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 well they fields lots of units but they are badly trained, motivated,led and sporting outdated equipment but you can of course give them modern vehicles but still there is something appealing riding T34/85 and T55 againts modern NATO tanks.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 8. února 2016
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.
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
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.
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.
Look alive Devildogs!
Well last few days i was working on US Marine Corps Armylists and datacards for Able Archer.Well atleast cards are finished and armylist needs only to but put into PDF
here is armylist structure:
USMC
Armor Platoon
5xM60A1 Rise
USMC Rifle Platoon (Infantry)
3x USMC Rifle Squad, Command Squad
USMC Rifle Platoon (Mechanised)
3x USMC Rifle Squad, Command Squad, 3x LVTP-7
USMC Rifle Platoon (Aeromobile)
3x USMC Rifle Squad, Command Squad, 3x Huey
USMC Support Platoon Mortar (Infantry)
3x Mortar team, command team
USMC Support Platoon Mortar (Mechanised)
3x Mortar team, command team, LVTP-7
USMC Support Platoon Mortar (Aeromobile)
3x Mortar team, command team, Huey
Reconnisance Platoon (Mechanised)
4xLav-25
Reconnisance Platoon (Support)
4xHMMWV
Anti-tank Platoon (Support)
4x HMMWV ITOW
Anti-tank Platoon (Support)
4x LAV-AT
Aeroweapons platoon (Support)
2x AH-1J Sea cobra
Helo scout (Support)
2x UH-1 Huey (Scout)
Airsupport AV-8 Harrier (Airsupport)
Airsupport A6-E Intruder (Airsupport)
here is link on the cards link
You can use Arty from US list and command vehicles are FSO are included in cards see you soon
čtvrtek 28. ledna 2016
Datatables
Not everyone prefer datacards there are some people who prefer old fashioned tables so they have everything at hand. these are datatables. They are made for all current armies that means - ČSLA,Soviets, Western Germany, US and BAOR.
Download Datatables
hope you enjoy them.
New printer friendly version
Thanks to Mako11 and Scott Salsman i present you new variant of rules - they are more streamlined and scaled. Thank you lot guys
Enjoy them if you can
LINK
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