Réparation chars
+2
Navarone
bgiovinal
6 participants
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Réparation chars
Bonjour, je souhaiterais savoir si une règle concernant la réparation des chars est prévu.
Lorsqu un char est touché il s immobilisé et se met en Down, avec test de la tourelle.
S il n est pas détruit peut on déplacer un véhicule de réparation pour lui rendre sa mobilité
Merci d avance
Lorsqu un char est touché il s immobilisé et se met en Down, avec test de la tourelle.
S il n est pas détruit peut on déplacer un véhicule de réparation pour lui rendre sa mobilité
Merci d avance
bgiovinal- Messages : 8
Date d'inscription : 09/11/2017
Re: Réparation chars
Je n'ai pas connaissance d'une telle règle maison. De plus, je ne suis pas certain que ça ait du sens : les réparations n'intervenaient, il me semble, qu'après les batailles, pas pendant (hormis les petites réparations mineures sur des dégâts mineurs qui ne sont de toute façon pas représentés dans Bolt Action).
La règle de BA rend déjà les chars difficile à faire sauter, alors si en plus ils peuvent être réparés en cours de bataille, ça va être bien déséquilibré, non ?
La règle de BA rend déjà les chars difficile à faire sauter, alors si en plus ils peuvent être réparés en cours de bataille, ça va être bien déséquilibré, non ?
Navarone- Messages : 199
Date d'inscription : 17/08/2016
Age : 48
Localisation : Bordeaux
Re: Réparation chars
c'est une question d'échelle de temps ... BA ça simule quelques minutes ... réparer un char , ça prend des heures/jours ...
la réparation de véhicules immobilisés n'a de sens que dans une régle de campagne ...
Y a dans BA TANK WAR une régle permettant de "sortir du champs de bataille" les chars touchés, et donc de spoiler son adversaire de points de victoire ...
la réparation de véhicules immobilisés n'a de sens que dans une régle de campagne ...
Y a dans BA TANK WAR une régle permettant de "sortir du champs de bataille" les chars touchés, et donc de spoiler son adversaire de points de victoire ...
lou_passejaire- Messages : 1823
Date d'inscription : 15/06/2016
Re: Réparation chars
P133 et 134 de la version .pdf :
"ARVs can only be used to recover vehicles with a damage value of 8 or greater –
anything less is not deemed worthy of risking the ARV. ARVs can only tow immobilized
or knocked out friendly vehicles and knocked out enemy vehicles.
To tow a vehicle, the ARV must use an advance order to get into contact with the
debilitated vehicle, or begin its activation in contact with it. The ARV must then pass an
order test. This is in addition to any test it had to take to do the advance move, and uses
the same modifiers.
If it fails, nothing happens. The ARV crew is still trying to get the vehicle hooked up to
its winches, is having some sort of trouble, or are simply keeping their heads down for the
time being.
If it passes, the ARV crew has successfully latched on to the affected vehicle. Turn the
ARV 180°, then line up the affected vehicle right behind it to show that it is being towed.
While an ARV is towing a vehicle, it may not be given a run order. Also, if it fails an
order test or a morale check, it has lost its connection to the towed vehicle and must reattach. Separate the two models by an inch to show this. At the end of its move, the ARV
may voluntarily stop towing; simply separate the two models just like you would if it
failed a test.
If an ARV touches your table edge while towing a vehicle, remove both of them from
the table. If your vehicle was knocked out, the opponent loses any victory points they got
for destroying the vehicle. The ARV may not re-enter the table after it leaves, but does not
count as a casualty.
At the end of the game, if your ARV is still towing a knocked-out friendly vehicle, your
opponent loses half the attrition or VPs he got from destroying it.
If you somehow manage to tow an enemy’s knocked out vehicle off the table, you score
its victory points value again (this is in addition to the points you scored for knocking it
out). At the end of the game, if one of your vehicles is towing a knocked out enemy
vehicle, you get half that vehicle’s victory points again.
GERMANY
It is often said that World War II was a war of supply. The Allies had the resources of a
whole planet while the Axis had to use what was already within their borders or conquered
territory to wage war. For this reason, each German tank lost on the battlefield was doubly
painful for the Wehrmacht. As a result, the Germans had to continually re-evaluate their
recovery capabilities.
BERGEPANTHER
A common theme among German ARVs was to use a tank chassis and put the prefix
‘Berge’ on it. The Bergepanther was based on the Panther tank chassis, and was produced
from 1943 until nearly the end of the war.
Cost: 102pts (Inexperienced), 128pts (Regular), 154pts (Veteran)
Weapons: 1 forward-facing pintle-mounted MMG covering the front arc
Damage Value: 9+ (medium tank)
Options:
• May replace the MMG with a forward-facing 20mm Light Automatic Cannon for +20pts
Special Rules:
• Open-topped (in the place of the turret there was a wooden box configuration, so even if it is closed it still counts as
open-topped)
• It retains the heavy frontal armour that its battle version carried. It has the same frontal value as a heavy tank (10+)
BERGEPANZER T-34
When the Germans first encountered the superb Russian T-34 back in 1941, they were
taken by surprise and very impressed by its quality. As a result, many captured T-34s were
repainted and used against their former comrades. If a captured T-34s turret was
inoperable, but the chassis could still move, it was sometimes converted into a
Bergepanzer T-34.
Cost: 70pts (Inexperienced), 88pts (Regular), 106pts (Veteran)
Weapons: None
Damage Value: 9+ (medium tank)
SD.KFZ 9 ‘FAMO’ HALF-TRACK
This vehicle was the heaviest half-track built by the Germans during World War II. It was
used to tow the heaviest artillery pieces and as a powerful though unarmoured recovery
vehicle.
Cost: 14pts (Inexperienced), 17pts (Regular), 20pts (Veteran)
Weapons: None
Damage Value: 6+ (soft-skinned)
Special Rules:
• Half-track
Polish defenders prepare to face the invading German forces
UNITED STATES
The US had so many tanks on the battlefield that recovery was sometimes more about
clearing the way for assaulting forces rather than recovering the specific vehicle in
question. The US also had the practice of fitting dummy guns to their ARVs, to confuse
the enemy and assist the ARV in its mission.
M31 ARV
Based on the M3 Lee chassis, the M31 was a workhorse vehicle, outlasting its battle
counterpart in the service. It was first fielded by the US Army 1st Armoured Division in
Tunisia during the 1943 campaign.
Cost: 74pts (Inexperienced), 92pts (Regular), 110pts (Veteran)
Weapons: 1 forward-facing hull-mounted MMG
Damage Value: 9+ (medium tank)
Special Rules:
• Open-topped
M32 ARV
The more commonly used M32 ARV was also introduced in 1943. It was based on the M4
Sherman chassis.
Cost: 77pts (Inexperienced), 96pts (Regular), 115pts (Veteran)
Weapons: 1 forward-facing hull-mounted MMG
Damage Value: 9+ (medium tank)"
Extrait de TANK WAR 2014 Osprey Publishing Ltd. and Warlord Games
Osprey Publishing
"ARVs can only be used to recover vehicles with a damage value of 8 or greater –
anything less is not deemed worthy of risking the ARV. ARVs can only tow immobilized
or knocked out friendly vehicles and knocked out enemy vehicles.
To tow a vehicle, the ARV must use an advance order to get into contact with the
debilitated vehicle, or begin its activation in contact with it. The ARV must then pass an
order test. This is in addition to any test it had to take to do the advance move, and uses
the same modifiers.
If it fails, nothing happens. The ARV crew is still trying to get the vehicle hooked up to
its winches, is having some sort of trouble, or are simply keeping their heads down for the
time being.
If it passes, the ARV crew has successfully latched on to the affected vehicle. Turn the
ARV 180°, then line up the affected vehicle right behind it to show that it is being towed.
While an ARV is towing a vehicle, it may not be given a run order. Also, if it fails an
order test or a morale check, it has lost its connection to the towed vehicle and must reattach. Separate the two models by an inch to show this. At the end of its move, the ARV
may voluntarily stop towing; simply separate the two models just like you would if it
failed a test.
If an ARV touches your table edge while towing a vehicle, remove both of them from
the table. If your vehicle was knocked out, the opponent loses any victory points they got
for destroying the vehicle. The ARV may not re-enter the table after it leaves, but does not
count as a casualty.
At the end of the game, if your ARV is still towing a knocked-out friendly vehicle, your
opponent loses half the attrition or VPs he got from destroying it.
If you somehow manage to tow an enemy’s knocked out vehicle off the table, you score
its victory points value again (this is in addition to the points you scored for knocking it
out). At the end of the game, if one of your vehicles is towing a knocked out enemy
vehicle, you get half that vehicle’s victory points again.
GERMANY
It is often said that World War II was a war of supply. The Allies had the resources of a
whole planet while the Axis had to use what was already within their borders or conquered
territory to wage war. For this reason, each German tank lost on the battlefield was doubly
painful for the Wehrmacht. As a result, the Germans had to continually re-evaluate their
recovery capabilities.
BERGEPANTHER
A common theme among German ARVs was to use a tank chassis and put the prefix
‘Berge’ on it. The Bergepanther was based on the Panther tank chassis, and was produced
from 1943 until nearly the end of the war.
Cost: 102pts (Inexperienced), 128pts (Regular), 154pts (Veteran)
Weapons: 1 forward-facing pintle-mounted MMG covering the front arc
Damage Value: 9+ (medium tank)
Options:
• May replace the MMG with a forward-facing 20mm Light Automatic Cannon for +20pts
Special Rules:
• Open-topped (in the place of the turret there was a wooden box configuration, so even if it is closed it still counts as
open-topped)
• It retains the heavy frontal armour that its battle version carried. It has the same frontal value as a heavy tank (10+)
BERGEPANZER T-34
When the Germans first encountered the superb Russian T-34 back in 1941, they were
taken by surprise and very impressed by its quality. As a result, many captured T-34s were
repainted and used against their former comrades. If a captured T-34s turret was
inoperable, but the chassis could still move, it was sometimes converted into a
Bergepanzer T-34.
Cost: 70pts (Inexperienced), 88pts (Regular), 106pts (Veteran)
Weapons: None
Damage Value: 9+ (medium tank)
SD.KFZ 9 ‘FAMO’ HALF-TRACK
This vehicle was the heaviest half-track built by the Germans during World War II. It was
used to tow the heaviest artillery pieces and as a powerful though unarmoured recovery
vehicle.
Cost: 14pts (Inexperienced), 17pts (Regular), 20pts (Veteran)
Weapons: None
Damage Value: 6+ (soft-skinned)
Special Rules:
• Half-track
Polish defenders prepare to face the invading German forces
UNITED STATES
The US had so many tanks on the battlefield that recovery was sometimes more about
clearing the way for assaulting forces rather than recovering the specific vehicle in
question. The US also had the practice of fitting dummy guns to their ARVs, to confuse
the enemy and assist the ARV in its mission.
M31 ARV
Based on the M3 Lee chassis, the M31 was a workhorse vehicle, outlasting its battle
counterpart in the service. It was first fielded by the US Army 1st Armoured Division in
Tunisia during the 1943 campaign.
Cost: 74pts (Inexperienced), 92pts (Regular), 110pts (Veteran)
Weapons: 1 forward-facing hull-mounted MMG
Damage Value: 9+ (medium tank)
Special Rules:
• Open-topped
M32 ARV
The more commonly used M32 ARV was also introduced in 1943. It was based on the M4
Sherman chassis.
Cost: 77pts (Inexperienced), 96pts (Regular), 115pts (Veteran)
Weapons: 1 forward-facing hull-mounted MMG
Damage Value: 9+ (medium tank)"
Extrait de TANK WAR 2014 Osprey Publishing Ltd. and Warlord Games
Osprey Publishing
Raph- Messages : 3198
Date d'inscription : 11/10/2017
Age : 46
Localisation : LYON
Re: Réparation chars
et un truck dépanneuse générique à pas cher ... pour les autres ...
lou_passejaire- Messages : 1823
Date d'inscription : 15/06/2016
Re: Réparation chars
Ça, ça peut être sympa dans le cadre d’une campagne : le déploiement d’un engin sur la table permet de réduire les dégâts infligés, et donc le nombre de scénarios durant lequel le véhicule est indisponible.
_________________
Mon blog : http://jardinsdepierre.blogspot.fr/
naash- Messages : 3233
Date d'inscription : 01/06/2016
Re: Réparation chars
Ou dans le cadre d’un scénario.
Ludovic- Messages : 2570
Date d'inscription : 21/05/2016
Age : 53
Localisation : Luxembourg
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