Designer Notes: Revising the ATGM ranges and their Ammo rules
This is long. But juicy, I think.
An update on ATGM rules is in the works. Units with a green AP value are ATGM-missile armed. I have been given to understand on other forums that there were complaints about how ATGMs were characterized and used. I agree. So I have taken this to heart and have worked out some simple changes that I feel will add much of the flavor of ATGMs back into the game, without adding undue complexity. In fact. to my mind they are not complex at all. I much prefer a collection of simple systems that combine to portray a complex system, without being complex themselves,
Here is what is under consideration. I have been playtesting these concepts as a group, so far so good:
1. ATGMs will now have a minimum range of 3 hexes.
2. Maximum ranges are being revised upward in 99% of ATGM-armed units, and a new Effective Range rule will be implemented. Ranges have increased based on a re-evaluation of available data on ATGM ranges in 1985, as well as input from you folks with real ATGM experience. The ranges I am testing have seriously increased, and many ATGMs can cover the length of one map easily. OTOH past a certain range the target becomes SMALL visually, even with magnification (barring Hellfire camera and laser designation). And to my knowledge these were still all GUIDED weapons, i.e. for most of them, someone had to steer them the entire way to target. So to incorporate that concept, I am testing a maximum range penalty of a reduction in Missile To-Hit by one when: a) the target is at greater than half the Green AP Value’s Range Value; and/or b) if the target is at any valid range and in terrain that offers a Terrain Bonus. The latter covers situations where the target is in Woods, for example, which is detrimental to the final effectiveness of ATGMs. Wires get tangled/broken, etc., and that can happen at any range.
3. Ammunition Checks and Reload Checks: to my mind, triggering a state of a unit being temporarily out of ammo by getting no hits, or (as we attempted to revise it in development) by getting all hits just does not make sense. Its about training and that is represented in this system by existing Morale Values. These rules revisions leverage that value instead for Ammo checks and Reload checks. Also, there are times when units are permanently out of ATGM missiles.
There appear to be three categories of ammunition supply and potential battlefield reloading, categorized by type. From my research, dedicated ATGM Support Weapons teams have the most reloads (they've got a frackin' TRUCKLOAD), and also the most personnel available to ready new weapons or reload (even having 3 or 4 guys versus a vehicle crew is advantage in this case, again, to my mind). Dedicated ATGM vehicles appear to have the next most reloads (they too have cargo capacity, but my understanding is they have to back off somewhat to reload safely), and have the next easiest time reloading. Helicopters are included in this category. The last category is APCs and IFVs (like the BMPs, M2 Bradley and Marder), having the least reloads, and the least (or at least not easy) ability to reload on the battlefield. (There are exceptions like, like the U.S. M3 Cavalry Fighting Vehicle, which ha a plentiful ATGM supply per vehicle because it only carries a scout team, not a squad). All of these categories depend on crew training to be efficient in use of their ammo supply and thus keep shooting or, if they do run out of ammo, reloading. Consequently any ATGM-armed unit makes a Morale Check after EACH time it fires. To my mind this is not anything different from many other games and simply fits here in WaW85. Failure of the check makes the unit temporarily out of ammo, depending on its category. The unit may make a Morale Check during a new Reload step of the Marker Removal phase (meaning once a turn, at the end of the turn) to remove an out of ammo marker. Failure of the Reload Morale Check roll has different consequences, depending on the category of unit that failed:
a. Dedicated ATGM Support Weapon Teams - Failed Reload MC means the unit remains temporarily out of ammo. The unit may roll to reload as usual during the next Marker Removal Phase.
b. Dedicated ATGM vehicles and Helicopters - Failed Reload MC means it gains a Low Ammo marker. Upon its next shot, a unit with a Low Ammo marker will be automatically and permanently out of ammo. Replace the Low Ammo marker with an Out of Ammo marker after the shot.
c. APCs and IFVs - Failed Reload MC means the unit is permanently Out of Ammo, and may no longer roll to reload during subsequent Marker Removal Phases.
Testing continues!