Special rule, transporting AT

By Aussie_Digger2, in Tide of Iron

I am working on a special rule for a scenario, it involves being able to transport AT guns by Trucks,

(Limbered - is attached to a transport truck) (unlimbered - is seperate from the transport)

- Limber AT gun, as an action fatigue an AT gun in the same hex as a transport truck (the transport may then make its own action if it has not spent any movement points this round)

- Unlimber AT gun, as an action fatigue an AT gun that is limbered to a transport, the AT gun is then considered unlimbered. (if the transport spent movement points in the same round before the unlimber action of the ATgun it is also fatigued)

- A limbered AT gun can not be targeted by an enemy unit (only area attcks affect AT guns directly), the attack targets the transport. If the transport is destoryed the AT gun becomes lightly damaged.

- A limbered AT gun that is in the hex of a area attack rolls its own defence dice (for timing issues roll transport defence dice first then AT gun, as if the transport is destroyed the AT gun is lightly damaged before rolling it defence)

- AT guns may start the game limbered.

the transport truck holds all of its other abilities listed in the base game rules.

I wanted to make the AT gun highly mobile which is why i didnt effect the transport movement points, but instead as a draw back making it not able to fire until the next round (simulate the unpacking and setup of the gun)

If anyone has some other ideas / improvements please share.

Aussie_Digger said:

I wanted to make the AT gun highly mobile which is why i didnt effect the transport movement points, but instead as a draw back making it not able to fire until the next round (simulate the unpacking and setup of the gun)

If anyone has some other ideas / improvements please share.

I would not limit the transport ability to trucks. Halftracks can also transport guns. I have tried the following trait rule, it also involves a squad:

Gun Transport : This vehicle may transport one squad and one gun. To limber the gun, the vehicle must be in the same hex as the gun and the squad (the squad may be in an entrenchment and may leave the entrenchment as part of the action). As one action, place both the gun and the squad entering the vehicle on the off-board transport marker and fatigue both the gun and the squad. To unlimber the gun, as one action, fatigue the gun and the squad leaving the vehicle and place both the gun and the squad in the same hex as the vehicle. If there is an empty entrenchment in the hex, the squad may enter the entrenchment as part of the action. Both limbering and unlimbering provoke Opportunity Fire, either at the gun or at the squad, but not at the transport.

These are rules for one scenario im making and there are no half tracks in it so that is why it only states trucks

Aussie_Digger said:

These are rules for one scenario im making and there are no half tracks in it so that is why it only states trucks

Then our rules are pretty similar, except that my variant includes a squad to be travelling along with the gun. I can take that or leave it, I think.

well in the version i have i said that the truck still retains all its other abilities so 2 squads can still be transported in the truck, so then pretty similar

Aussie-Digger i like it myself. just to make things fun the Russians in 1941 used old BT-2 tanks to tow the 45mm at guns that beloned to tank divisions.oh and they also used jeeps to tow at guns.

BJaffe01

If I remember correctly, some British tanks also had tow hooks.

Probably so, but i've seen pictures of the Soviet Tanks performing the towing duties not saying the British didn't but i've read no accounts of them doing it.

BJaffe01

I like it.

With limbering and unlimbering requiering an action, moving AT guns takes time and is far less mobile than tanks, but at the same time, you can transport an AT gun along a road for a long distance.

Thats what I was aiming for :)