pondělí 1. srpna 2016

New rules ideas + new addons

Hello to everyone,
New club gave me chance after sometime play game of Able Archer as well as trying other game system Sabre Squadron. While i like Sabre Squadron i will continue with development of Able Archer futher more. there are few rules i want to change in first place is activation roll while on company on company is fine i propably rule that out completly. 






We are talking about infantry we will propably run infantry only battles, and infantry on tanks to see this changes will work - but main premise is that tanks could target only spotted infantry - infantry that didnt move will be hidden but can be spotted on certain distances.

there are some other things i would like to change but so far iam happy with AA system.

well and now to the additions



středa 17. února 2016

Boot camp Able Archer - how to play Able Archer Armor 101

I wrote this little tutorial as first part here we will how basic Able Archer is played in this "tutorial" we will pit two understrenght tank companies againts each other  - T64BVs Company vs  mixed Cheftian/ Challenger company. We would use only basic mechanics is this first "tutorial" so no smokes, no overwatch we will show them in upcoming game which will be documented.
Overall view on battlefield Soviets are rolling from right while Brits from left for purpose of this easy scenario we will use last man standing.
In this game Soviets had 3 Platoons - Two platoons with 3x T64BV and one understreght platoon with 2 T64BVs. On other side British have one full strenght Cheftian platoon and understrenght Challenger platoon. Every turn (apart for rolling for persistent effects) begins with roll on iniative so lets begin there. To roll iniative both players roll two d6 and who have higher number can begin. In this case  Soviets roll eight (six + two) while Brits only 5 (three + two). So Soviets begin game first they activated  platoon in middle - sporting three T64s and move up them to the road from this position they will engage two tanks from Cheftian platoon (using move and fire order where you can move up to your maximum move and then fire)

When T64s were in position - i traced the range they were at maximum range but without cover which was good - that means i will need 7 to hit - not so easy task. (In Able Archer every vehicle has signature stat - it means how big target it is on battlefield and it means basic to hit number  in case of Cheftians and most of the tanks it is number 3. Since i was shooting on extreme range the modifere was +4 meaning i need to roll on two dices 7 or more. Also you should take note in Able Archer you do not target platoons but vehicles so you can target one tank with all of  your units in platoon  or target different vehicles in different platoon if you wish.
The fire was effective i hit both vehicles but only one shot was able to penetrate  (Every armoured vehicle have armour ratings  for front side and rear. every AT weapon have damage dice you roll againts enemy armour to see if shot penetrate enemy armor. for example cannon have 1D10 value againts armour 5 tank  i need to roll five or more to beat enemy armor.)
The shot destroyed Cheftian tank. (If your shot penatetrated you roll D10 on AFV table - and see what happen to target you hit but most shots are deadly.).

Now the Brits activate their platoon  - Cheftian platoon who just lost tank and choose intensive fire and return fire - Brits unlike Soviets have rating veterans which means they have -1 to hit target number number and their guns have usually longer range and using intensive fire give them another -1 to hit target number. While Cheftians were on long ronge meaning they will require 5 to hit ( Signature 3+2) but since they are Veterans -1 and on intensive fire another -1  they need only 3 to hit. unsuprisingly both tanks hit penetrated  armour destroying one T64BV and damaging second

If vehicle is damaged  it suffers negative modiferer on roll to hit  -3 and move only half of its allowed distance.

Soviets activated second platoon and move up on the hill to finish the rest of the Cheftians and open up - using move and fire order. obliterating another Cheftian. once again they engage at max range meaning they need 7 to hit (3+4 for range) but only one tank was capable to score hit but he pierce right through armour (he rolled 8) and then AFV damage he rolled 10 meaning tank brew up.

On AFV table you can roll for conditions - 1st is immobilisation - the vehicle cant move for rest of the game. 2nd is damaged. the 3rd is destroyed hull remains in place but smoke comming from it gives +1 to hit modiferer if firing goes through wreck. and finaly brew up target is elimanted and model is removed from play.

Now the Challengers make their move  and targets fresh platoon on hill since their needed only 4+ to hit (medium range and they are vets meaning 3+2-1=4 almost guaranteed hits they punch right through armor destroying but tanks outright - well one was destroyed second brew-up.

Soviet move 2 tank platoon along the road. first turn was completed no morale checks were needed 

The Morale is taken by infantry and by Company when taken heavy losses right now even they were lot of fighting no test was needed.

Second turn begun with iniativer roll - this time Brits were lucky and won the iniative - their player activate challanger platoon and sweep out the rest of 1st Soviet platoon - one T64BV and one damaged T64BV both were destroyed.

This loss means that Soviets will need  to roll company morale this turn. If they fail they will start falling back

Soviets activate 2 tank platoon to move on oposite hill then 2nd Platoon and engaged Challangers - but even they hit they cannot penetrate their superior armor (Sounds fancy but ther roll 2 and 1 on their penetration rolls)

Brits answered activating lone Cheftian and engaged lonely remnants of 2nd platoon but even he hit and penetrated he was unable to score better result than immoblisation.)

Soviet activated imobilised tank and return fire - but he was only able to damage enemy tank.

At end of this turn soviets rolled  for company morale they need rolled 8 or more - 7 is their basic target number since they are experienced and +1 for destroyed platoon. They roll 12 which is automatical success even if the target number would be higher.

In next turn T64s on hill again tried to hit Challengers but again they were not able penetrate their armor. The Challengers returned fire , penetrating and damaging one of them. Imobile T64 fired again on Cheftian but missed since he roll snake eyes - 1 and 1. Cheftian shot but missed too since he was damaged he required  6 to hit (3 signature + 3 for damage +1 for range -1 for being veteran)

the turn ended and Soviets rolled again and this time they failed and started retreating - they were cut down by advancing Challengers and Brits won costly victory for them.

There was no note about Command and Control but here is little about it every army have its own C2 Rating - British was veterans while Soviets were experinced. C2 is distance for coherency of units in Platoon, they also give CQ target number for morale and other test (like avoidance test when hit by artillery) and also target number to hit modiferer.

This gameplay article will hopefully enlight how basic game works, if there will be interest i will wrote more about more advanced gaming - Infantry Combat, Artillery, Air suppport.....

sobota 13. února 2016

Future of Able Archer

Able Archer is now standing stabile system while some armies are still on the way - Canadians, Italy,
East Germans. I need to think out about future of system.

Armycreation
First things first and that is battlegroup creation - so far the system is pretty cleaver but browsing ORBATs and toes and putting them into form then into list and making that list is time consuming a lot. so i was thinking about cleaver way how to player get list of equppiment he can use perhaps category (Tank/Transport/Infantry/Recce/Support/Command and so on) and then built up platoons it can maybe lead into some abusing but well dont play with idiots but i will then can make more nations and maybe make game more popular.






Instant Action
In modern wargaming most of players will write up scenarios day sometimes months before the game,  Able Archer has now some sort of scenario system but i see this possibility to improve this any idea how?

Different era or theatre?
As AA stands now Able Archer is meant for mid 80 cold war gone hot scenarios but there will be some hosting armies (like Chinese). There would be point to move up to different era or theatre like middle east or Ultra modern SHF scenarios (Ukraine crisis ignited US NATO war, Red Dragon rising scenarios and so on.)

And What do you like on Able Archer and other what do you hate?

Best Regards Jan

pondělí 8. února 2016

Eagle has landed! Poland in Able Archer

I dont intended to write Poland battlegroup as first new WARPAC army but my friend convice me to
do so.  So how this army is different? well they fields lots of units but they are badly trained, motivated,led and sporting outdated equipment but you can of course give them modern vehicles but still there is something appealing riding T34/85 and T55 againts modern NATO tanks. Mainly they offer very different gameplay if you compare them to GSFG or ČSLA.
But you can play PPA as Non-loyalist againts eastern players to simulate Poland uprising themed games which isnt half-bad eh?


I put some effort to make them different and hopefully players will enjoy this new Warpac list. but dont worry there are many to come, I planning now East Germans, Canadians, France and Italy in some near future - Canadians and East Germans are in half-way to be complete.

You can download list right here
Armylist
Datacards

pondělí 1. února 2016

Scenarios and Armybuilding

In the new version there is missing basic scenarios and battlegroup creation rules which was present in previous version i will implement them soon but here are version from previous ruleset version

Scenarios

Name of Scenario: Pitched Battle
This Scenario represents clash of two opposing battlegroups, each commander is seeking to destroy as many enemy units as possible.

Type: Fair Fight
Balance of Forces: equal
Deployment: both sides deploys 8 inches from edge of table
Objective: Destroy enemy forces
Victory conditions: Each destroyed vehicle or squad counts as 2 victory points, damaged or immobilised vehicle count as 1 VP. Game lasts 8 turns

Name of Scenario: Assault
Attacker player forces begin offensive againts their enemy. In this scenario attacker is trying to capture of strategic objective whatever it is hill,crossroads,town or bridge.To this task attacker have numbers to backup his plan. But defender is well prepared and dug in, they will not give up without fight.
Type: Attacker/Defender
Balance of Forces: Attacker 200% Defender 100%
Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.
Objective: Capture strategic objective
Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in objective terrain and attacker non-broken unit is located in target terrain
Special rules: Prepeared positions – Defender begins in prepeared positions. All defender units count as in hard cover until they moves.

Name of Scenario: Counter-strike
Defender captured in recently offensive an objective, now enemy is trying to recapture it, Defender had not have enough time to dig in.
Type: Attacker/Defender
Balance of Forces: Attacker 150% Defender 100%
Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.
Objective: Capture strategic objective
Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in objective terrain and attacker non-broken unit is located in target terrain

Name of Scenario: Recon in force
Current situation is stalemate and both forces are trying to find weakness in enemy lines, you must break enemy lines at all costs
Type: Fair Fight
Balance of Forces: equal
Deployment:
Objective: Breakthrought enemy lines,prevent enemy from breaking your line and destroy as many as enemy forces possible
Victory conditions: Game lasts 12 turns. Any unit which reach enemy table edge can leave battlefield but cannot return in this battle. Every unit which leaves battlefield this way count as 2 VP. Every damaged,imobillised or destroyed vehicle/squad count as 1 VP.

Name of Scenario: Breakthrought
Attacker is stagging all-out attack on enemy positions. As defender you must prevent any enemy units from reaching
your rear.
Type: Attacker/Defender
Balance of Forces: equal
Deployment:
Objective: Attacker must break throught enemy lines
Victory conditions: Game lasts 12 turns. To win attacker must move at least one quarter of his forces to defender table edge until end of the game otherwise defender wins.


Battlegroup Creation

Every commander needs a combat units, if he wants to be sucessfull on battlefield.
This charter is dedicated to building battlegroup for Able Archer games. Process of creating forces is little different from what you are used to from different games.
Basic building block of every battlegroup is elements they represents vehicles or squads. Elements are then grouped in to the platoons. Platoons are grouped to Companies and Companies to Battalions.
Every Platoon have following statline in armylist:

Structure: indicates type and number of units included in platoon
Type of Platoon: type of platoon for example M1 Tank Platoon will be Armoured
Cost: cost of unit in points
Upgrades: cost and type of upgrades for unit

Companies
Platoons are grouped to Companies. Every company have 2 up to 4 platoons no more no less. Platoon must include same type of platoons (Mechani-sed,Armoured,Infantry or Aeromobile) only exception are mechanised and armoured units which can be combined together in one Company.

The type of Companies: Armoured Mechanised Infantry Aeromobile Mechanised and Armoured
Support Platoons

Every Company can have one and only one support platoon. This platoon cannot use morale bonuses given by command units.


Command Units
Every Company have company commander who led them into the battle.Armoured,Aeromobile and mechanised units have command vehicles.If platoon contains 9 or less vehicles it can take one command vehicle from list. If it contains 10 or more vehicles it can have up to two command vehicles. Infantry Companies
cannot have Command vehicles instead they have infantry command teams. Mechanised and Aeromobile Companies which includes infantry squads can also have infantry command teams instead of command vehicles if they wish so.

Example: US player decides to build battlegroup inspired by Team Yankee book. First he bought 3 M1 Armoured Platoons and one mechanised platoon (M113). Because his Company have more than 10 vehicles (16 to be exact) he can buy up to two command units he choose two M1 Abrams tanks. Every company can also have one support platoon, he chooses M901 Anti-tank platoon.

Battalion
Companies are grouped into Battalion. Each Battalion have 2 up to four companies. Companies in battalion can be different type.

Battalion Command
For every Company in battalion, player can buy one command vehicle or fire support officer vehicle (FSO). Types of command and FSO vehicles you can find in armylists.

Example: Soviet player are building battlegroup at battalion level. His Battalion have three companies. First two each consisting of three platoons of T-64B and command vehicle T-64BK. While third is made of mechanised infantry in BMP-2. For every company he can buy one support platoon. He chooses one Artillery battery, one Matyulka antitank platoon and one Aeroweapons platoon equip-ped with three Mi-24 Hind. He can also choose three battalion command vehicles he chooses two T-80K and one FSO in UAZ 469.

Air Support
Every Battlegroup can choose one type of Air cover from armylist. There are no prequesites for buying Air support but only one can be bought.

Artillery support

Battlegroup can also have Off-board artillery support every line in table represent one battery availible, the battery can fire once per turn (that counts both Preplanned and On-call strikes) points listed there are per strike, once thein gone you no longer have artillery support.

neděle 31. ledna 2016

Marines version 1.0

After many months of no progress i finaly added US Marines Armylist and Datacards for Able Archer. I released Datacards yesterday but they were missing few things and few costs were wrong.

But back to Marines - they are different breed of Americans - the few the proud. Their army is lacking high speed, low drag equippment like M1 Abrams or Apache but on the other hand they are veterans and have lot of firepower even sometimes outdated.

So lets show commies what are USMC made of!

Datacards
Armylist

sobota 30. ledna 2016

Excelent battlereports

One of the contributors to the game (the same guy who did new layout of rules) has posted battlereports of Able Archer sometime ago here you can find them
http://www.militarywargaming.com/viewtopic.php?f=65&t=1914&sid=bf6f375ec8b54e4b51a71a20dcd41f99#p20253

Its really nice read, Able Archer is compared to free version of Sabre Squadron, and description of scenario played three times its always nice to se detailed reports as this one.