Apocolocyntosis wrote:
Very interesting – could you share the stats for some sample units and how formations organisation was decided?
Hey Apoc,
I am generally constructing units based on the assumption I'll be using this stuff for large, scenario-based games. So, the stats are more complicated/nuanced and the formations are mostly company sized. For example, the soviet stuff is all 10 tanks/IFVs/APCs. Mechanized infantry would be 10 BMP/BTR + 10 infantry squads (all transports are transport 1 because I have limited models and the BMPs at least are a tight fit). For the scouts, I basically split the scout car company down the middle and made it two activations because they would be flexible like that.
On the NATO side, companies are generally on the 14-17 unit size, and I'm playing around with more flexible "battlegroup" or combat team (think team yankee) builds. The German FMs you see in the pics (e.g. 4 Leo IIs, 8 Marder IFV, 8 inf; 8 jagdpanzer kanon) were thrown together right before the game. I've been using the Fire and Fury OOBs on their website to research formations, but that's a 15mm game so I have to be careful about adhering too closely to the numbers allotted.
As for unit stats, I've added a unit class "Light armored vehicle", which represent vehicles that have lighter armor but shouldn't realistically be killed by AP fire. The Luchs, BMP, Marder, Bradley, and AMX-30 all fall into this class, for example. This means I have added an ALAV firepower value to the weapons where applicable. Also, to represent TOW, HOT, Sagger, Songster, etc. I've added a special rule "ATGW" - vehicles can only use this weapon on a sustain or overwatch.
To account for shaped charge warheads and spaced/composite armor, "H" for HEAT is added to the firepower value and "C" or "S" added to the armor value. If an "H" weapon hits a vehicle with a "C" or "S" armor save, then the armor gains reinforced.
A good unit stat example is the T-64B, which has a lot of my new special rules added:
T-64B AV 25cm Armor 4+(C) cc 6+ ff 4+
125mm/45cm AT4+; 45cm ALAV 3+; 30cm AP 5+
Or
Songster/90cm AT4+ (ATGW)(H)
You'll also notice that the weapons have variable ranges based on the target. In general, NATO tanks will have a longer range for their non-ATGW shots to account for better fire control systems. AP values for tank guns are low because infantry is quite hard to hit at range. Unless secondary weapons are really big, I've rolled them into the ff value.
Another example:
AMX-30B2 LAV 25cm 5+ cc 6+ ff 4+
105mm/45cm AT4+; 45cm ALAV 3+; 30cm AP5+
20mmCoax 30cm ALAV 5+; 15cm AP6+
This accounts for the relatively light armor of the AMX-30 (part of its charm, lol). If I was doing a '70s scenario, the 105 would have (H) next to the firepower because they didn't have a sabot round for it until the early 80s.
LeopardII AV 25cm 4+(c) cc 6+ ff 4+
120mm/60cm AT3+; 60cm ALAV 2+; 30cm AP5+
For guns like the 120, we toyed with making a -1/-2 modifier to the target's armor save, rather than going for MW. It seemed to work well in the play test. Of course there were only 4 Leo IIs in the game...