WAT (and some unrelated bits at the end)

Well, a week late, but Lucius and I managed to get a few games in of What A Tanker (WAT), by TFL. We were using my rule modifications for activations and really trying to see if we could make it work, so sadly there are few pictures as we were focusing on seeing how these rules played. Next time I’ll get a better narrative battle done. Please note that I’ve put our final version of our house rules later in this post.

The rest of the TFL’s rulesets are all about leadership as a resource. In Chain of Command, for instance, you need to use your activations wisely IOT win a game. In WAT, with the rules as written, it’s a crap shoot. In earlier games we played, we both had tanks that could do everything but fire. This got frustrating and wasn’t realistic. It was good for a silly game, but we wanted something more as the rest of the rules are robust and interesting. Using a 2d6 activation system to generate activations, this problem is solved. You get limited generic activations and 2d6 is a very easy to do math for.

With these modifications you can chose to reload where you stand (and risk being shot), or to jockey back and then reload to re-engage or re-deploy (which is, incidentally, what real tanks do). You really need to think about what you are doing and what your enemy is doing. This makes the use of terrain, cover, fire and movement as a team with other tanks, etc, more important.

The battlefield. Once again, the Cigar Box mat looks great in real life, but photographs as much muddier in colour

We played a game of 3 tanks on 3 as our first test run. I used 2 x T34/85s and 1 x IS-2. Lucius had a Firefly (captured?), a Tiger, and a Panther G. I was able to take the Tiger out with my IS-2 early on.

Tiger looks to dominate a wide field of fire. But wait…
Look closer – in red is my IS-2 lining up a kill

Lucius managed to turn my flank with his fast moving Panther on my right and destroy one of my T-34s by sandwiching it between his Firefly and Panther. I did get a chance to ram the Firefly before that tank died at least.

My other tanks moved into position and flanked the remaining German tanks. Their better positioning, and having less damage, meant that  I was able to knock out the other tanks after a bit of terrible shooting (missing 2 of 3 shots at point blank range with my IS-2). IS-2s are beasts, and the “fast” rule for T-34/85s give them real options on the field with their good strike and armour. I really enjoyed playing them. I think my Soviets will grace the table more often.

After that fight, Lucius and I tried some Tiger on IS-2 action as they are equal point cost in the book. It was fast and furious and the rules seem to stand up to initial scrutiny. I think that these modifications will stand as our go-to for armoured combat for the time being.

SPQVI’s Rule Modifications for WAT

Initiative

Unchanged. Note that activation dice can affect initiative in the following round.

Activation

Instead of rolling Command Dice, roll 2d6 with modifiers and compare the total to the following table:

Modified Roll          Result
2                                   1 action, -1 to next round initiative
7                                   2 actions
10                                 3 actions
12                                 3 actions, +1 to next round initiative

*On a natural 11-12, you gain a wild die. Wild dice no longer shift actions or add actions, but otherwise are unchanged. This means wild dice can still be used to remove temporary damage or to add to aiming/shooting.

Modifiers

+1: experienced
+2: veteran
+3: ace
-1: per point of damage incurred
-1: 2 man turret
-1: conscript
-2: 1 man turret

A conscript T-26 would have a -3, while a veteran Pz IV would have a +2 to die rolls until damaged.

All actions cost the same

This means that if you get 2 actions, you can move and reload. Or aim and acquire. Up to you. This will force you to use real tactics. Don’t remain in the open too long or you will be shot.

Damage

Determining damage is unchanged. Instead of losing Command dice, you suffer -1 to your activation roll for every Command dice you would have lost.

At a total modifier of -5 (including your training/tank layout) your crew bails. A poorly designed but tough tank may be hard to knock out, but easier to force the crew out.

In practice, with a -4 modifier, a tank will rarely get 2 actions (needing to roll an 11 or better on 2d6), so going below -5 would mean an average tank would not only take more damage than in the standard rules it simply would not be activate very much and  you’d never get anything done. 

Ramming

2 full move activations are required to ram (down from 3 Drive dice). These activations must include 2 dice of movement between the activations. So pivot, move, move, ram, is allowed.

Fast

Add 2″ to your movement roll (not to individual dice).

Slow

Subtract 2″ from your total movement roll (not to individual dice).

So there they are. They worked well enough for us, and if you have any comments, questions, or quibbles, please comment or email. I’d love to hear what others think of these changes.

In Other News (the promised unrelated bits at the end)

My free BP2 figure has been painted up by Lucius. Once again he did a wonderful job. This officer may find himself fighting alongside a landing party in Sharp Practice in the future.

The Lucky RN officer himself

I’ve slowly moved ahead on my wire fencing while getting other small bits ready for Arnhem.

My first batch of fencing is built, undercoated with burnt umber, and had the initial flock applied

As you can see, the ground has been painted and the first flocking is done. I’ll be gluing in the wires next, and then finishing the bases. I’m pretty happy with how they’re looking.

The first batch getting ready for me to finish them

The hedges are made from some craft supply wreath material that comes in sheets. I cut strips, folded them in half and then glued them to a balsa base. I think they work pretty well, especially considering the limited time and effort involved.

Once this fencing is done, I’ll be painting up some buildings and making some scatter terrain and tree bases. Then, once our troops are all painted, we’ll be ready to play the Arnhem campaign (finally). The good news is that once we have our forces and terrain ready, prepping for future campaigns will be so much easier.

 

 

WAT – Thoughts

Earlier, I had put forward some thoughts on TFL’s What A Tanker and I’ve taken some time to develop them a little bit. Essentially, my unhappiness with the rules centres around the luck and lack of skill required. The rest of the TFL’s rulesets are all about making command decisions, not luck. In order to improve the rules and really bring out the goodness in them, I’ve adopted a 2d6 concept as the math is simple and elegant. So here are my thoughts (you will likely see them in action this week):

Initiative is unchanged. On your initiative, you roll 2d6 plus/minus modifiers.

Modified Roll          Result
2                                   1 action, -1 to next round initiative
7                                   2 actions
10                                 3 actions
12                                 3 actions, +1 to next round initiative

*On a natural 11-12, you gain a wild die. Wild dice no longer shift actions or add actions, but otherwise are unchanged.

Modifiers

+1: experienced
+2: veteran
+3: ace
-1: per point of damage incurred
-1: 2 man turret
-1: conscript
-2: 1 man turret

A conscript T-26 would have a -3, while a veteran Pz IV would have a +2.

All actions cost the same

This means that if you get 2 actions, you can move and reload. Or aim and acquire. Up to you.

Damage

Instead of losing CoC dice, you suffer -1 to your activation roll.
At a total modifier of -5 (including your training/tank layout) your crew bails. A poorly designed but tough tank may be hard to knock out, but easier to force the crew out.

Each tank card/sheet, will have a slider for activation modifiers vs Chain of Command dice.

That’s it! I think it’s a simple but effective mod to make WAT so much better. These changes should make the early war combat a bit more compelling as the Germans will be able to out-do the tougher French tanks much more easily, but the Germans will also suffer when up against better trained or combat experienced units.

As always, thoughts are welcome!

Wednesday War – What A Tanker AAR and Review

Lucius and I tried our hand with TFL’s “What A Tanker” ruleset.

The rules looked good and fun, so we grabbed some 15mm armour, threw some basic terrain down and worked our way through two fights.

For the first one, we thought we’d be smart and use cm instead of inches to make best use of the table area. This was a mistake. It was really hard to move into or out of cover.

Nonetheless, I took a troop of Shermans (1 Firefly and 3 Mark Vs) and Lucius threw 2 Pz IVs and 1 Panther up against me.

Ready for action

The Firefly charged bravely out from cover to shoot the Panther… but didn’t get enough movement. The Panther responded, moved into the clear and brewed up the Firefly.

Big Cat charges forward and kills my Firefly…

Oh. My Sherman on the left moved up and missed, while the Pz IV on my right flank found a gap in the trees and brewed up one of my Shermans. Uh oh. My last Sherman on the right bravely raced (or rather crawled in cm) up past its burning compatriot and destroyed the Pz IV that had menaced my right. My remaining tank on my left engaged in a duel with the Panther, damages its optics, as my other Sherman lines up a long shot at the Pz IV on my left and blows it up too. Things are looking much better, but that Panther’s gun… misses. The cat is torched and my troop is victorious!

A swingy fight for sure, but fast and fun.

The second fight had the same forces but distances in inches. My Shermans engaged and hit both Pz IVs right away, but did effectively nothing. The Panther moved up to take cover beside a building and brewed up one of Shermans. My Firefly tries to return the favour and badly damages the Pz IV on my right flank. I move my forces to the left, trying to limit the angle the Panther has on me and concentrate fire on my right flank. The other German tanks move up as my tanks miss and another Sherman goes up.

Crap. My two remaining tanks pour 3 more rounds into the damaged tank, which forces it to withdraw a little but it stays in the fight with one activation die.  The Panther moves up, shooting at the Sherman that is more exposed, but doesn’t knock it out over several shots. Meanwhile, the Pz IV on my left races up the flank. The Pz IV on my right takes even more hits (total of 9 hits from a Firefly and Sherman V) but somehow I can’t seem to roll high enough to do anything to it. The Pz IV on my left rounds the corner.

Uh… guys?

My Firefly traverses left and closes but I am unable to shoot for 2 turns (the way the dice work). My damaged Sherman keeps its glacis towards the Panther and puts two shots into the Pz IV, forcing it back up to the table edge. The Panther and the 2 Pz IVs hit the exposed Sherman, bringing it down to 0 activation dice, which we decide means that the crew has had enough and bailed. Game over. The dice were against me for sure, but the tank fight was fast again.

How did we find the rules? They were clearly laid out but the activation  system left us both in position but unable to fire. It would be frustrating if you only had one tank, but playing with 2 tanks solves the problem somewhat. So not a campaign game or likely to supplant Chain of Command’s armour rules, but a fun pick-up game to be sure.

Lucius is a former armoured officer, and he says the speed and deadly nature of the fight is realistic. But… being restricted in what you can do – rolling all of your dice to move but not being able to fire when you have acquired and aimed is silly. Perhaps an alternate activation system is needed if this is to be a more serious game.

Chain of Command’s strength is that you have to spend your activation resources wisely, in this game it’s a crap shoot. An alternative would be rolling dice to determine how many actions you have and then deciding how to spend them. A simple solution could be a 2d6 system with a tank’s rating. Roll over the tank’s rating (lower rating is better). If you roll under you can do 1 action of your choice. Meet the rating, 2 actions. 3 or more over the rating, you have 3 actions. So you could acquire, aim, and fire in a round. Or move and reload. Or simply beat your crew into slewing the turret the right way. This would allow experienced crews a real advantage. While inexperienced T-34s are dangerous, they would not be able to react quickly to threats. A tank would start with a rating of 6 if a veteran, 7 if trained, 8 or 9 if conscript or with a smaller crew (early war French tanks I’m looking at you)!

Thoughts?