New TCS Point Fire Table

A Proposal

by Dean N. Essig


A number of players have taken time to comment that they did not feel the current TCS Point Fire Table did justice to some tank vs. tank engagements. Some came with no more than a "Panthers are godlike" attitude and I had to dismiss their arguments as subjective. Others, however, gave a good case for a new point table which would increase the difference in probability based on the differential-in effect it would change faster as you moved away from a zero differential. Taken it its simplest form, this too would not work. The better tanks (out there at the +3 or more level) would literally wipe weak ones off the face of the earth. The problem was, in that area, that these tanks would be trading excessive armor penetration for increased hit probability, which is wrong. A more correct table would tail off rapidly in attacks at less than 0, but would maintain a slower increase on the positive side.

A second problem was that there are only so many numbers available to use on two dice and the original table was limited by them. The proposed table below uses three dice (3-18) to help with that limitation. A problem generated by this change was the various modifiers applied to the original table. Were they still valid? After some examination, I found that the differences in probability were not all that great between the two tables and only a little accuracy was sacrificed by using the existing modifiers. This effect is greatest with large modifiers-but then, I never liked they way they affected the table at the extremes anyway.

For those of you who dislike the current TCS table, use the one below and send me some feedback. If it is liked, it may be incorporated into the 3rd Edition rules.

Many thanks to those who wrote and asked about this problem- for bringing it to my attention and especially for giving alternative ideas too. Many thanks to CPT Mark Stricker and Rod Miller for their suggestions and help.

Also provided is the exact percentages of chance on which the table is based for players who might want to use percentile dice to avoid the slight probability distortions caused by the limitations imposed on the available probabilities with three dice.

Tactical Combat Series Suggested Tables:

What do YOU think?

Point Fire Table

Use modifiers from original table, roll three dice instead of two.

RangeFirer's Attack Minus Target's Defense
+5 or More+4,+3+2+1 0-1-2-3-4- 5
2 or Less68910 1112131314 15
Close9101011 1213131415 16
Nominal11121213 1314151616 18
Long13141415 1516171818 P

Roll # or more to kill (after modifiers). P means shot is incapable of effect.

Note that shots at less than -5 are automatically of no effect at any range and are not allowed. The above table has been slightly tailored ("creative rounding") to give a desired effect of limiting the effectiveness Of Poor shots at great ranges. The base probabilities are below, but have not been re-aligned as are the above. I would suggest that the above table be used or that players carefully tailor fire below to be more like the above.

Point Fire Table Probabilities (Unmodified)

RangeFirer's Attack Minus Target's Defense
+5 or More+4,+3+2+1 0-1-2-3-4- 5
2 or Less95847160 4840312416 8
Close75665647 3831251913 6
Nominal50443831 252116138 4
Long20181513 108753 2

Terrain Effects on Combat

TerrainTarget Description
Area Fire TablePoint Fire Table
Fire ModeMove Mode
(carrier mounted)
Fire Mode
(not AT gun)
Move ModeFire Mode
(AT Gun only)
OpenNE(-2)+2(NE)+2+1+1(-2)
Swamp-1(-2)NE(-l)+3+3NE(-2)
Woods/Hedge-1(-2)+1(-1)NE-1-1(-2)
Buildings-1(-2)NE(4)-1NE-1(-2)
Forest-2(-3)-1(-l)-2+2-2(-3)
City/Village-3(-4)
#-Normal
(#)-Dug in
+1(-2)
#-Normal
(#)- Suppressed
or paralyzed
-2-1-3(4)
#-Normal
(#) Dug in

More Tactical Combat Series Wargame


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