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"TSATF - 1930s, dealing with armored vehicles?" Topic


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nnascati Supporting Member of TMP29 Jul 2024 4:12 p.m. PST

All,
Going back to basics. I'm going to use TSATF for some gaming with Mark Copplestone's interwar little soldiers. I recall someone coming up with some appropriate rules to deal with tanks. Can anyone help?

Hey You29 Jul 2024 4:51 p.m. PST

Bob Beattie had some good rules, but the site is not longer there and I can't find the rules anywhere on my drives.

nnascati Supporting Member of TMP29 Jul 2024 5:19 p.m. PST

Ill shoot him an email.

Personal logo aegiscg47 Supporting Member of TMP29 Jul 2024 5:30 p.m. PST

In one of the issues of the old Courier magazine, there was an article for doing WW1 in the Middle East with TSATF. It had rules for armored cars and aircraft which worked pretty well.

nnascati Supporting Member of TMP29 Jul 2024 5:39 p.m. PST

Aegis47, that is exactly what I recalled. Unfortunately I no longer have any of my Couriers.

Grelber29 Jul 2024 8:30 p.m. PST

David Helber of Major General Tremorden Rederring's Colonial Wargames site used landships in some of his TSATF games. His website can now be found here: zeitcom.com/majgen/index.html
There is a section on landships, and a link to the rules. Unfortunately, it doesn't work. Still, they may be floating around out there, somewhere.

Grelber

Personal logo StoneMtnMinis Supporting Member of TMP30 Jul 2024 9:08 a.m. PST

The zeitcom site is now abandoned and is for sale.

4DJones30 Jul 2024 11:04 a.m. PST

Courier vol 9 no.4 Contains the TSATF version for Lawrence of Arabia. It's available at Wargames Vault. 'The Sword in Palestine' was a TSATF variant published by Sergeants 3.
Both have rules for armoured cars and aircraft, but not tanks, as such; although you could extrapolate rules from the armoured cars, I suppose.

Hey You13 Aug 2024 6:12 a.m. PST

ARMORED CARS from the aforementioned Courier Article:

Armored cars use five dice for movement on roads and three dice for
cross country movement. Armored cars will roll for mechanical break-
down before movement when traveling cross country. A roll of 6 will
cause a breakdown. The next turn and every tum thereafter until re-
paired, the player may attempt to fix the car on a roll of 1 or 2.

Armored cars will be able to move and fire during the movement phase
by subtracting one movement die. All armored cars fire as machine guns
with a crew of four. They are considered a Class IV target.

Question: So do we just take casualties from the occupants of the armoured car, and when when all 4 are taken out, does the armoured car get taken off the board? And can small arms fire hurt the occupants and thereby the armored car? I am just curious if anyone has tried these rules and how they worked.

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