This is from my designer notes:
Binomial probability table:
This is universal and can be used for any system for any weapon to determine the chances of X number of shots /shooters hitting. It gives more standard results than rolling buckets of dice.
Example: If you have 5 weapons firing (far left column) with a 25% chance to hit, a D100 (2x D10) roll of 1-24 is no hits, 25-64 is 1 hit, 65-92 is 2 hits and 93+ is 3 hits. Theoretically, there is a chance for 4 or 5 hits but you need to roll three D10 for a 1-1000 result.
After a Situational Awareness Check and Target Engagement: Action Timing for the first shot and reloading for the Sherman 75.
If you don't like the values I'm using, put in your own.
I'm not a tank video game fan, but I have one thing in common. When you point your gun at a target for a first shot a large aiming circle pops up above the target giving the shooter an idea of the accuracy/dispersion. This estimates the range, aiming, and firing, which takes time.
You have your best chance to hit is when the circle stops getting smaller. However, you can fire at any time before that but with decreased accuracy. Tank gunners call that a Snap Shot or Battlesight Aiming. It trades increased speed for decreased accuracy.
Snap Shot Risk-Reward Tactical Decision: When the player rolls a D6 for the Action Timing of the first shot at a target, he can fire now or in 1-5 turns but with an increasing range accuracy penalty of +100m per second.
So if the result is 6 seconds/turns and he fires after 2 (Snap Shot) with a +400m Accuracy Penalty added to the actual target range. The players decide whether to trade increased speed for decreased accuracy, just like real crews did.
You can miss a target at even the shortest range if you choose wrong. Using a rangefinder takes an additional 6 turns/second but increases your accuracy and is canceled with a Snap Shot. Ace crews are a little quicker without a penalty. Poor crews take longer for the same accuracy. Buttoned Up means things take longer.
Loop back to Observe: After shooting, if he observes that he missed he can roll a D6 to reload and shoot again at the same target, engage a new target (Known Range tactic), or issue a move order (Shoot & Scoot) during the same turn he just shot.
Example: If at a game time of 2:21, it takes 6 seconds/turns to reload and shoot again he'll shoot at 2:27 as long as he is still alive. Shooting again at the same target also increases your chance to hit reflecting ranging in on the target.
I've only discussed the AFV warfare; however, it will be a combined arms game:
Artillery: The scenario will define the Time of Flight range for indirect fire. So if a barrage is fired at game time of 5:27 and has a 20-second TOF it lands at 5:47. This makes it difficult to hit moving targets. It takes additional time for the FO to make corrections.
Air Support: Aircraft will use the same second-to-second movement system as vehicles and foot units. An aircraft moving at about 150 mph will move about 75m (3 inches) each second and can turn up to 10 degrees or evade. The Russian Sturmovik will be a true "Flying Tank" on the table. This will allow historical AAA engagements and for the Russians to use their "Snake" and "Circle of Death" attack tactics. Fighter and dive bombers would make their approach run across the table with a chance of being hit before shooting.
ATGM missiles will also use the same simultaneous movement method as vehicles too. Moving at 125m/second they'll "fly" 5 inches per turn. Fired from 3000m away, targets have 20 seconds to spot and react (shoot, dodge or evade tactics) the missile. From 1500m only 10 seconds. Players will need to use the historical "Sagger Watch" tactics overwatching in 360 degrees.
Infantry & Small Arms Fire: A prolonged small arms firefight the shooting is considered simultaneous. Units ambushed will most likely have to seek cover before returning fire. Every 10 turns you determine the firepower rating of both sides to determine causalities and suppression on the binomial Causality Chart. Every 10 turns the firefight results are determined.
Firefight results move very quickly using the binomial Causality Chart. As your squad suffers casualties and units are suppressed so much that you can't rally them, you'll have to fall back (Fall Back orders are automatically obeyed even if under fire) so defenders need to have alternate positions to fall back on.
Leadership: To advance under fire the infantry unit must pass an Aggressiveness Check. Fire & Maneuver needs to be coordinated. Leaders can use their leadership rating to improve the chances of rallying, advancing under fire, and identifying enemy units for targeting. However, each time they use their modifiers they expose themselves to enemy fire they can become a causality so choose wisely; you do not need to use them every turn.
Most of the playtesting was done at conventions with mostly new players and no rules to read before the game. I had to keep it simple. I showed the system to a good friend of mine, Dana Lombardy, and he remarked I had recreated the OODA Decision Loop. I was familiar with it but it was not my intention as I just did what makes sense and stumbled on it.
Is any of this completely new, innovative, or realistic about this? The OODA Decision Loop is nothing new. At least one game, Phoenix Command, uses 2 second-time slices. Binomial tables are nothing new. The timing values for orders, tactics, and maneuvers are historically validated by reviewing historical combat footage, manuals, training standards, AARs, former tank crewmen, and driver/mechanics at museums such as the Royal Tank Museum, Patton Collection, and Kubinka. I'll leave the level of realism to the eye of the beholder. I'm more concerned about being intuitive, fun, and playable.
I'll be putting on games at Little Wars in Chicago in April and will have the Print & Play download version ready before then with data cards for 5 tanks for the British, Germans, Russians, and Americans. A full AFV version should be available before the end of the year.
Wolfhag