It is currently Wed May 22, 2013 11:52 am
Post a new topicPost a reply Page 1 of 1   [ 8 posts ]
Author Message
 Post subject: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 1:53 am 
Sarge

Joined: Mon May 07, 2012 8:30 am
Posts: 70
How do you handle the throw-away after use one-shot rocket launchers used as ammunition by British, American, and probably many other NATO forces? I'm thinking AT-4, M72 LAW, etc? What stats do they have, and how do you handle the fact that they are throw-away launchers unlike the RPG-7?

Also, in the Enduring Freedom supplement, it talks about rolling a dice when firing an RPG-7. On a 1 it's a dud, and on a 6 it's an advanced warhead with better than normal support weapon stats. However, I have not seen anywhere the "standard", i.e. normal stats for the RPG-7. What are they?


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 4:03 am 
Major
User avatar

Joined: Fri Mar 23, 2012 4:52 am
Posts: 401
For the RGSs I think their stats are in the rule book (I'm not 100% sure, I don't have the book with me ATM).

For the AT-4, LAW, etc... I use the following house rules: For each subsequent fire of disposable rocket launcher after the first the fire team must pass a TQ check. If they fail it means they have run out of ammo and cannot fire their rocket launcher any longer. Actually I'm not even sure it's a house rule, I might have seen it elsewhere in some extension book, or on the forum but I don't remember where.

_________________
"That men do not learn very much from the lessons of history is the most important of all the lessons that history has to teach." - Aldous Huxley


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 4:41 am 
Moderator
User avatar

Joined: Thu May 21, 2009 10:53 pm
Posts: 2939
Location: Central Texas
The standard RPG is (M) AP2 AT1 (M) in both cases it is treated as a medium gun. The stats for the weapons you mention can be found on page 134 FOF main rule book, Under apendix 1 Example weapons systems. There are 2 tables one for support weapons to include Law,RPG with anti personel warheads.
The second table deals with Infantry AT weapons like Law,AT4 and RPG in the AT role....Mikey

_________________
"All Men for the rights of Every man, every man for the rights of all Men"


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 4:55 am 
Major
User avatar

Joined: Fri Mar 23, 2012 4:52 am
Posts: 401
Thanks for these clarifications Mikey :)

_________________
"That men do not learn very much from the lessons of history is the most important of all the lessons that history has to teach." - Aldous Huxley


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 8:28 am 
Captain
User avatar

Joined: Tue Nov 30, 2010 1:39 pm
Posts: 218
Location: Bournemouth, UK
Plasman wrote:
For the AT-4, LAW, etc... I use the following house rules: For each subsequent fire of disposable rocket launcher after the first the fire team must pass a TQ check. If they fail it means they have run out of ammo and cannot fire their rocket launcher any longer. Actually I'm not even sure it's a house rule, I might have seen it elsewhere in some extension book, or on the forum but I don't remember where.


That's the rule for Javelin and similar anti-tank guided missiles. Good idea adapting it for this situation.

Anyone know how many such weapons a modern NATO section might be expected to carry? I suppose it might depend vastly on what they're intending to be doing; patrolling about or assaulting a fort. If it's more than, say, 3, you're probably talking comparable to the number of warheads you might expect an RPG operator to have, in which case the same rules for ammo (i.e. none) may as well apply across the board.

_________________
Wargamer's Cleavage - Shane's wargaming blog


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 8:53 am 
Major
User avatar

Joined: Fri Mar 23, 2012 4:52 am
Posts: 401
evilrobotshane wrote:
That's the rule for Javelin and similar anti-tank guided missiles.


Oh thanks for pointing it out, sometimes my brain is like swiss cheese. An AT-4 weights about 15 pounds, while a RGP's ammo is lighter and more compact and can easily be distributed among squad members, so to my point of view the "unlimilted" capacity of RPG equiped units makes sense in the game.

_________________
"That men do not learn very much from the lessons of history is the most important of all the lessons that history has to teach." - Aldous Huxley


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Thu Jun 14, 2012 1:58 pm 
Sarge

Joined: Mon May 07, 2012 8:30 am
Posts: 70
Thanks for all your replies. I think I must have seen that Appendix section once before but couldn't find it again last time I was searching for answers to this.

Regarding ammo supply for RPG-7 vs. AT4, I agree that a unit with an RPG-7 can probably be treated as having unlimited rounds. Given that the unit could be 5 or 6 men strong, each carrying a few grenades each, and that it might not last more than a few turns against well-trained NATO troops, it is probably not worth tracking them. I also think a simple die roll check to see if the AT4s have run out is a good alternative to tracking each and every single AT4.

Even making a TQ check for ammo depletion has its bookkeeping problems though, as you still have to mark units that have run out in some way. Elhiem Miniatures produce add-on AT4 weapons which you can attach to a figure, so to reduce bookkeeping you could have 5 figures for each fireteam, 1 of which has an AT4 and 1 of which is spare. When the unit runs out of AT4s, simply replace the AT4 guy with the spare. It means extra figures but they paint up fast as they are all in the same uniform, and they cost less than £1 each.

A variation on the above idea would be to have half your fireteams equipped with AT4s and half not, but upshift the TQ die for ammo depletion (e.g. roll a D10 or even a D12 rather than a D8). In other words, only one fireteam in each section/squad carries AT4s (call it the AT team) but they have a bigger allocation of them. This would make for more tactical choices (always a good idea in any game) and reduce the number of AT4 figures and spares you would need. For an entire platoon, you would only need three of the AT4 add-on weapon packs and three spare soldiers to replace them with when depleted. I would suggest using figures that are likely to be the last removed in a fireteam for the AT add-ons, e.g. the SAW or GPMG guy. It may not be realistic but it would ensure you don't have to remove the AT4 guy as a casualty before the AT4s are depleted.

Thanks once again. I will have to check out the Elhiem Figures page again tonight!


Top
OfflineProfileSend private message
 Post subject: Re: AT-4s, LAWs, standard RPGs
PostPosted: Fri Jun 15, 2012 9:24 am 
Captain
User avatar

Joined: Tue Jan 24, 2012 1:01 pm
Posts: 335
Location: Dayton, OH
One other way besides bookkeeping is to still use the TQ check to see if they have one available to fire at the moment, not that they have run out of ammo. This is more like the TOW launcher - the check to see if they reload in time to fire again in the same turn. Adjust the TQ for supply if desired. A unit with standard supply would use their normal TQ, one with poor supply would be down 1 type, etc. The idea is that they may still have some, but just dont have one ready to shoot at this time. Try again next time.

Tom Oxley

_________________
Tom Oxley
OD Green Old Fart
FoF: RtB, EF, AV, CWGH, DotR, BW, DMA, Fal, C-SOM, SOG


Top
OfflineProfileSend private message
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 8 posts ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Code Black-Bird Style by FanFanLaTuFlippe contact: fanfanlatuflippe@live.fr