Damage to vehicles, tanks,and AT guns

By VanCamper, in Tide of Iron

Does anyone think there should be a more variable damage chart that has different damage for each type of unit? Should there be "medium" damage level between light and heavy? Incremental damage markers.? Also, suggesting a wreckage marker with cover value be placed in hex after a destroyed tank or vehicle is removed from the board. Then infantry and other tanks can take advantage of the destroyed wrecks. The wreck would count as 1 unit for stacking purposes. Light damage -1 movement, -1 firepower Medium damg -2 movement -2 firepower Hvy Damage : immobile and half firepower

An example Damage Chart:

Unit type Light damage Medium damage Heavy Damaged Destroyed status

Tiger I 1-3pts 4-6 pts 7-8 pts +3 wreckage marker

Tiger II 1-5pts 6-9pts 10-12 pts +4 wreckage marker

Panther 1-4pts 4-5 pts 6-7pts +3 wreckage

PZ-IV 1-2pts 3 pts 4 pts +2 wreckage

PZ- IV (s) 1-2 pts 3-4 pts 5 pts +2 wreckage

PZ-III 1-2 pts 3 pt 4pts +2 wreckage

Sherman 1-2 pts 3-4pts 5 pts +2 wreckage

M10 1-2 pts 3 pts 4 pts +2 wreckage

M3 Hftrk 1 pt 2pts 3 pts +1 wreckage

Additionally, to help reflect the reuse of AT guns, which were often not actually destroyed when the crew took casualites, A chart to determine the odds what types of weapons and their probability of hitting the actual barrel, or carriage of the gun, completely rendering it inoperable. After assigning casualites to the AT gun squad(s) manning the gun, the attacking unit would roll one die to determine if AT gun got hit. The Chart below has the range the attacking unit has to be within, relative to type of gun and terrain gun is in, in order to be able to roll a die for subsequent hit. One hit causes light damage, 2 hits destroys the gun.

Gun Type> 57mmAT& 50 mm Pak 76.2 & 75mm Pak 88 Flak gun

Unit type v woods clear woods clear woods clear

Tank (die roll) 1/adj 1</halfrng 1/ <half range 1</normal 1/<normal 1,2/<normal

Mortar 1/normal range 1/normal range 1/normal range

Mg, Reg Inf and elite squads must be adjacent to AT guns to destroy the gun itself with normal attack factor. Squad may occupy the same hex with enemy AT gun, and either capture it or may declare it destroyed without having to roll a die. (gun is assumed destroyed with demo charges)

More administration? No thanks. I quit ASL long time ago.

With your 100m hexes, 31400 m2 would absorb a few wrecks without problems I think.

And your Tigers become absurdly powerfull if they take 7 hits to destroy.

Hefsgaard said:

More administration? No thanks. I quit ASL long time ago.

With your 100m hexes, 31400 m2 would absorb a few wrecks without problems I think.

And your Tigers become absurdly powerfull if they take 7 hits to destroy.

Well, a simple way to help the TIger I, and Panther is to let them roll 4,5 or 6 as def rather than just 5,6 Then increase their normal range to hit roll to 4,5,6 instead of 5,6. Likewise, the 88 flak gun could be adjusted same way and change its long range hit dice to 5,6 . Then it could fire at up to double or 18 hexes and have a normal range probablily which is what it should have anyway. Then it can be positioned much farther than 9 hexes back,and have more times to fire with a good probability of destroying a unit.

If not a chart, then what to do about AT guns, as they get destroyed so easily now? Hitting the barrel or carriage of the AT gun is about the same as trying to hit the main gun itself on the Tank., not so easy. So when the crew got hit, the gun often survived and was remanned. The smaller AT guns were difficult to see, even in the open, as Rommel so aptly demonstrated in North Afrika. British tanks often went right past them and did not see them. It took infantry squads in bren carriers to help spot them. So AT guns as well as squads in general, should require attacking units to be much closer in range when the At gun or squad is in woods, bldgs or even rough terrain, as they can hide much easier than larger vehicles and tanks.

They could be made Inf-targets.

And Tigers are Plenty tough as they are.

We have a house rule for wreckage..

* counts as 1 cover for INFANTRY only

* counts as one vehicle for hex stacking

* if on a road BLOCKS the road for other vehicles costing 1extra MP to move through

* two vehicles wrecked in one hex renders it impassable for other vehicles

These last two rules really add to the importance of defending crossroads and bridges

Finally

*Engineers can CLEAR wreckage for the cost of an action

We dont have any fancy counters or markers just turn the vehicle upside down

just_cant_keep_up said:

We have a house rule for wreckage..

* counts as 1 cover for INFANTRY only

* counts as one vehicle for hex stacking

* if on a road BLOCKS the road for other vehicles costing 1extra MP to move through

* two vehicles wrecked in one hex renders it impassable for other vehicles

These last two rules really add to the importance of defending crossroads and bridges

Finally

*Engineers can CLEAR wreckage for the cost of an action

We dont have any fancy counters or markers just turn the vehicle upside down

Thats good. idea too. How about repairing damaged tanks with engineers?

I need some feedback on the AT gun idea of either having a separate table for units firing on the AT gun itself,separate from the squad manning it, or whether the 2 should be considered as one infantry unit and the AT gun being hit only if the squad is destroyed first. An AT gun by itself in a hex, ie. unmanned, could then only be fired upon if an enemy unit is adjacent to it, or destroyed or captured by enemy infantry squad entering the same hex.

What you all think? Are AT guns to easy to destroy? If they are considered equipment, then it really should be dependent on the squads survival IMO.