Many many years ago an old friend of mine George Carhart
brought me a copy of these rules back with him from America (originally published in
1979). For several years we used them until we moved onto other faster
sets, purely because we wanted to use more tanks on the table, but they remain
in my view, the benchmark against which all other rules are judged in terms of
the detail and the accuracy of the fire resolution tables. Long out of
print they remain my most cherished rule set.
Working on percentages, you first calculate the target size
(relative to the range involved), the virtual speed of the target factoring
range and angles to calculate a base to hit chance. This is then modified
by speed of the firer. Subtleties are woven into the rules in terms in
terms of:
1. Gun velocity which affects
the virtual speed of the target.
2. Specialist optics (which reduces
the drop off in target size over 500 metres).
3. Crew training (speed
of target and target size adjustments).
4. Bonus for subsequent
shots at the same target (increase in target size).
5. Defensive armour bonus for 45 degree armour hits.
What got me thinking about these rules is that my chums at
the local Harrogate club have been playing a few tank v tank games using the Bolt Action
rules in 20mm. As I’ve said before, IMHO the Bolt Action rules work ‘okay’
but certainly in armour v armour aren’t anything special. In Follow
Me working out the ‘to hit’ percentage you need takes a little bit of
effort (although not as much as it might sound) but when your only using a few
tanks each you can use a quality rule set IMHO. I’m going recreate
the tables in Excel and some vehicle stats and plan to run a game in a few
weeks. I’m playing with the idea of programming Excel to do all the
calculations, but by the time you have typed in the factors, you could probably
have worked out the number you need to roll ! LOL I shall be doing a few postings over the coming week or so to report how things go.