Modern Armor & Armored Fist

MODERN ARMOR: NATO ENHANCED FORWARD PRESENCE

From the viewpoint of 1991, it must have seemed like war and contested borders were exiled forever from European history. Yugoslavia soon proved that wrong, but it was the collision of NATO’s expansion into the former Soviet Union with the conflict in Ukraine that abruptly focused the strategic thinking of NATO on the possibility of defending member nations from direct invasion.

eFP is a sourcebook for Modern Armor or any microarmor system. Included are unit Orders of Battle for the NATO forces stationed in Poland and the Baltic States and their potential Russian and Belarus opponents, scenarios, and rules to cover the latest battlefield weapons.

MODERN ARMOR v23

Now version 2.3 (Changes between versions 2 and 2.3)

Revised with extended vehicle listings and adjustments for "ultra modern" combat.

This micro armor rule system evolved from many play sessions of WRG’s “Wargames Rules 1950–2000,” Advanced Squad Leader, Panzertruppe, and so on. The objective is a fast moving game that provides verisimilitude, and addresses basic problems present in many games with reaction to enemy actions. The figure scale is a single vehicle or squad of infantry, with a turn covering (very) roughly five minutes of combat. The rules are written to allow hex or map measurement, with one unit of distance equaling 50 meters. Typical scale is 1”=50m as a decent compromise between the scale of micro-armor figures and playing spaces.

Modern combat is extremely lethal, with the first to detect usually scores hits or kills. Ranges have grown immensely since World War II, where most tank combat was under 700 meters. Avigdor Kahalani famously engaged the Syrians in the Golan Heights during the Yom Kippur War at 3000 meters, and ranges stretched out even further in the Gulf War as computer-assisted fire control came into combat. Artillery support has become ever more mobile and fast reacting, with radar-assisted counter-battery fire. Air support is more nimble, too, especially once laser-guided munitions become commonplace.

Core concepts are the alternating player turn, detection, and defensive fire during the active player’s movement, and cohesion.

Included in this title:

  • Complete Rule System, including vehicle and equipment charts covering 1945 to the present day.

  • Combat Tables

  • Game Counters and Artillery Templates

  • Sample historical scenarios

Examples of Play:

Modern Armor Videos: Live Play Examples

ARMORED FIST

Now version 2

Armored Fist: a micro armor rule system for squad and individual vehicle all-arms combat during World War Two.

Suitable for company to battalion-sized actions during the Second World War, this system can simulate both infantry and combined arms operations and give realistic outcomes to combats early and late in the conflict. Simulate the real tactical choices that confronted commanders in every period of the conflict.

Core concepts are the alternating player turn, detection, defensive fire during the active player’s movement, and unit cohesion. This game is related to Modern Armor, a simulation of post-World War Two combined arms combat. The figure scale is a single vehicle or squad of infantry, with a turn covering (very) roughly five minutes of combat. The rules are written to allow hex or map measurement, with one unit of distance equaling 50 meters. Typical scale is 1”=50m as a decent compromise between the scale of micro-armor figures and playing spaces.

Included in this title:

  • Complete Rule System, including vehicle and equipment charts

  • Combat Tables

  • Game Counters and Artillery Templates

  • Quick Play and Historical Scenarios covering 1939 to 1945

Example of Play:

Blood and Snow, Finnish Ski Trooper Ambush 1939

Games available at wargamevault

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© 2017, 2018 Walter R. Moore <walter [at] waltermooregames.com>