Seek rules ideas to customize N. Africa battles
#1
Posted 16 February 2009 - 03:54 AM
#2
Posted 16 February 2009 - 02:27 PM
#3
Posted 17 February 2009 - 08:46 AM
#4
Posted 09 March 2009 - 06:42 AM
#5
Posted 09 March 2009 - 08:17 AM
It was indeed true that many AT guns could fire faster than an equivelant gun in a tank turret.There are many contributing factors to the effective rate of fire of a gun. One is the physical space available to the crew. Turrets are cramped vs. an AT gun's open environment. Another is access to the ammunition. French tanks in particular carried their ammunition in the hull, and so to reload one needed to duck down out of the turret to fetch a round. Also there is the question of the number of crew. Guns often had multiple ammunition handlers to feed rounds to the gun -- German 88s often had six or eight ammunition handlers on their crews, and were known to fire as many as 20 aimed rounds per minute in action! Few tanks had more than one loader, and some had no dedicated loader at all, but required loading as double-duty to either the commander or the gunner. Then again the French tanks had the poor turret crewman doing triple duty as commander, loader AND gunner, and then made him duck down out of the turret to fetch a round!But there is one more factor that also should be taken into consideration -- recoil forces and their effects on the firing platform. The recoil forces of a 50mm high-powered cartridge do not affect a 20 ton Pz III nearly as much as a .8 ton Pak38. And so even though the crew can feed rounds into the Pak faster, the gunner may or may not be able to get his gun on-target and take another aimed shot much faster. Sometimes the gun would even need to be man-handled back into position after jumping back to the point that it no longer bore on target. Again, here the 88, with its massive and heavy cruciform platform had a real advantage, as it (and most Flak guns) was very stable.AT guns that jumped around a lot on firing, from references I have seen, included the Pak 38, Pak 97/38, and Pak 40 for the Germans. The French 47mm APX Mle 37 was also quite a jumper, so also the US 3-inch and 57mm AT guns, as was the British 6 pdr and the 17 pdrs on the 25 pdr carriage. The 2 pdr was reputedly quite stable, and could maintain an impressive rate of aimed fire.Against this there are tanks that had enough room in the turrets, and tanks that lacked space, or lacked crewmen. I don't speak for the Mein Panzer team, but it appears to me these factors are balanced out in the Mein Panzer rules and equipment data. So for example the German Pak 40 has ROF of 2, while the Pz IV G or H have ROF of only 1. The Pak 40 was known to jump around a bit, but these tanks were known to be particularly cramped in their turrets. One may also look at the T-34 vs. the ZiS-3 76.2mm gun, or any of several other examples. One may agree or disagree with any one weapon's stats. But the MP team seems to have modeled the effects into the game.All IMHO.-Mark 1I've seen some sentiment that an AT gun, such as the German Pak 38 50mm, in practice could fire rounds much faster than the same weapon in a 3-man turret. Another rule set implements this by giving the gun twice the fire rate as the turret-mounted weapon.
#6
Posted 09 March 2009 - 08:33 AM
#7
Posted 10 March 2009 - 02:18 AM
#8
Posted 10 March 2009 - 03:06 AM
#9
Posted 10 March 2009 - 07:53 AM
#10
Posted 10 March 2009 - 03:25 PM
#11
Posted 11 March 2009 - 12:18 AM
This is not quite true, at least for ROF guns. The intention of this rule was for ROF guns firing at the same target over the course of multiple turns. A ROF gun of 2+ may use this modifier since it is firing at the same target - moving or not; a bonus for predominantly AT guns. That is how Jon the original designer has played it in the past, anyways. Also, this could be one of your rules mods - consecutive fire bonus for moving targets.As an aside on decreasing game turn time: Include a line for each vehicle tha has the adjusted OM1/2 values for range and the adjusted AP Values for range. This will require less time finding the values on the chart. Gregory has posted a Word version of a player sheet that hasthese lines on it - just fill in the values. I used it at the last few convention games and it was faster and the players loved it. Also, get the easy-vis reference card as this will help also as it makes finding tables easier since the print is bigger for us older folk. ;) The key to fast turns is familiarity with the basic rules and having players capable of completing their shots without help.I think you are considering consecutive fire wrong. The rules say that both the attacker and target must be stationary to get the consecutive fire. The tanks are still advancing here. Even the second shot of a ROF > 1 would still be on a moving tank.
#12
Posted 11 March 2009 - 09:18 AM
Bob and I disagree notoriously on this point, as I did with Jon. I agree with your interpretation, that a new solution needs to be made each time the gun is "fired," taking note of the fact that a RoF=1 actually is about 1-8 rounds down range per minute.This is not quite true, at least for ROF guns. The intention of this rule was for ROF guns firing at the same target over the course of multiple turns. A ROF gun of 2+ may use this modifier since it is firing at the same target - moving or not; a bonus for predominantly AT guns. That is how Jon the original designer has played it in the past, anyways. Also, this could be one of your rules mods - consecutive fire bonus for moving targets.I think you are considering consecutive fire wrong. The rules say that both the attacker and target must be stationary to get the consecutive fire. The tanks are still advancing here. Even the second shot of a ROF > 1 would still be on a moving tank.
It does save an awful lot of time, and the players get the hang of the game faster.Cheers,GregoryAs an aside on decreasing game turn time: Include a line for each vehicle that has the adjusted OM1/2 values for range and the adjusted AP Values for range. This will require less time finding the values on the chart. Gregory has posted a Word version of a player sheet that has these lines on it - just fill in the values. I used it at the last few convention games and it was faster and the players loved it. Also, get the easy-vis reference card as this will help also as it makes finding tables easier since the print is bigger for us older folk. ;) The key to fast turns is familiarity with the basic rules and having players capable of completing their shots without help.
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