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"ATGMS in Flames of War" Topic


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Tgunner10 Apr 2015 7:31 p.m. PST

I was hoping I would find them with the Vietnam version (Cobras used them in '72) but no dice and I don't have the Arab-Isreali set. So any idea how they could be modeled? Like say the TOW II on the Bradley or Saggers on the BMP.

thanks!

McWong7310 Apr 2015 7:41 p.m. PST

ROF1 Wpuld probably be a good starting point!

Hope they have a minimum firing distance for at least some.

Mako1110 Apr 2015 8:31 p.m. PST

Check out the Modern FOW website – Cold War Goes Hot, or something like that.

I suspect the rules are there.

Battle Phlox10 Apr 2015 8:33 p.m. PST

Someone made experimental rules for the Yom Kippur War. I don't have the link but did upload some of the documents. The have ATGM rules but they are a little complex.

If you really want them PM me and I can email you the documents.

Mako1110 Apr 2015 9:00 p.m. PST

Check out the rules in the right margin of this site, Stopping the Red Tide:

stoppingtheredtide.blogspot.com

VonTed11 Apr 2015 5:25 a.m. PST

I love that site, the work he put in to the rules and lists is amazing.

Mako1111 Apr 2015 10:56 a.m. PST

Yep, a shame there haven't been any updates of late, but the stuff there, and on a few other sites are inspiring.

Got me back into Cold War land gaming again, after several decades of neglect.

Tgunner11 Apr 2015 6:32 p.m. PST

Cool, thanks Mako.

Lion in the Stars11 Apr 2015 7:39 p.m. PST

TOWs would be move-or-fire, even on a Bradley.

deleted22222222220 Apr 2015 8:46 a.m. PST

I ran several 1973 Arab-Israeli games at Little Wars last year and had some very easy rules that worked well in the game system.

Range 40" minimum range 16"
ROF: 1 (if pinned down 1+ to hit)
AT: 16
FP: 2

I based mine on a small FOW base, but as a team probably a medium base would have been a better choice.

Visceral Impact Studios20 Apr 2015 9:35 a.m. PST

"TOWs would be move-or-fire, even on a Bradley."

Have to agree with this. The issue is the "long" flight time and need to steadily guide the weapon to the target. In our game systems we list such command-guided missiles with a firepower value of 0/2 meaning you can't shoot if moving and you roll two dice if stationary.

More advanced "fire and forget" missiles allow one to essentially shoot on the move since the time to acquire the target and launch is so much shorter. However, when launching such a missile in top-attack mode, we do reduce the chance to hit since the systems can be a little temperamental in that mode. This is especially true when am AFV target is not fully exposed to the sensor which can make a lock difficult to achieve.

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