Theatre of Operations:
2nd Edition Rules Amendment

Orders and AFV Armor Penetration

by Lion's Den Wargaming


Series NO. 060397
Orders and Their Implementation

Upon the participation in recent games that require figures to adhere to orders and the processes in which those orders could be changed, has prompted the follow amendment. Orders given by a high ranking officer were to be carried out by the troops under his command. These orders were to be strictly followed until the orders were changed by the commander. With that in mind, use the following notes about orders and their implementation in larger scale 20mm battles where lots of troops are involved. It will help if there is a map of the terrain set-up on the table.

Before the game starts, the commander writes down orders for the units in his command. This could be done several ways; give orders to all units, give general orders to squad leaders and let them order the units in their squads, order units to follow the commander in a certain marching order, etc. After orders are given, play begins as normal. All units must adhere to the orders given without variance. Vehicles and troops may change course due to terrain or to seek shelter if under fire.

If the commander wishes to change orders, he must pick the unit of choice. Only one unit per turn may have their orders changed. Again as above, changing the orders of a lead tank in a squad and then allowing the lead tank to change the orders of his unit is permissible. The commander writes down the new order and then "radios" the unit of choice. The receiving unit then makes a check against his morale.

If successful, that unit may change to the new orders given. If the test fails, then the unit is either under to much stress or simply doesn't give hoot about what the commander is saying! Apply the modifiers below to the morale test to denote levels of activity in the vehicle.

ModifierCondition of Effect
+3Stationary, engine off. + l per turn vehicle stays stationary.
+ lStationary, engine running. + 1 per turn vehicle stays stationary.
-1Stationary, vehicle firing main gun.
-3Stationary, vehicle under fire.
-1Moving. +1 per turn if vehicle performs no other actions.
-2Moving, vehicle firing main gun
4Moving, vehicle under fire.
-1Orders being received from unit other than commander's, i.e. squad leaders.

Series NO. 060397
AFV Armor Penetration

These rules are designed to further enhance the outcome of hit damage on AFV's. Armor penetration is determiined as before, but now an additional dice roll is made to locate a more precise point of impact. If the attack breaches the armor value then the section of the tank that is determined by the die roll is destroyed. Internal damage is then resolved as before with a few additional results added in for effect. If however, the shot hits but does not penetrate the armor value, a die roll is made to randomize certain ill effects that might occur to the outer skin of the vehicle.

The drawing illustrates a Panther V-G tank, but it is given to show the general areas of any AFV. Hit locations are divided into four separate views; side (which could transpose to either left or right side), top, front and rear. Each view is then divided into sections that are located by the black dots with letters to identify the section. Some amount of common sense will have to be employed to resolve those gray areas that inevitably turn up every now and then.

Vehicle Views and Charts (extremely slow: 441K)

Additional Vehicle Charts

ENGINE HIT TABLE
D6Result
1Fire! Refer to fire table.
2-5Immobilized, no other effect.
6Passes through engine block; into the fuel cell. Catastrophic kill!

FIRE EFFECT TABLE
D6Result
1Fire goes out.
2-5Continues to burn.
6Fire increases. See below for additional effects.

As a vehicle burns the chance for fire to increase is considerable. For each turn the fire burns, add +1 to the roll. If the result equals 6 or higher, the fire increases. If a vehicle takes a total of three such results the fire has raged out of control and the vehicle is destroyed! A roll of a 1 always puts the fire out. If the engine is overheating treat as above. Three "strikes" on this effect result, in the engine losing coolant and grinding to a halt. This effect can be overcome by stopping the vehicle for 1 turn for each "strike" it has aginst it. Once an engine has 3 "strikes" it can not cool down.

MAIN GUN ELEVATION JAM RESULTS

When the main gun of an AFV has the elevation jammed it can only shoot at the distance with which the last shot was fired. For example, a tank that fired 50" before the gun jammed, must fire at 50" from that point forward.

WHEEL LOSS TABLE
D6Result
1Jammed! Reduce movement by 1/2 per wheel lost.
2-5Blown off.! Wheel shatters and is blown clear.
6Derails track.

TRACK HIT TABLE
D6Result
1-2Track derails. May turn 360 degrees.
3-6Track is blown into several pieces. May turn 360 degrees.

HULL TRANSMISSION EFFECTS

If the hull is breached and the transmission is hit all movement ceases. Both Driver ant Radio Operator will make saves as in the OPEN. All other crew members will make saves as in ENCLOSED cover.

CREW DAMAGE AND SAVES

If a shot penetrates a crew location, that crew member is killed. Any surviving members that are in the same compartment, turret or hull, will make saves as in OPEN cover. Crew members in adjacent compartmets make saves as in hard cover. This may be modified depending on the angle in which the round hit, such as a hit resulting in Driver taking damage would allow the Radio Operator to make a saves as in SOFT cover due to the transmusion located between them. Common sense and an agreement between players will be helpful in those funky gray areas you hear about.


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