A number of units have an ATGM on the vehicle which can be fired mounted or dismounted and carried by an infantry team. While many units can do this I suggest that it is restricted to those units who did this as doctrine, for example German Marders and Canadian M150 TOWs. I would suggest that the following rule for Seven Days to the River Rhine be used to reflect this. Dismount ATGM
The ATGM may be dismounted as if it were embarked, becoming the equivalent type of support stand and the carrier remains the same but does not generate a command point (in other words it becomes an APC with the same statistics but no ATGM attack). To remount the unit acts in the same way as a transport embarking infantry. If the mounted unit has morale markers these are duplicated on the dismounting team. If a team embarks with morale tokens then the higher of the two is used for the recombined unit.
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As part of my work looking at reviewing Twilight 2000 (Alpha edition) I'm now looking at equipment. While I was looking at the weapons I had a thought regarding ATGMs. Currently they hit instantly which is a little unrealistic. My proposed rule is: ATGMs are fired as normal but no roll to hit is made. Until the same count on the next round the missile is in flight. If the missile is not fire and forget it will automatically miss if the firer becomes suppressed. If this does not happen the roll to hit is made as a slow action for the firer (borrowing from their next action if initiative has changed and they have not acted). If the firer acts before the impact they must save their full turn to use when the correct count is reached). The modifiers are based on the state of the target at the point of impact not when firing. Simple and reflects ATGMs better. Design notes: * I considered using different flight times but this felt over complicated. * Using the same count not the firer's next action stops the issue of swapping initiative to game the flight time. Feedback welcome. |
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