CDMOD Rules changes

V0.2 12/12/10

 

Data

AFV

Nation

Spd

Front

Side

wpn

Stab

NV

Wt

Date

T-64BV

USSR

40/20

24h37(32)

12h17

T:125L47-IFC[1], T:AT-8[0], T:MG, P:HMG

Y

IR

VI(6)

85

 

Spd: Road/Cross Country

Front: front armour rating. KE h CE (Tandem).Verses solid shot (any shot starting AP & HVAP) the rating is 24. Verses HEAT or HESH it is 37. Verses HEAT with a tandem warhead its 32

Side: front armour rated the same way as front armour.

Wpn: weapons. Numbers in square brackets are ROF. In this case a turret mounted 125mm gun, using Integrated Fire Control, with a ROF of 1. A turret mounted AT-8 ATGM with a ROF of 0. A turret MG and a pivot HMG. All MG’s unless noted are ROF 1

Stab: is the turret stabilised? Note P weapons are never stabilised even if the rating in this column is Y.

NV: Type of night vision carried

Wt: Weight class. The number in brackets is the modifier against HE fire. Note the modifiers for weak AFVs are already factored in to the number in brackets

Date: date the vehicle entered service

 

Wpn

Nation

Type

Ammo

Short

Med

Long

Ext

Rng

IDF

105L30-N

UK

HE

 

6 [7] H

12 [6] H

18 [5] H

80 [5] H

344

2/5V

105L30-N

UK

HESH

L35

6 [7] 17

15 [4] 17

21 [2] 17

40 [1] 17

 

 

 

Type: Type of Ammo

Ammo: Ammo designation. This is important as many guns fire different versions of the same type of ammo. For example the Soviet 125mm fires BM-12, 15, 22, 26 etc all of which are APFSDS. There will be a table with ammo intro dates in due course.

Short, Med, Long and Ext: range brackets. The first number is the range in inches. In the brackets is the hit number. The final number is the penetration. This may be followed by “T” if a tandem warhead and/or “r” if roof attack. If a number is absent the round is HE and gives it rating H or W

Rng: IDF Range

IDF: burst area followed by the hit number. A “V” indicates that gun has VT fuses. A “B” indicates it has Bomblet Ammo.

 

Abbv

Nation

Guidance

Min

short

Med

Long

Ext

HJ-8B

China

SACLOS

6

12 [3] 33T

40 [7] 33T

60 [6] 33T

X

 

Abbv: is the name of the missile as it appears in the AFV listings

Guidance: this is the type of missile guidance; as yet it has no game effect.

Min: Minimum range

Short, Med, Long and Ext: range brackets (see above) an X indicates there is no such bracket for that particular missile

 

Spotting

 

TI

All targets in light cover (ie foliage) are spotted as if in the open to a max range of 30"

 

GSR

Only spots MOVING targets i.e. those with cautious advance, hasty advance or disengage orders. Also spots units forced back

Hedges and woods are open blocking terrain for GSR

Max range 40"

 

Targets spotted by GSR are only spotted THIS TURN, they must be re-spotted next turn. They are only considered spotted by the stand with the GSR and none other

 

A stand that has spotted another with its GSR may call IDF on it. It many not use direct fire

 

Spots by GSR trigger proximity morale checks on the spotter

 

Direct Fire

 

Stabilisation

AFV’s with stabilisers can ignore the penalty for moving with a hasty advance

 

ERA and Tandem Warheads

The effect of ERA on both CE & KE rounds is factored into an AFV’s basic armour factor. If firing a weapons with a Tandem Warhead use the armour rating in brackets if it exists

 

Mixed weapons

An AFV stand can not fire guns and ATGM in the same turn

 

Integral Anti Tank

All integral AT weapons have a ROF0. A stand may only fire one type of integral AT weapon in a turn. Personel stands may fire small arms and integral AT in the same turn

 

Backblast (rule 24.2)

This rule is no longer in effect. Backblast has no effect on spotting

 

ATGM

All ATGM have a minimum range – no targets can be engaged closer than this

Most ATGM are ROF0. A handful of systems are ROF 2x0 which means they can fire twice but only in the opportunity fire phase

Systems with “r” after their penetration are “Roof Attack”. The target’s armour will be half their flank armour rating rounded up. This is the same from any aspect

 

Artillery Calling

General Support Artillery

GS artillery, usually that with a 1-3 call number, can not be used for H&I. This will be indicated on the army lists[1]

This rule may be over ridden by scenario specific rule allowing it for some or all batteries

 

Improved H&I

This is a game mechanism to abstract various recce systems such as JSTARS, UAV's and RDF

H&I still arrives on a 1-3, however on a 10 it comes down and you may roll for effect

For good surveillance systems a 9-10 may roll for effect

For example 1991+ US army has good surveillance, it may fire at unspotted artillery targets roll 1d10 for arrival. On a 1-3 the target is suppressed, on a 9 or 10 it is suppressed and the guns may roll a normal hitting roll.

The USSR starting in the 70's invested heavily (much more heavily than the west) in Radio intercept & DF, for from 1970 they should be H&I 1-3(10). This improved so by 1980 it is 1-3(9-10). It probably drops to the previous level in 1990 (H&I 1-3(10)) vs advanced western nation as they adopt better radios

Israel gets H&I 1-3(10) from 1982 onwards for its use of Drones

USA gets H&I 1-3(9-10) from 1991 due to JSTARS and the proliferation of UAVs. UK gets a similar ability from circa 2005

Counter Artillery

Counter Mortar Radar (CMR) can engage Mortar and weapons stands that fired last turn only.

Counter Artillery Radar (CAR) can engage any mortar and MRL plus any stand firing non-self observed IDF last turn

The radar is considered a command stand for the purposes of calling fire against a valid target (See army lists)

For example in the BAOR lists it says:  There are enough Cymbeline in the locating section to give each battery its own (real world) radar. This makes each battery capable of counter artillery attacks on a 1-8

Artillery Effect

Ratings

Guns that can use VT ammo are "V " rated, those that can use bomblets are "B" rated. So the HE value of an M109A6 would be 7B

Any B type gun may be downgraded to V. As a scenario specific rule B may be "limited ammo" so gets one shot an the gun then reverts to V, OR the scenario may specify that all B guns are regarded as V type .

 

HE Area
Anytime a B class gun uses a modifier the HE area is increased by 50% so 1" becomes 1.5" and 2" becomes 3"

HE Modifiers

"B" & "V" guns: Personnel stands in open, scrub, rubble, foxholes and entrenchments : +1

"B" rated guns: AFV's +2 (not in woods)

"V" rated guns: Open AFV's +1 (not in woods)

The modifiers are cumulative with all the normal HE modifiers

Examples

Normal HE vs trenches is -3
B & V vs trenches -3 +1 = -2

Normal HE vs class IV tank (closed top) -4
V class is still -4
B class is -4 +2 = -2


Morale

Morale rules are unchanged from CDTOB, however in companies with mixed inf and APC/MCV the infantry and the APC/MCV are deemed to be separate components of that company. Components take morale checks separately.

 

 



[1] GS artillery can H&I and this is often what it is used for. However these missions are usually fired in the depth of the enemy position so won’t appear on table