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"Electronic warfare" Topic


14 Posts

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950 hits since 18 Jul 2016
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Comments or corrections?

Rick Don Burnette18 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

Mako1118 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.

BattlerBritain18 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 Sponsoring Member of TMP19 Jul 2016 1:17 a.m. PST

Modern Spearhead

Krieger19 Jul 2016 2:12 a.m. PST

Bruce Rea-Taylor's Corps Commander OMG has some provisions for the electronic battlefield.

Rick Don Burnette19 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

Personal logo Extra Crispy Sponsoring Member of TMP19 Jul 2016 10:15 a.m. PST

In Team Yankee everything is dead by Turn 5, so not really an issue….

Mako1119 Jul 2016 10:43 a.m. PST

Frequently, by turn 2 – 3 on many reports I've read, in TY.

MajorB19 Jul 2016 12:12 p.m. PST

Dirtside II has some rules for it.

Redhugh19 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 Supporting Member of TMP19 Jul 2016 1:48 p.m. PST

Challenger.

Krieger19 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.

Trierarch19 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 Burnette20 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

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