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