Rick Don Burnette | 18 Jul 2016 10:53 p.m. PST |
Is there a set of rules that addresses the issue of electronic warfare, the jamming of radio communications, of jamming SAM radar, of locating command units by their radio emmissions in order to target them, and assorted other. In most novels of WW3 land war, electronic warfare is as important as tank or infantry tactics |
Mako11 | 18 Jul 2016 11:05 p.m. PST |
Not that I can really think of. Roll 1D6, 2D6, etc., etc., as you prefer, and have your opponent do the same. High roller has dominance. You can use the difference in die rolls to determine the degree of advantage one has over the other, if you like, e.g. both sides roll 2D6 and compare. Multiply the difference by 10%, as appropriate for some things, e.g. percentage of messages that do, or don't get through, etc., etc.. A die roll of 2 and 12 results in total dominance in the ECM/EW realm. for the winner. |
BattlerBritain | 18 Jul 2016 11:15 p.m. PST |
Modern Spearhead has EW rules for jamming comms, locating enemy HQs, jamming enemy radar, counter-battery locating and using UAVs. |
TimeCast | 19 Jul 2016 1:17 a.m. PST |
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Krieger | 19 Jul 2016 2:12 a.m. PST |
Bruce Rea-Taylor's Corps Commander OMG has some provisions for the electronic battlefield. |
Rick Don Burnette | 19 Jul 2016 8:27 a.m. PST |
So In Team Yankee, I cant jamm the SAMs And I cant locate the HQs by their emmissions as was done in say, Red Storm Rising |
Extra Crispy | 19 Jul 2016 10:15 a.m. PST |
In Team Yankee everything is dead by Turn 5, so not really an issue…. |
Mako11 | 19 Jul 2016 10:43 a.m. PST |
Frequently, by turn 2 – 3 on many reports I've read, in TY. |
MajorB | 19 Jul 2016 12:12 p.m. PST |
Dirtside II has some rules for it. |
Redhugh | 19 Jul 2016 12:23 p.m. PST |
Combined Arms by Frank Chadwick, GDW games. It is long out of print, but did have rules for EW. |
mckrok | 19 Jul 2016 1:48 p.m. PST |
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Krieger | 19 Jul 2016 2:17 p.m. PST |
In Team Yankee, the battlegroups are company size and locating them by emission seems a bit late when you are already in contact. (More interesting to locate whoever answers the radiocall when the contact is made) ECM vs SAMs/AAA is probably abstracted into the "to hit" number for different aircraft. |
Trierarch | 19 Jul 2016 6:56 p.m. PST |
Most air warfare rules cover at least the counter-measure aspects of EW, jammer pods, flares, chaff and the like. Radio location goes back to WW1 and is more the province of operational actions – possibly a scenario special rule or the objective of a game (strike the HQ?). The biggest problem is the wargames table – the development of what is now called "Network Centric Warfare" through the 20th century is largely about giving real commanders some approximation of what wargamers already have and a lot of electronic warfare was to degrade this. |
Rick Don Burnette | 20 Jul 2016 4:38 p.m. PST |
Kreiger aaaumes that the EW regarding SAMs is already factored in and I would agree except that if say a SAM battery was jammed, then its prrformance should be less, a nodifier on the dice beyond the normal roll, but it isnt because the EW is not in the game. Further, the TM seperate companies come under the battalion umbrella, the xollection if batteries and companies, and successful EW shoukd have the effect of disordering the ude |