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Modern Armor

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This rule system evolved from many play sessions of WRG’s “Wargames Rules 1950–2000,” Advanced Squad Leader, Panzertruppe, and so on. The objective is a fast moving game that provides verisimilitude, and addresses basic problems present in many games with reaction to enemy actions. The figure scale is a single vehicle or squad of infantry, with a turn covering (very) roughly five minutes of combat. The rules are written to allow hex or map measurement, with one unit of distance equaling 50 meters. Typical scale is 1”=50m as a decent compromise between the scale of micro-armor figures and playing spaces. 

Modern combat is extremely lethal, with the first to detect usually scores hits or kills. Ranges have grown immensely since World War II, where most tank combat was under 700 meters. Avigdor Kahalani famously engaged the Syrians in the Golan Heights during the Yom Kippur War at 3000 meters, and ranges stretched out even further in the Gulf War as computer-assisted fire control came into combat. Artillery support has become ever more mobile and fast reacting, with radar-assisted counter-battery fire. Air support is more nimble, too, especially once laser-guided munitions become commonplace.

Core concepts are the alternating player turn, detection, and defensive fire during the active player’s movement, and cohesion. When playing, remember that you are simulating a fast moving and confusing battlefield, full of the fog of war. Play accordingly! If you move a unit in the wrong direction, don’t back up! When you move on to the next unit, the previous unit is done, whether it is where you meant it to go or not.


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Reviews (1)
Discussions (6)
Customer avatar
Kenneth K June 04, 2017 7:03 am UTC
In what way are these rules differentiated from other similar rule sets? How many pages of rules do I need to know to play a basic game with tanks and infantry, but no airpower, night, etc?
Customer avatar
Walter M June 04, 2017 2:12 pm UTC
PUBLISHER
Thanks for your question. I would say you need to read about 12 pages (plus charts) to get started with infantry and vehicles. I provide examples with many fo the rules sections, and there are examples of play as well.

This game, I hope, differentiates itself by replicating some the real decision process on the battle field - does unit A know unit B is there? Is staying on overwatch or moving the right tactical response, etc? and also to avoid situations where the rules don't allow defenders to respond to an opponents move, and so on. I've paid attention to the effects on combat of the evolution of 3d gun stabilizers, director fire control systems, thermal intensifiers, and so on.
Customer avatar
Charles E November 17, 2016 4:03 pm UTC
PURCHASER
Thanks.
I asked because the move numbers in the right column varied for individual vehicles and with several different ones per side makes a game slower than grouping vehicles under the "slow, medium, etc" categories that make movement easier to handle.

Minor movement differences usually don't matter in danger zones as folks are normally less bold.
Customer avatar
Charles E November 16, 2016 2:21 pm UTC
PURCHASER
Under the Vehicle List heading you show movement as "slow, medium, fast, very fast, wheeled" but there is no value for these speeds given as there is with infantry. Instead you have numbers that seem to be move points as in a board game.

Need speed values.

Also, unable to find the revised Detection Chart mentioned.
Customer avatar
Walter M November 16, 2016 5:56 pm UTC
PUBLISHER
Vehicles have their speeds listed in inches in the vehicle charts - it's the right-hand column. I must have left the s/mf/vf speeds bands out, but if you are using a vehicle not in those charts the values should be:

Fully Tracked AFV
Slow 6”
Medium 9”
Fast 12”
Very Fast 15”

The link to the draft chart is in the comment, but it looks like links are treated as text in comments. Copy this and paste it into your browser:
https://docs.google.com/document/d/12K79hA27u9_g-xXyS7hEwooB5Qgr7PFomoWhHu-HT-I/edit?usp=sharing

Cheers,
Walter
Customer avatar
Charles E November 09, 2016 5:49 am UTC
PURCHASER
The term "activation" is used but seems to be wrapped up into Cohesion (IV) & command orders though not specifically stated.

Also a glossary of all the letter codes, both game & actual military would be helpful. I am a veteran and familiar with military acronyms but the mix of so many letter codes with no handy reference is a bit confusing.

That said, I think I'll like these rules once better understood.
Customer avatar
Walter M November 09, 2016 1:55 pm UTC
PUBLISHER
Thanks for your feedback! A glossary would be an excellent addition, I agree.

I'll be happy to answer any questions you have about unclear rules or terms.

All references to Activation in the description of the turn sequence refers to Artillery or Air Support missions. There's a two step process to contact and activate these resources. There's contact, which you attempt once during cohesion phase, and then activation, which is attempted during the phase you actually use the asset (Support, Advancing, or Defensive Fire).

All of your "on table" units can act each turn - although they may be restricted from certain actions if they fail a Cohesion roll.
Customer avatar
Charles E November 10, 2016 12:31 pm UTC
PURCHASER
Thanks for clarifying.

There are a couple of places mentioning "Cohesion Chart A", don't you mean chart L? Chart A is sequence.

I got my head around the night visibility after a fashion but think the example might have been clearer if visibility was expressed a bit differently. Why not night base visibility of "0" then modify rater than starting with day base visibility 25 then modify? Might be easier to understand.

Hope to try a platoon of mech infantry + a tank or two soon.

Thanks for replies.
Customer avatar
Walter M November 10, 2016 9:18 pm UTC
PUBLISHER
Sorry about that error - Cohesion is indeed Chart L.

I have been thinking about better ways to present the detection chart. If I can get the combination of conditions down to a simple enough multi-dimensional table, that would save a lot time. Detection slows any game down, but it just seems too central to the form of modern combat to leave out entirely.

Cheers,
Walter
Customer avatar
Charles E November 11, 2016 10:59 pm UTC
PURCHASER
Simpler detection would be nice but I think detection is important in other periods as well so should not be dispensed with. Many rules ignore detection (or spotting if you will) but I believe it's as important as movement, morale, or combat charts.

The big difference since WW II is the various aids to detection available.
Customer avatar
Walter M November 12, 2016 2:28 am UTC
PUBLISHER
A rough-up of a new detection chart. Let me know if you find this easier to read...
https://docs.google.com/document/d/12K79hA27u9_g-xXyS7hEwooB5Qgr7PFomoWhHu-HT-I/edit?usp=sharing
Customer avatar
Walter M November 05, 2016 8:37 pm UTC
PUBLISHER
Inevitable typo alert!

The Front Armor listings for the Leopard 2 in the print edition and some previous versions of the PDF are wrong. Here are the correct values:

Leopard 2 Front Armor IX
Leopard 2A5 Front Armor X
Leopard 2A6 Front Armor XI

This has been added to the "Modern Armor Addenda" file.
Customer avatar
Scot R November 05, 2016 5:06 pm UTC
What scale is this game designed to be played at?
Customer avatar
Walter M November 05, 2016 8:36 pm UTC
PUBLISHER
Thanks for your question!

The unit scale is individual vehicles and crews or squads of infantry. It should be possible to play a game at company to battalion scale at a reasonable speed.

The game should adapt well to different model sizes (or hex maps), but the primary target was 6mm miniatures. With these we use 50 meters to the inch.
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This title was added to our catalog on September 03, 2016.