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Modern Armor 2nd Edition
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Modern Armor 2nd Edition

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Now Version 2.2

Revised with extended vehicle listings and adjustments for "ultra modern" combat.

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. 

Included in this title:

  • Complete Rule System, including vehicle and equipment charts covering 1945 to the present day.
  • Combat Tables
  • Game Counters and Artillery Templates
  • Sample historical scenarios

This game is related to Armored Fist, combined arms rule system for World War Two combat.

Examples of Play:

Frequently Asked Questions

Video playlist: live game play

in motion

tanks in the desert

On hexes

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Reviews (0)
Discussions (2)
Customer avatar
Lucas W April 09, 2018 1:30 pm UTC

Many moderns rules are highly complicated in an effort to be "realistic" Walter Moore seems to have boiled it all down to just 16 pages of actual rules. Most pf the rest of the 51 page rule book is actually made up of vehicle and weapons data and a few sample orbats.

The data cards are an excellent and convenient aid and they cover much of the great powers and the secondary powers for most major armoured conflict from 1946 onward. Even very new or likely additions such as Russia's T-14 Armata tank are covered

I have not yet tried them out on table top owing to my currently very busy real world schedule but I will certainly be doing so sometime in the very near future and believe that my good first impressions with the authenticity, ease of learning and ease of play will be borne out by actual experience of the rules
Customer avatar
Walter M April 15, 2018 5:19 pm UTC
Thank you for your kind words!
Customer avatar
April 03, 2018 7:15 am UTC
Regarding your "Bogging a Vehicle" addition, in the US military the term "mired" is typically used. You may want to throw the word somewhere in the section on your next update pass. Also rollovers (i.e. overturned vehicles) aren't uncommon and they are typically more dangerous for the crew.
Customer avatar
Walter M April 03, 2018 12:27 pm UTC
Thanks - I'll probably go of some variation on "Bogged/Mired" as the title for the rule section.

Good point also about the risk of rollovers. We're abstracting what happens to the bogged vehicle in the rules but I guess the unbogging process should have a way to end up with permanently disabled.
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File Last Updated:
April 02, 2018
This title was added to our catalog on October 12, 2017.