I've been reading over these a bit, and am thinking about trying them out for some quick-play, modern games.
After reading them, and looking at the charts, I've come up with a few baffling questions.
I went back and re-read the introduction, various sections I want to try out first (tank vs. tank and IFV combat), and am now a little perplexed.
Most of the suppression and damage charts top out at a 6, and you need to roll equal to, or higher than the value listed for weapon type, range, etc., for success (presumably, since the values are higher at the greater range = harder to achieve the desired results at longer ranges).
Since they top out at 6, and since, IIRC, the WWII WRG rules used D6s for all dice rolls, I assume(d) that this set of rules uses D6s as well, but I can't find that stated specifically, anywhere in the rules (perhaps it's there, and I'm just missing it).
The "Target Acquistion" rules do seem to suggest using a D6 for those die rolls.
On the Suppression Chart:
All of the suppression mods are positive modifiers (none make it easier to hit the target), meaning you add points to the die/dice rolled to determine the chance to hit (all mods make hitting more difficult), and/or if you hit, or do damage.
One of the charts that is throwing me is the "Achieving Hits of Suppression with Aimed Fire", on page 18 (see note below, for adding "dice results" together, since I just found that mentioned here, on the bottom of page 18, and the top of page 19 again, as well – not sure which "dice", or how many to add together though).
The 20mm – 57mm Cannon, and/or AA says an "8" hits at 3,000m range (must roll >= to hit, presumably).
Similarly, if firing HEAT, except "G" (which means German HEAT weapons, I suspect), HE-FS, or 100mm or 115mm APFSDS, you need a "7" at the 3,000m range (again, must roll >= to hit, again, presumably).
If firing HVAP, or 76mm APDS, you need a "10" at 3,000m range (must roll >= to hit, presumably).
So, should I be using 1D6, for the die rolls on the charts, as I originally thought, more dice, or other, larger dice?
2D6, 1D10, 1D12, or perhaps even a 1D20, instead of a single D6 for Suppression determination?
Most of the "Knocking Out AFV", and "Knocking Out Bunkers or Soft Targets" lines end in either a 5 or a 6, so again, should I just use 1D6 for these die rolls?
Again, another perplexing chart is the "Knocking Out or Neutralizing with HE, or Bomblets", on page 28, where many of the minimum scores needed exceed 6 by a wide margin, and there are minimal subtraction modifiers to the die rolls (a maximum of 3 points of reduction), plus a number of modifiers to add to the die (dice?) rolls. Some of the minimum to-hit values are in the 3 – 6 point range, but there are many others that range from 7 to as high as 14.
With a -3 modifier, only a "9" or less would be possible on a 1D6 die roll.
Perhaps I should be rolling a 2D6, 1D10, 1D12, or a D20 for this chart too?
The top of page 27 for this last chart seems to provide a hint, where it says if the needed result is greater than six, "dice" in the normal way. Any score other than a 4 with this "dice" is a miss (not sure if they mean a singular die, and made a grammatical error, or if more than one die should really be rolled = "dice" as stated in the rules. Again, the type of die, or dice are not specified).
If the score is 4, dice again and add the scores of the two dice (not sure if this means just add the scores of the two re-rolled "dice" by themselves, or if you add both of them to the die roll of 4, also). Again, it isn't clear what type of die, or "dice" to use. [Note – this process was mentioned on the bottom of page 18, and the top of page 19, for Suppressive Fire, IIRC, so it appears the process is the same for the various sections].
So, sorry for the longwinded explanations/questions/examples.
Any ideas on what size dice to use, and how many?