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 Post subject: Re: Iraqi T72s
PostPosted: Thu Feb 23, 2012 4:28 pm 
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The M1A1 and M1A1 HA as well as various SEP and M1A2 and tusk variants served on both USMC and army units. There are few distinquishing Features to tell the models apart by a layman, So should not be a afctor on the gaming table as FOF stats for the models above are fairly the same.
M1A1
front : 4D12
side :3 D12
rear: 3 D 10
Deck : 2 D8

M1A1 HA and M1A2 variants
front: 5 D12
side : 4 D12
rear: 3 D12
deck: 2 D 8

The finer differences are all listed in the stats in Main FOF ....Mikey

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 8:22 am 
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Location: Pensacola, FL
meat thongs? adult beverage bash? Pensacola will never be the same... :lol: !

Thanks for the help!

Were M1A1's used by the US in Gulf War 2? I think the main difference I've seen in the stats are the attributes...which leads me to another question.

If a Vehicle is Up-Armored, is that modifier already included in the Stat Table? for example the M1A1 abrams variants you mentioned...the M1A1 is listed at 4D12 Front armor, and the M1A2 is listed as 5D12 front armor, and it also has the Up-Armored attribute, the fact that it (the M1A2) has 5D12 accounts for this attribute correct?

Thanks!

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 10:09 am 
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Yes but be carefull as some notes say may be or can be UA obviously those indicate the stats do not include the additional armour...Im fairly sure Some M1A1s saw service in OIF 1 and 2 But where brought up to M1A2 and Tusk standards asap.....Mikey

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 10:26 am 
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Thanks for the info and heads up!

I'm thinking I should make these M1A2...not sure if that will un-balance the "Knife Fight" scenario or not though...


Thanks again!

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 10:36 am 
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Brian, if you see any blaring errors I may have made on those cards, please let me know. It should be pretty straight forward to change the stats and nomenclature to whatever you need.

I'll be watching for results of your game so I have some ideas when I get it on the table in a few weeks. Really not happy that I will likely miss a demo of this scenario next Friday at Cincycon, but some things just can't be helped. At least the gaming buddy I have will be there to try it out. For the moment, I'm working on the last few Paper Terrain buildings to complete that aspect of the map. There sure are a lot of buildings there. :lol:

Tom Oxley

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 10:46 am 
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Buildings...

I've got mostly foamcore buildings at the moment, I bought a collection from a guy online...that actually provides the bulk of my middle eastern terrain, that with a sprinkling of buildings I've made and from other manufacturers.

I'll try to take some pics, and maybe to a write up, we're mainly stepping through the armor rules at this point. We played the infantry intro scenario a couple weeks ago, the US got hit pretty hard, but I missed several key rules that could've helped...it was a learning exercise.

One think I've got to get more of is "scatter" terrain for linear cover...I have virtually no scatter terrain (busted cars, crates, barrels, garbage bins, etc...) I really need more of that.

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 11:08 am 
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I need more cars and stuff too. I have a Skotia VW that is supposed to be a WW2 era model, but at that scale, it should work okay. Probably good if I get some of the Technical vehicles and leave off the weapons. Otherwise, I dont think there is all that much available for 1/285th scale. On the other side, the Paper Terrain set comes with lots of wall sections, so I can place a few of those here and there.

On another related note, I'm wondering what an enterprising US player might do if he thought his M-1s could run through some of those buildings.

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 11:29 am 
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Joined: Wed Sep 02, 2009 8:38 am
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Breaking through buildings...I'm thinking that's a house rule!


I doubt it will come up in the game Saturday...I'm pretty sure I know who's playing!

Since the Motor Pool stats are kinda different than what's in the book, I may experiment a bit...

The AT value for the T72BM is AT:5 in the book, and motor pool has it as a 6 for example...unless I'm not remembering correctly?

If I make the Abrams an M1A2, that bumps up the armor ratings by 1 die...I might go with that.

Thanks!

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 Post subject: Re: Iraqi T72s
PostPosted: Fri Feb 24, 2012 11:45 am 
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Breaking through the sort of structure we see in Iraq or Afghanistan, I could see a tank or heavy vehicle make the attempt. Roll TQ for striking first wall, then again for second wall, and finally again for making it through without damaging important equipment or gun. Any TQ failures would result in a roll for a medium or light hit on a heavy vehicle. Dont want to see them KOd or brewed up but gun, mobility, optics or stun damage results at any of those points might be good. Have to be buttoned up at the start of the move to strike the target building. For something like this in Europe, you'd need to add a roll to see if the vehicle drops through a floor into a basement. Turret traversed to rear to protect the gun initially, but having another TQ roll with with a -2 to roll or reduced to D6 to see if he traverses his turret, finds a target and shoots after getting through might take care of that. Hmmmm.

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 Post subject: Re: Iraqi T72s
PostPosted: Mon Feb 27, 2012 7:54 pm 

Joined: Mon Aug 22, 2011 8:27 pm
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although this seems to be ironed out by now, I would still like to add my 2 cents if its ok.

the T-72, in fact all Russian MBT with ATGM, are equipped with gun launched ATGM. this is at least one reason for the 125mm being a smoothbore, not sure if there are others. something else that may be interesting is that I recall reading somewhere that the Soviets supplied steel core ammo to their allies and clients, reserving the tungsten core ammo for themselves. this would have a negative impact on the 125mm gun's penetration. the tube on the back of the turret is part of the wading equipment btw.

I played the knife fight scenario as my first game with these rules. played it with 2 rulesets actually. turns 1 and 2 went exactly as I thought it would. I lost 6 of 7 T-72 by the end of turn 2. then things got interesting. the game lasted 4 more turns, with the one T-72 left ending up taking out 1 Abrams and getting a mobility kill on another before being cornered by the other two. its the cool little things like this that make games for me.

PS: as far as tank equipments go for the US, if memory serves, it went like this

Gulf 1:
Army had M1A1 with 120mm and a unit with M1 with 105mm
USMC had M60 and a unit with M1A1 that was supposed to re equip the Army unit that had the M1's

Gulf 2
Im pretty sure everyone had 120mm Abrams by this point.


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