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Cold War Tanker
Cold War Tanker
Cold War Tanker
By
Joe Legan
A cold war supplement for TFLs “What a Tanker”
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
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
+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.]
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.
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
French Vehicles
Note Points are for the platoon leader ( points are for rest of platoon if using platoon rules)