Cold War Tanker

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Cold War Tanker

By
Joe Legan
A cold war supplement for TFLs “What a Tanker”

Thomas Musco (Order #35227684)


Cold War Tanker
Joe Legan
My hats off to Nick Skinner and Richard Clarke for their innovate game; What a Tanker. It is
fast with lots of decisions and gives a feeling of tank combat. Furthermore, it is much harder to
design a simple game than a complex one. Bravo!
Over the last 5 years I have been drawn to post WW II battles so started tinkering with WaT and
Cold War Tanker was born. I have tried to introduce those things which would make the Cold
War unique, namely stabilized guns, anti-tank missiles, the lethality of infantry anti-tank
weapons as well as the nature of Warsaw Pact doctrine. I have tried to stay true to the
simplicity and fast play of WaT so we will ignore differences in different generations of
missiles, auto loading T-72 guns and ERA armor altogether. { There is an optional rule for ERA.}
I have also excluded helicopters. In playtesting it was easy enough to model the helicopters, it
was hard to have a fun game with them as they either dominated the battlefield or were
quickly shotdown by dedicated weapon systems. Perhaps a more gifted gamer will solve this
problem for us! In order to keep the number of dice thrown manageable I have concentrated
on Europe 1980-1988. To have had this continuous with 1945 would have required the Abrams
to throw over 25 dice!
With these rules you can either have a quick game of 1-2 vehicles a side or actually change it up
a bit. Since I play solitaire I will often have a combined arms game with attackers vrs defenders.
[ Like IABSM meets Wat or CoC] You can play these types of games too by adding the infantry
and platoon rules.
So, if you have ever wanted to sit in a Leopard or Chieftain and face a hoard of Russian tanks;
gentlemen, I bring you Cold War Tanker!
New Rules ( All rules for WaT apply unless modified below)
Stabilized guns Almost all Cold War armored vehicles had stabilized guns of some sort.
Unless mentioned by exception, presume a cold war vehicle has a stabilized gun. A vehicle
with a stabilized gun retains 1 aim die when moving. If they had additional aim die those are
lost.
Example Fritz McCracken is in his Leopard tank. He has 2 aim dice on a BMP. He knows the
BMP is going to fire a missile at him so he decides he better move. [ more on this later]. He
retains 1 aim die and loses 1 aim die.
The entire board is short range and “to hit” is a 6.
Anti-Tank Guided Missiles ( ATGMs) These were game changers in the technology battle of
attack verses defense. The early ones had their problems but by the late 1980’s these were
excellent weapons. During the Cold War these were not “fire and forget” however, so you still

Thomas Musco (Order #35227684)


had to guide them to the target. Spaced armor, side skirts and explosive reactive armor (ERA)
has helped level the playing field but other than side skirts these technologies were not
widespread during the cold war.
A vehicle firering an ATGM may never fire another weapon nor more than 1 missile a turn.
It takes 2 aim dice to qualify to fire an ATGM at a target. This does not give a +1 bonus; this is
just the cost of firering the missile. Also aim must be reacquired each time.
To model the difficulty in hitting the target under combat conditions all ATGMs receive a -1 “to
hit” modifier if the target is stationary [ thus needing a 7] or a -2 to hit if the target is moving.
The target can not declare it is moving after it has been fired upon. The -2 modifier is for
situations where it is obvious the target is moving. Someone will tell me you can spot a puff of
smoke from the launcher, I know. That is why I gave you a -1 to hit! Play the period not the
rules. The above modifiers are in addition to all other normal modifiers.
If an ATGM hits the front of a vehicle treat the hit as if it hit the vehicle’s side. If it hit the
vehicle’s side treat is as a rear strike. If it hit the rear concede the game and start again. [ If you
really want to model ERA and side skirts ignore this rule for ATGM hits.]

Infantry I am actually loath to include infantry into the system as they complicate matters but
there is no denying that any Cold War Tanker is going to have to deal with them at some point.
The lethality that infantry units pose to armor during the cold war is serious and needs to be
taken into account. Rules for infantry are as follows:

The basic infantry unit is either the squad or a specific anti tank team. They function as a tank
in terms of dice and what they mean except as follows. They move 1D6 instead of 2D6 for each
move dice used and can use a maximum of 2 move dice per turn. They spot 360 degrees and
still must aim and acquire targets per the rules. They are considered to have the “low
silhouette” characteristic. Their defensive dice is dictated by the terrain they occupy; open
terrain earning 4 dice, soft cover [ trees and such] 6 dice, hard cover [ regular buildings] 9 dice
and very hard cover [ bunkers, lard island ect] 12 dice. Their strike dice for vehicles [ which is
why they are on the board!] is dependent on their weapons. If they have a ATGM use stats for
that. If they are using Light Anti Tank (LAWs) weapons these have a range of 12 inches and
strike with 10 dice. If LAWs hit they get the same bonus as ATGMs regarding treating front hits
as side shots ect like ATGMs. They have to re aim just like ATGMs after every shot. Their “to
hit” dice is 6 due to the close range of these weapons. After every shot of LAWs the squad rolls
a D6. On a “1-2” they have run out of LAWs. This obviously may be modified by the scenario.
Example Tommy Atkins squad is in the woods and a BDRM scout car is poking around. He
orders his mate to take a shot with a LAW as the car is within 12 inches. The squad will roll
there 6 dice like any other tank. He will need a “2” to acquire the BDRM, a “3” to aim and a “4”
to fire. He gets a 2,3,4 and 5!. He will need a “7” to hit as the base is 6 but the BDRM is a

Thomas Musco (Order #35227684)


“small” target which is +1. He hits the BDRM. The strike will be considered a side strike hitting
on 4,5 and 6 even though it struck the front of the armored car. After he has fired he rolls
another die to see if anyone can find another LAW. A “4” result means they have at least one
more. He can apply his “5” command die to “reload” the squad.
Infantry Fighting Vehicles Infantry fighting vehicles are an outgrowth of the armored infantry of
WW II. These vehicles are organic partners with the infantry squad. More then battlefield
taxis, they are expected to support the squad and take the battle to the enemy. That said, their
job is to support the squad and not run around as a separate rogue vehicle. The following rules
simulate this close relationship. Infantry can disembark at the end of the IFV’s movement. It is
placed next to the vehicle and will not activate until next turn. Infantry can embark by moving
within 2 inches of a IFV. On a turn with both a squad and its IFV active the player will roll one
initiative die. When activated either the squad or IFV will have 6 command die, the other will
only get 4 at the owner’s discretion. The IFV should never be more than 12 inches away from
the squad. If the squad is destroyed the IFV command die is reduced to 4 for the remainder of
the game.

Anti personnel fire from vehicles. Fire from vehicles with guns larger than 57mm and all
missiles are handled as in normal WaT with three differences. First, all hits are permanent
representing losses in the squad. Second, any loses result in the “pinning” of the squad for the
duration of the turn. A “pinned” squad may move to cover but may take no other action that
turn. Pinned status is removed at the end of the turn. Lastly while the vehicle still needs to
acquire [ don’t forget infantry are low silhouette] and aim they do not need to roll “to hit” if the
target is a squad. For our terms we assume the shell lands close enough to do damage as we
are not firering at a discreate vehicle. If you are firering at a weapons team such as a ATGM
team you will have to roll “to hit”.
Weapons 57mm and below are modified slightly as these are more effective in the anti-
personnel role than the anti tank role. Each weapon adds 2 dice to its strike total and treats
shots as side shots against infantry hitting on 4-6 instead of just 5,6.
Example Boris Ironbottom is in a second BDRM when his partner goes up on a flash. The flash
coming from a copse of trees to the left. He buttons up, rotates his vehicle and fires his heavy
machine gun at the shadowy figures in the trees. His strike is 1 but he gets +2 as his MG is
made for this sort of thing. He will roll 3 strike dice hitting on 4+ verses an armor of 6 for the
british infantry who are in soft cover.
Infantry verses Infantry fire Ideally this would not happen as this is a game about armored
combat but we need rules for it. There is a quick method and a not quick method presented.
Quick method-- Infantry have an anti personnel range of 12 inches. Once infantry come into
range of each other they “shoot” at each other for 2 turns. During this time they can still fire
LAWs at vehicles. On the second turn infantry combat is resolved as follows. Each side rolls
2d6 modified by

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Cover status of each unit open 0 soft +1 hard +2 V Hard +3
Weapon team only – 3 [ verses a squad]
Training status Green -1 average 0 Veteran +1

+1 for each vehicle that is targeting the infantry squad this turn. [ do not resolve any further
shots at the squad this turn. It is rolled into this. +1 for vehicles that have fired this turn
though.]

+2 for additional squads targeting the target squad.


Compare both sides modifiers to get the final modifier and both sides roll the dice. The
difference in the totals is the number of “hits” the losing squad has taken. These hits are
permanent if they are less than 3. In addition, any “5s or “6s” that the losing side rolls count as
permanent hits against the winning sides infantry.

Example Cowboy Joe is hunkered down in a building attacked by a whole Soviet infantry
platoon. His Bradley is providing covering fire to try to keep Ivan at bay. On the turn of contact
he fires a Law at one of the BMPs and destroys it. On the second turn when the first unit
involved in this fight is activated we will go through the sequence to see who wins. Cowboy has
the following modifiers: +2 for the building and +1 for the Bradley for a +3 total. The Russians
get: +1 as all squads are in soft cover, + 4 for the 2 extra squads and +2 for the 2 extra BMPs.
Thus the Russians have a +7 modifier vice +3 for the US giving the Russians a +4 modifier for
their opposed dice roll. If each side rolls a 7 then it is good bye Cowboy Joe! If the Russians had
rolled a “6” modified to a 10 but the US had rolled a “5” and “3” equaling “8” the US would have
taken 2 permanent hits and the Russians would have taken 1 hit due to the “5” the US rolled.

While seeming complex the quick way of resolving infantry combat speeds play and keeps the
emphasis on tank combat. It is my recommended option.

The Not Quick Way of infantry verses infantry combat. Infantry still have an anti-personel
range of 12 inches. They fire just like they were shooting at anything else except they do not
need to roll “to hit.” Their attack strength is 6 and they attack as if they were firering into the
flank hitting on a 4-6. The target infantry defense is based on their terrain as above and all hits
are permanent. The attacking unit will need to acquire, aim fire and reload. You can fire at
infantry and a vehicle in the same turn using the same dice. All infantry have the rapid reload
characteristic for their anti personel weapons only. While this seems simpler then the method
described above it takes a lot longer. To use the example above, you would have to roll
individual command dice and figure out shots for 1 US infantry, 1 US Bradley, 3 different russian
squads and 2 BMPs. That is an awful lot of time and effort expended in a quick playing tank
game! If you want to do it knock yourself out but in playtesting if I have more than 2 squads on
the board total I use the quickplay method.

Thomas Musco (Order #35227684)


Warsaw Pact Doctrine During the 1980s you could read that the Warsaw Pact had anywhere
from a 5 to 1 to 20 to 1 ratio in tanks compared to NATO. So NATO needed more money to
have better equipment and training. It was the classic “quantity vrs quality” argument. Any
Cold War game has to look at this. These rules will simulate the Warsaw Pact’s lack of initiative
on the battlefield. They would also be suitable for Russian in WW II.
Initiative When rolling initiative for all units at the start of the turn do not re roll ties. NATO
units automatically win all ties and chose to go first or second.
Unbuttoned units and initiative. This rule really doesn’t belong here but it doesn’t fit anywhere
else. Situational awareness on the battlefield can not be overestimated in importance.
Depending on who you believe ( with the Israelis being the leading proponents) an unbuttoned
commander increases tank efficiency anywhere from 33- 200%. While WaT makes it easier to
acquire targets in my humble opinion it doesn’t go far enough. When checking for initiative,
any unbuttoned tank adds +1 to their die roll.
Platoon Orders When possible, with few exceptions such as recon troops, Warsaw Pact units
will function as platoons of 2-4 same or similar type vehicles. One vehicle will be designated as
the platoon leader. This unit will roll for initiative for the whole platoon. When activated, the
platoon leader will be the first unit activated. He will give “orders” to the platoon which must
be followed for the current turn. These should be simple so a Russian peasant or English Lardie
can understand. “ Engage Middle Tank.” “Move around house.” You could stretch it too,
Engage middle tank and move around trees.” All units in the platoon must attempt to follow
these orders. He may roll his command dice before issuing orders. To help his charges he may
take one of his command die that is not a “6”, even if he used it that turn, and substitute it in
for each of his followers as one of their command dice. This decision must be made before
their command dice are rolled.
Example Lt Lardinski of the DDR has the following forces; 2 T-55s, 1 T-72, 2 BMPs, 2 BDRMs, 1
SA-9 and a Strum ATGM. He forms 1 tank platoon with the 2 t-55s + T-72, 1 BMP platoon, and
the other 4 vehicles will be independent because recon vehicles are always independent and the
last two are not similar in function. Lt Lardinski takes the T-72 for himself as he is hoping to
survive the upcoming clash. He sees some chieftains and wants to move towards some rocky
ground and fire on the way. He rolls his 6 command dice and gets, 1,1,2,3,5,6. With that roll he
can accomplish both by converting the 6 into a 4. He has 2 ones and wants to use both. He
issues, “ Platoon, move towards the rocks off to our left and engage the left most chieftain. He
decides to donate a “1” to each of his mates so at least they are guaranteed to move this turn.
He fires, misses and moves. The first T-55 will now roll 5 command dice and add the “1” die as
the sixth. It must attempt to fire at the leftmost chieftain and move towards the rocks. If he
blows up the Chieftain the 3rd tank will just move towards the rocks. This is because the firering
is assumed to be occurring almost simultaneously.

Thomas Musco (Order #35227684)


The only time a unit can break platoon orders is if it has been fired upon by a different unit. It is
then free to engage that unit and maneuver against that unit only. Afterwards it must re join
the platoon. If the platoon leader is destroyed. The rest of the platoon acts independently for
the next turn at a -2 command dice penalty. On the following turn designate a new platoon
leader.

That is it for rules. As we introduce the vehicles we will need characteristics for wheeled
vehicles. These are also suitable for WW II
Wheeled Vehicles When rolling dice for movement on roads they roll 3D6 instead of 2D6.
When entering rough they roll 1D6 instead of 2D6. They may not cross walls, trenches or enter
houses.
Here is what you all are waiting for; vehicle stats! I used 4 sources for the vehicle stats
primarily; Avalon Hill’s board game MBT by Jim Day, Osprey’s Force on Force supplement Cold
War Gone Hot, the ever present Wikipedia and Quora. The stats reflect my bias in that “what
can be seen can be killed.” The exceptions being the “latest” 1987ish NATO MBTs with
composite armor. If you disagree lower their armor by 1 or 2. [ though there has still never
been an Abrams tank destroyed by another armored vehicle that resulted in casualties to the
crew.] If you think sloping the Russian armor will work better than I think raise their armor by
1. ERA did ( and does) restore the balance somewhat but was pretty rare during the period
covered in the game. [ It was relatively common for the T-80.] Plus you then have to use an
optional rule which makes the game more complicated. Easier to give the Soviets more tanks
which was their solution to the problem. Which brings us to point values. The point values are
my best guesses and I have not playtested all the vehicles on the list extensively. I figured
better to give players stats so they could get their toys on the table. You may have to tweak the
points.
NATO Vehicles

US Vehicles

Vehicle name Armor Strike Features and Notes Points


Jeep with Tow Missile 1 15 Small, Fast, Wheeled, ATGM 8
Humvee w Tow Missile 1 15 Small, Fast, Wheeled, ATGM 8
M113 APC 2 1 HMG, Carries 1 squad 6
M 901 ITV 2 15 ATGM 9
M2/3 Bradley 3 5 (15) 25mm gun rapid fire, ATGM, 1 squad 14
LAV-25 3 6 Rapid fire, wheeled 8
M60A3 Patton 10 15 24
M1 Abrams 12 15 27
IPM1 Abrams 13 15 30

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M1A1 Abrams 14 17 Iron Fist 37

United Kingdom Vehicles

Vehicle name armor Strike Feature and Notes Points

Fox 3 5 Small, Rapid fire, wheeled, fast 7


Saxon 3 1 Carries 1 squad 7
Striker 3 15 ATGM 10
Warrior 3 5 Rapid fire,Carries 1 squad 9
Chieftain 10 15 Treat inf in building as rear target 24
Challenger 14 17 Due to HESH rounds 35

West German Vehicles

Vehicle Name Armor Strike Features and Notes Points

Luchs 3 4 Rapid fire, fast, wheeled 6


Marder 3 4 (13) 20mm gun rapid fire, ATGM, 1 squad 11
Jaguar 1 3 15 Low Silhouette, TD, ATGM 12
Jaguar 2 4 15 Low Silhouette, TD, ATGM 14
JadgPanzer 3 8 Low Silhouette, TD, 9
FlakPanzer 6 5 Rapid fire 9
M48 Patton 7 13 18
Leopard 1 10 14 21
Leopard 2 14 17 34

French Vehicles

Vehicle Name Armor Strike Features and notes Points


EBR-90 AC 3 6 Wheeled, small 8
AMX VCI 3 1 Carries squad, wheeled 7
AMX 10P 3 4 20mm gun rapid fire, wheeled,1 squad 8
AMX w TOW 3 13 Wheeled, ATGM 8
AMX-30B2 9 13 18

Thomas Musco (Order #35227684)


Warsaw Pact Vehicles

Note Points are for the platoon leader ( points are for rest of platoon if using platoon rules)

Vehicle Name Armor Strike Features and Notes Points


BRDM-2 2 1 Wheeled, rapid, small 3
BRDM-AT 2 11 Wheeled, rapid, small, ATGM x8 7 (5)
BMP-1 3 5 (11) ATGM, carries 1 squad, low silhouette 10 (8)
BMP-2 3 4 (13) gun rapid fire, ATGM, 1 squad, low silhouette 12 (10)
Sturm 2 11 or 13 Sagger (11) newer (13),TD 7 or 9
BTR-60/70 2 1 Wheeled, carries 1 squad 5 (3)
PT-76 3 6 8
ZSU AA 3 5 Unbuttoned, rapid fire 9 (7)
T-55A 7 12 12 (10)
T-55 AM 8 12 A bit of a gift! 13 (11)
T-62M 8 13 (13) ATGM through gun tube 14 (12)
T-72A 11 15 (13) ATGM through gun tube 21 (19)
T-80 12 15 (15) ATGM through gun tube 23 (21)

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