Yet More on WoT:TG
16 years ago
Arabic Elite choice: Prince Afzal abd-el-Rahman. This somewhat elderly gentleman is a general, and the head of his state's secret police. His marksmanship and skill with hand-to-hand are only slightly better than average. His real advantage comes from being famous, although he is a polarizing figure: all who know of him either love him or fear him, but they all respect his strategic thinking and wisdom. Rumor has it that he meets with notable figures of other factions, including the President of the USA and the Chinese Premier, to play chess. This rumor has never been substantiated.
An army led by Prince Afzal gains a massive bonus to rolls against command rating.
---
...anyway.
Let's talk about armor, shall we?
Russian heavy armor: the front-line vehicles of the Russian army are among the more common ones in the game, as Iran, the Kingdom and the Alliance also use the same models. While they lack the speed and precision of NATO- and Israeli-made tanks, they are solidly built, mechanically simple and easily repaired in the field. Unfortunately for customers of Russian merchandise, though, the Russians keep their best heavy tanks for themselves.
NATO heavy armor: expensive, fast, and decently well-armored. While the basic hull is not as tough as that of the Russian heavy tanks, it may take a wider range of upgrades, including bolt-on armor.
In style, NATO and Russian light armor is similar, although in this case it is the NATO light cavalry vehicle that is tougher and more heavily armed by default and the Russian light cavalry vehicle which has the broader range of upgrades.
Israeli heavy armor: the basic Israeli heavy tank is solidly built, terrifyingly fast, has few weak points, and has the best tank FCS in the game - allowing it to fire on moving aircraft without penalty. However, it is extremely expensive and has a limited range of upgrades (although these do include a range of ammunition types and a defensive weapon capable of shooting down incoming projectiles).
Israel has no light cavalry vehicles in the same range as NATO or Russian light cav, relying instead on old-fashioned, purpose-built battle-taxis. However, the Israelis and NATO share a scout-armor vehicle that can mount a tank-killing gun turret but still remains significantly faster.
The fastest cavalry vehicle, however, belongs to the Kingdom. In the same armor class as the scout-tank described above, but open-topped (and therefore more vulnerable), the Kingdom has up-armored heavy pickup trucks and bolted heavy weapon mounts in the beds to make "technicals". While it may take no FCS, and therefore suffers from poor fire control as well as poor armor, it has quite a wide range of weapons that can be attached to it - including light machine guns, heavy machine guns and rapid-fire cannons (which double as anti-aircraft guns), or even a crew-served recoilless rifle. In addition, up to ten passengers may ride in the back (eight, in case of the recoilless rifle), and may fire their weapons at any target they can see. It is the standard armored support for Martyr's Brigades, as it is inexpensive and can be made out of any suitable vehicle and some scrap metal. Technicals may enter play through infiltration.
New rule: if a vehicle has external weapon mounts, crew, or even passengers, these may be targeted with a -4 modifier to BS. However, it must be declared before rolling to hit. A miss with any non-barrage weapon means that the shot has flown off over the horizon.
However, if a vehicle that is open-topped takes damage, the attacker may choose to re-roll for the result; that said, he MUST abide by the second roll, even if it ends up being less damage than the first.
Also, open-topped vehicles may never ignore attacks based on poor AP characteristics. Instead of the to-wound roll being modified by (Strength - Resilience) and (AP - AV), it is only modified by (Strength - Resilience).
Serious advice here: never use technicals when your enemy has heavy firepower pointed at you. The damn things are AV 10, and a couple of bursts from a heavy machine gun will wreck them.
Oh, right, and let's talk about infantry platoons, now.
---
The basic organization is as follows: five or six men is a section; ten to twelve is a squad; twenty to twenty-five is a platoon; three to five platoons is a company.
The typical NATO squad is armed with assault rifles, which are "rapid fire 3:1", so they allow three attacks per turn at short range, one attack per turn at long range. One member of the squad may carry either a long rifle (rapid fire 1:1 - the bearer may only fire once per turn, once at long range or once at short range, but he hits much harder) or an automatic rifle (assault 4, but only useful at short or medium range).
For additional points, they may choose to have a light machine gun. This is a crew-served weapon requiring two people to operate; it hits as hard as the long rifle, although at shorter range, and at a much higher rate of fire (heavy 4). Because it is too complicated for one person to use alone, the squad may not fire the LMG if it has moved; furthermore, firing the LMG sacrifices the rifle fire not only of the LMG gunner, but also of one other trooper, who should be considered to be his loader.
A heavy machine gun is essentially the same as a light machine gun, but hits much harder, ignores all but the heaviest infantry armor (it's AP 6), has a longer effective range, and requires three people to operate it instead of two. Furthermore, the gunner may never fire a rifle; consider him to be armed only with a personal weapon (e.g., sidearm or submachine gun).
Please note that vehicle-mounted machine guns may be fired by one person, as they do not require any form of setup. Heavy armored vehicles often have one heavy machine gun mounted coaxial to the main ordnance weapon, plus a light machine gun mounted at one of the hatches; this allows the commander of the vehicle to track and fire at lightly-armored targets independently of the gunner.
Next journal: support vehicles and air power.
An army led by Prince Afzal gains a massive bonus to rolls against command rating.
---
...anyway.
Let's talk about armor, shall we?
Russian heavy armor: the front-line vehicles of the Russian army are among the more common ones in the game, as Iran, the Kingdom and the Alliance also use the same models. While they lack the speed and precision of NATO- and Israeli-made tanks, they are solidly built, mechanically simple and easily repaired in the field. Unfortunately for customers of Russian merchandise, though, the Russians keep their best heavy tanks for themselves.
NATO heavy armor: expensive, fast, and decently well-armored. While the basic hull is not as tough as that of the Russian heavy tanks, it may take a wider range of upgrades, including bolt-on armor.
In style, NATO and Russian light armor is similar, although in this case it is the NATO light cavalry vehicle that is tougher and more heavily armed by default and the Russian light cavalry vehicle which has the broader range of upgrades.
Israeli heavy armor: the basic Israeli heavy tank is solidly built, terrifyingly fast, has few weak points, and has the best tank FCS in the game - allowing it to fire on moving aircraft without penalty. However, it is extremely expensive and has a limited range of upgrades (although these do include a range of ammunition types and a defensive weapon capable of shooting down incoming projectiles).
Israel has no light cavalry vehicles in the same range as NATO or Russian light cav, relying instead on old-fashioned, purpose-built battle-taxis. However, the Israelis and NATO share a scout-armor vehicle that can mount a tank-killing gun turret but still remains significantly faster.
The fastest cavalry vehicle, however, belongs to the Kingdom. In the same armor class as the scout-tank described above, but open-topped (and therefore more vulnerable), the Kingdom has up-armored heavy pickup trucks and bolted heavy weapon mounts in the beds to make "technicals". While it may take no FCS, and therefore suffers from poor fire control as well as poor armor, it has quite a wide range of weapons that can be attached to it - including light machine guns, heavy machine guns and rapid-fire cannons (which double as anti-aircraft guns), or even a crew-served recoilless rifle. In addition, up to ten passengers may ride in the back (eight, in case of the recoilless rifle), and may fire their weapons at any target they can see. It is the standard armored support for Martyr's Brigades, as it is inexpensive and can be made out of any suitable vehicle and some scrap metal. Technicals may enter play through infiltration.
New rule: if a vehicle has external weapon mounts, crew, or even passengers, these may be targeted with a -4 modifier to BS. However, it must be declared before rolling to hit. A miss with any non-barrage weapon means that the shot has flown off over the horizon.
However, if a vehicle that is open-topped takes damage, the attacker may choose to re-roll for the result; that said, he MUST abide by the second roll, even if it ends up being less damage than the first.
Also, open-topped vehicles may never ignore attacks based on poor AP characteristics. Instead of the to-wound roll being modified by (Strength - Resilience) and (AP - AV), it is only modified by (Strength - Resilience).
Serious advice here: never use technicals when your enemy has heavy firepower pointed at you. The damn things are AV 10, and a couple of bursts from a heavy machine gun will wreck them.
Oh, right, and let's talk about infantry platoons, now.
---
The basic organization is as follows: five or six men is a section; ten to twelve is a squad; twenty to twenty-five is a platoon; three to five platoons is a company.
The typical NATO squad is armed with assault rifles, which are "rapid fire 3:1", so they allow three attacks per turn at short range, one attack per turn at long range. One member of the squad may carry either a long rifle (rapid fire 1:1 - the bearer may only fire once per turn, once at long range or once at short range, but he hits much harder) or an automatic rifle (assault 4, but only useful at short or medium range).
For additional points, they may choose to have a light machine gun. This is a crew-served weapon requiring two people to operate; it hits as hard as the long rifle, although at shorter range, and at a much higher rate of fire (heavy 4). Because it is too complicated for one person to use alone, the squad may not fire the LMG if it has moved; furthermore, firing the LMG sacrifices the rifle fire not only of the LMG gunner, but also of one other trooper, who should be considered to be his loader.
A heavy machine gun is essentially the same as a light machine gun, but hits much harder, ignores all but the heaviest infantry armor (it's AP 6), has a longer effective range, and requires three people to operate it instead of two. Furthermore, the gunner may never fire a rifle; consider him to be armed only with a personal weapon (e.g., sidearm or submachine gun).
Please note that vehicle-mounted machine guns may be fired by one person, as they do not require any form of setup. Heavy armored vehicles often have one heavy machine gun mounted coaxial to the main ordnance weapon, plus a light machine gun mounted at one of the hatches; this allows the commander of the vehicle to track and fire at lightly-armored targets independently of the gunner.
Next journal: support vehicles and air power.
DireWolf505
~direwolf505
Hmmm, sounds interesting.
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