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"What a Tanker - House Rules and Stats?" Topic


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World War Two on the Land

479 hits since 3 Feb 2019
©1994-2019 Bill Armintrout
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Thresher01 Supporting Member of TMP04 Feb 2019 12:18 a.m. PST

Just curious to see if anyone has come up with, and/or are considering various House Rules and Stats for the game?

Seems to me it shouldn't be too hard to integrate these with the Bolt Action, or Chain of Command Rules, and/or others too, so that they can be used vs. troops and other vehicles, like halftracks, armored cars, trucks and other softskins, anti-tank guns, etc., etc..

If so, then perhaps the "crews" and/or commanders controlling them will need to declare, or mark down on the control sheet, why type of ammo they have loaded in their main weapons, e.g. armor piercing rounds, HE, HEAT(?), smoke/white phosphorus, canister, etc..

I see someone has developed some stats for the SdKfz 234/2 Puma, so was wondering if others have done the same for other vehicles too, especially including halftracks, which would be a logical target, and in some cases were also armed with various weapons, including machine guns, and light and medium cannons, by both German and US forces.

There was some debate about the various ratings for the Puma, but by comparing to other vehicles, it appears the armor rating should be either a 2 or 3 (3 was listed by the person using them in a game, that originally posted the stats), and a 6 for the firepower factor, which seems to make sense. The Puma was rated as a fast vehicle in both the forward and rear directions, had a slow turret, and wasn't very good at dealing with rough ground, since it is wheeled.

Other armored cars in the series would seem to be similar, but obviously with different armament, and in some cases either no turret, or possibly a faster turning turret for the SdKfz 234/1 – don't know for sure on the latter issue, since apparently it was handcranked like on the 234/3 Puma, but is probably a lot lighter, given the much smaller cannon, and lower profile.

So perhaps a firepower rating of:

4 for the 234/3 to match the Panzer IVs with short 75s, and

a 7 for the 234/4.

Not sure what the 20mm cannon armed 234/1s firepower should be. Suggestions?

For halftracks also, perhaps an armor rating of 2, or 3 for them as well?

Rate these the same as the 234 family of armored cars in terms of armor?

Ratings for the American M-8 armored car, with the 37mm cannon?

Any other house rules for WaT, e.g. firing across bocage, and moving through it, bog checks for crossing bocage, etc., etc.?

I don't have the rules yet, but am curious to see what others are doing with these for their games.

I've even read some people have developed, and/or are developing rules and stats for Cold War era "modern" armored vehicles too.

Andy Skinner Supporting Member of TMP04 Feb 2019 5:58 a.m. PST

There were a couple of suggestions on the Too Fat Lardies WAT forum. When I asked whether you could use a 6 to subtract 1 from next initiative roll, someone said they draw counters from a cup, and spending a 6 lets you get a second counter and act on either one of them.

There was some suggestion about letting tanks that are very close to a target they just hit to have a bonus.

I've only played once, but the whole thing was house rules, because I used 15mm Quar tractors.
link


andy

Personal logo Herkybird Supporting Member of TMP04 Feb 2019 12:44 p.m. PST

The 234/1 with 20mm should be Firepower 3 (Rapid Fire)
The M8 is Firepower 4 and armour 2, the same as a halftracks.
That is based on comparative weapons in the WaT rulebook.

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