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"More Arab-Israeli What a Tanker" Topic


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Personal logo Herkybird Supporting Member of TMP09 Mar 2019 4:22 p.m. PST

Today we had some more games using Arab and Israeli tanks, very fast and bloody!

If you want to see what happened, please go to my blog at this link

picture

picture

Enjoy!

Thresher0111 Mar 2019 7:06 p.m. PST

Thanks for sharing your pics and battle report.

Looks like an interesting game.

Personal logo Herkybird Supporting Member of TMP12 Mar 2019 7:59 a.m. PST

Cheers Thresher01, I think the modified rules for What a Tanker work fine now, though its a very fast game compared with basic WaT, as the guns tend to have high Strike values and the majority of vehicles have a lower Armour value. I think it feels right for the period. Israeli tanks in the Golan took an average of 1.5 hits per vehicle, which means the vast majority of hits were kills.

Even I (just) prefer the WW2 version of WaT for a fun game, but I enjoy AI Tanker nearly as well!

Part time gamer11 Oct 2019 10:51 p.m. PST

Ive only played WaT some time ago (WW II). I wasn't aware it expanded into modern. IMO, the M51's one of the best examples of "Do the best you can w/ what you've got."

Thanks for the 2 Bat Reps and the pics of your 3rd. It looked like you had some good games.
Personally I thought WaT was a bit too generic & rolling for "what you can/cant do", took the C & C away from the players.

Maybe I should go back and see whats like now.

Thresher0112 Oct 2019 10:47 a.m. PST

I agree that appears to be true, from reading over the rules.

That is definitely a TFL rules trait, from what I've read, for many of their products.

I've been wondering how that can perhaps be counter-acted a bit, and/or if there are other simple "tweaks" that can be introduced in order to make the game less of a random die rolling "game".

I need to play some games, and ponder on that a bit, I suspect, first.

One idea is to change the number of dice given to tank crews, based upon their training and experience, instead of just giving them a card for each kill they obtain, and all vehicles getting 6 dice each.

Another thought is perhaps instead of, or along with that, giving some vehicles/crews automatic actions too, like say:

fast tanks get at least one "free" move action per turn, even if they don't get a move die result;

rapid fire tanks get at least one "free" reload per turn to be used as they see fit, even if they don't roll a reload die;

and, tank destroyers and anti-tank guns (and perhaps even tanks) on declared/undeclared (hidden/secret choice) ambush mode can carry over spotting and aiming actions against enemy vehicles previously acquired, even if those targets move, as long as they don't go out of sight. Multiple "aim" dice results can be "stacked" for use against these targets across turns (probably to some sort of maximum), but moves are subtracted from them, on a 1 for 1 basis, in order to determine the final "to-hit" chance.

I'd love to hear thoughts on how to integrate small numbers of infantry into the games as well, if anyone has had any success doing that. Say, at least individual troops with bazooks, PIATs, panzerfausts, panzerschrecks, teller and magnetic mines, satchel charges, molotov cocktails, etc., etc., just to mix up the scenario options a bit. Adding in fireteams, or infantry squads could be interesting as well, to go along with the anti-tank troops, for small unit skirmishes, or platoon-level battles.

Joe Legan15 Oct 2019 4:41 p.m. PST

I have written up "Cold War Tanker" and submitted it to Rich for the Christmas special. It has rules for infantry. He obviously didn't use it. If he would be okay I would be happy to release it on Wargame vault for a nominal fee. It would be easy to walk it back to WW II.

Joe

Part time gamer11 Sep 2020 11:30 a.m. PST

@Thresher01, I think your suggestions are pretty good.

To be clear, Im not a 'purest' when it comes to gaming. But IMO the C/O (player) having to make decisions adds that 'reality' of tension in combat.
As to your ideas;
Ex. Fast Tanks getting 'one' movement regardless of die roll.
Rapid Fire, should be able to reload quickly, its what they trained for.

After all, moving fast does not give you a certain target or always get you out of harms way. Just as fast reloading doesnt mean your sure to get that possible life/death first shot.
Those tweaks IMO are just simply logical actions rather than, 'pulling the handle on a slot machine' and hope for the best.

IIRC, someone or the company that released "Tanks", had come out w/ an A-I period version of the game as well. Just something else to look into for those interested.

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