, each full squad is equivalent of the vehicle for the odds ratio. So, a single squad attacking rolls on the 1:1 column, 2 on 2:1, etc.

If infantry are in close combat with both infantry and vehicles, the player may decide how to distribute their squads for close assault. For example, if three squads have moved within 1" (50m) of a squad and a vehicle, the side with three squads can commit 1 or 2 squads to attacking the vehicle and the remainder to close combat with the infantry. In any case the player with both infantry and vehicles in the close combat receives the "escorted by infantry" defensive bonus for their vehicles when they are attacked.

10. Cohesion - Unit dispersion, effects of failures

How far apart can elements of a unit be and still qualify for the unit Detection or Cohesion DR?

For Infantry without advanced tactical communication each squad must be within 2" (100m) or in Line of Sight (LOS) of another squad within the unit to perform detection and cohesion with the unit commander. For vehicles and squads with advanced squad-level radio nets, the rule will be more abstract: they need to all have been given orders for the same objective.

How do you resolve Cohesion failures for units that already have a Cohesion effect (CN#) applied?

The new Cohesion effect (CN#) is found by adding the number by which the Cohesion DR failed to the existing CN. For example, a unit that is already at CN1 and fails its Cohesion DR by 2 will now be at CN3. Only the negative effects of CN3 are applied to the unit.

11. Bogged Vehicles

If a vehicle fails a bog DR, it is immobilized.

The crew must pass a Cohesion DR to remain in the vehicle. Freeing an immobilized vehicle: Move a vehicle designated as an Recovery Vehicle (ARV) within 1" of the immobilized vehicle. At the end of the following movement phase, the vehicle is no longer bogged.

If no ARV is available, another armored vehicle of the same type may attempt to free the vehicle. Spend a full movement phase adjacent. At the end, both vehicles make a Bog DR, and if they pass they are no longer immobilized. In both cases, the crews of the vehicles involved are considered to be outside the vehicles for purposes of resolving infantry or ordnance fire.

Optional rules

Variable Rate of Fire

This rule can slow down fire phases, but adds uncertainty about the number of weapons available to fire at your elements. If the element that fires passes the ROF check, do not place a Supporting, Advancing, or Defensive Fire marker; they can fire again at their next opportunity,

dr Maintain ROF - white dr =< ROF rating

  • 1 AFV w/ IFCS, DFCS, towed ATG >= 75mm, Ontos
  • 2 Towed ATG < 75mm, Autocannons
  • 1 ATGM vehicles with ROF

(Example: Israeli Perech, 12 Spike ATGM, 2 target acquisition systems)

Anti-Tank Guided Missile Overwatch

Some armies have a doctrine to fire at the source of a missile trail as soon as it appears, on the theory that they will disrupt the crew guiding the missile.

During Supporting Fire, declare elements to be in ATGM Overwatch.

These elements may fire at the source of the ATGM after ATGM fire is declared during any enemy fire phase and before the ATGM attack is resolved. They remain on ATGM Overwatch until the controlling player changes the element’s status or they are put on Hold or worse by enemy fire, or if their unit suffers a Cohesion failure.

Movement Rate Bands

Rather than use the individual vehicle speeds, some players prefer to treat vehicles as slow, fast, very fast etc. When preparing a scenario, note the top speeds for your vehicles.

For example, an M113 has a top speed higher than 15”, so it can chose any speed band through Very fast. A Centurion has a top speed of 11, so it can only select slow or medium.

The DR Modifier applies to detection and ordnance fire to/from the moving vehicle. They are easier to detect, harder to hit, and have more trouble hitting. Note that slow is equivalent to the =<4MP modifier in the standard rules for detection and fire.

Speed    DR Modifier  Movement 
Slow        +1         4 MP 
Medium      +2         8 MP
Fast        +2        12 MP
Very Fast   +3        15 MP

Unlikely hits

Unmodified 2 to hit Die roll always hits

This rule makes long-range hits a bit more likely. If there is a To Hit number for round being fired on the To Hit chart, always treat unmodified DR 2 as a hit. It is not automatically a critical.

If there is no To Hit number listed, you are beyond the extended range for the round (ex.: 76mm HEAT at ranges over 40"(2000m)) and can't hit at all.

Critical Hits After Unlikely hits

To provide a chance for a critical on a hit that required a modified DR 2 or less to hit:

 dr         Result
1-2        Critical Hit: resolve To Kill DR shifting one armor column to the left
 3+        Normal To Kill DR

Modern Battlefield communication

For units with advanced squad level communication networks, remove the restrictions to combining firepower (FP) for attacks on the Infantry Fire Table. Any applicable infantry or vehicle with LOS to the target may combine their Firepower for an attack.

Examples: NATO Regulars, 2001+, Russian Elites or Special Forces 2010+

Changes for play on Hex Maps

The Basics

One hex = 50m.. 1” at ‘table scale.’

Terrain applies to the entire hex

    • Exception: you can be inside our outside a building
    • Elements may move through gaps between terrain along a hex spine at “other terrain” cost, but may not stop there,

Stacking limits are not limits per se

    • Each vehicle after the 2nd adds +1MP to enter hex
    • Each squad after the 3rd adds +1MP to enter hex
    • Add vehicle and squad penalties together: ie, 3 AFV and 4 squads in hex=+2MP to enter

Movement

Vehicles already note change of direction in 60 degree increments. Vehicles should face a hex point, not face

Combat

Vehicle front armor arc will be the front 60, not front 90

Vehicles and other ordnance have a60 degree front, and the center of the covered arc is on a hex point.

Infantry fire:

    • Units in the same hex are all affected by IFT attacks, roll separately against each target

Ordnance fire:

    • If the amount the to hit DR misses by is < the numbers of vehicles in the hex -1, randomly hit one of the other vehicles

Area of effect:

    • Convert inches to hexes, ie, a 5” diameter barrage will be 5 hexes across, and a 1x5 rocket sheaf will be five hexes.


Using Platoon Bases

Some players put platoons of vehicles on a stand, or use a stand of infantry to represent a platoon of infantry. This will work with Modern Armor rules if some care is taken about the map scale and the size of the base.

Make these adjustments to the rules to use these stands:

  • The entire platform activates at the same time, whether to fire or move.
  • Defensive fire must all be used at once; the entire platoon engages the platoon moving in its Line of Sight (LOS).
  • Roll individually for each ordnance attack,
  • You may combine infantry fire factors or split them by squad to fire at different targets during Supporting or Advancing Fire.