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Joubert
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September 2008
Armoured Car Rules Tue, 30 December 2014 19:58
I recently purchased several Perrin Miniature armoured cars to field in Memoir scenarios. Your comments on my draft House Rules for Armoured Cars would be greatly appreciated:

Treated as Infantry
1 - 2 Figures per scenario
Move up to 2 Hexes
Move 2 extra Hexes on Roads
Battle at 3-2-1
Must stop when Entering or Exiting Forest, or other broken terrain
May Retreat up to 3 Hexes per Flag
Command Car Rules apply when ordered with a Recon 1 Card
Command Car Rules apply when targeted
      
Antoi
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Bring Boys Back Home

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March 2005
Re:Armoured Car Rules Tue, 30 December 2014 21:41
Joubert wrote on Tue, 30 December 2014 19:58

I recently purchased several Perrin Miniature armoured cars to field in Memoir scenarios. Your comments on my draft House Rules for Armoured Cars would be greatly appreciated:

Treated as Infantry
1 - 2 Figures per scenario
Move up to 2 Hexes
Move 2 extra Hexes on Roads
Battle at 3-2-1
Must stop when Entering or Exiting Forest, or other broken terrain
May Retreat up to 3 Hexes per Flag
Command Car Rules apply when ordered with a Recon 1 Card
Command Car Rules apply when targeted



Hello Joubert,
Welcome to the forum!(missed your first post in Octobre Smile )

Thanks for sharing this house rule with us.
I'm looking at it for some time now, I see much similarities with the Patrol car
http://cdn0.daysofwonder.com/memoir44/en/img/mm_compendium_troop_19.jpg

in combination with the Command car rules it makes it a (too?) powerfull unit. And if you get two figures in one unit I think its even harder to hit then a Tiger tank Cool

What kind of historical unit where you thinkig of when you made this unit? It helps better understand how to translate it into Memoir'44

[Updated on: Tue, 30 December 2014 21:42]

      
Joubert
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September 2008
Re:Armoured Car Rules Tue, 30 December 2014 23:39
Thanks for your timely response Antoi. My proposed House Rules are based on the following highlights about the M8 Greyhound from Wikipedia:

"Purpose designed to serve as the primary basic command and communication combat vehicle of the U.S. Cavalry Reconnaissance Troops. The Cavalry Recon troop served as a division's or corps' advance "eyes and ears." This mission demanded speed and agility, not firepower and armor. When on the march, the Cavalry's mission was to make contact with enemy forces at the earliest practicable moment and maintain it thereafter. In this role, the recon troops identified hostile units and reported their strength, composition, disposition and movement. During withdrawals, the cavalry often served as a screening force for the main units. The M8 performed this function with distinction."

"Capable of cruising 200 mi cross country or 400 mi on highways without refueling. On normal roads it was capable of a sustained speed of 55 mph."

"The M8 was not designed for offensive combat, and its firepower was adequate only against similar lightly armored enemy vehicles and infantry. The vehicle's armor provided a fair degree of protection against small-arms fire but nothing more. Crews needed to survive by using speed and mobility to avoid hits instead of withstanding them."

"Limited mobility in heavily wooded areas and on broken terrain; performance on hard surfaces was exceptional"

I thought of designating the Armoured Car as either the Long Range Patrol Car (Jeep) or the Command Car (CC) per scenario but the M8s armour provides better protection and its 37mm gun is not to be trifled with. I was hoping to combine elements of the Jeep and CC as it seemed to have utilized features of both these units in practice.

Yes, one figure per unit makes more sense. How about the following?

Treated as Long Range Patrol Car with the following exceptions:
1 Figure per scenario
Move up to 2 Hexes
Move 2 extra Hexes on Roads
Battle at 3-2-1
Must stop when Entering/Exiting Forest or other broken terrain
May Retreat up to 3 Hexes per Flag

Treated as Command Car with the following exceptions:
Move up to 2 Hexes
Move 2 extra Hexes on Roads
Battle at 3-2-1
Must stop when Entering/Exiting Forest or other broken terrain
May Retreat up to 3 Hexes per Flag
      
Sgt Storm
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Lieutenant

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December 2006
Re:Armoured Car Rules Thu, 01 January 2015 04:24
I think moving up to 3 and 1 additional hex on road (like every other unit) makes more sense. To limit power of this unit I would allow battling at 2-1 like half track OR perform command OR recon 1 ability might be better.
      
Joubert
Junior Member

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September 2008
Re:Armoured Car Rules Fri, 02 January 2015 01:53
Thanks for your thoughts Sgt Storm.

I should have taken R. Borg’s advice to test-play the draft rules before submitting them to the Forum. I admit they are not thought out very well. I was hoping that someone in the community had already established Armoured Car House Rules. They are such neat units (I have Soviet BA-10s & Sd.Kfz. 234s in addition to the M8s) so I’m anxious to field them in scenarios. I am currently pre-occupied with purchasing and painting supplemental units. It will be some time before I have the opportunity to test-play new figure House Rules.
      
red_zebra
Senior Member
Lieutenant

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February 2005
Re:Armoured Car Rules Mon, 05 January 2015 03:15
I have the same minis, and use them to mark the Supported Infantry Units.
      
50th
Senior Member
Armor Specialist

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October 2006
Re:Armoured Car Rules Tue, 06 January 2015 21:04
What I did in my house rules on Patrol Cars was to say that when you re-roll all hits, grenades and infantry symbols are successful hits. This way, they are still harder to kill, but not as hard as Tiger tanks.

      
Quit2
Senior Member
Advanced Historian

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July 2007
Re:Armoured Car Rules Tue, 06 January 2015 21:38
Once upon a time, I made a house rule to use both long range patrol cars and halftracks as SWA for infantry units.

- LRPC SWA allowed the infantry to move 4 and battle. Otherwise it's like any other infantry unit with a SWA.
- HT SWA acted like portable sandbags. It gave protection of sandbags (-1 die if no terrain protection, and ignore one flag) but stayed with the unit when it moved. Otherwise it's like any other infantry unit with a SWA.

Maybe my HT SWA idea is something for Armoured Cars? Or both rules combined in one?

For example:
An Armoured Car SWA has the following rules:
- Late war SWA rules apply.
- Unit with Armoured Car SWA may move 3 and still battle.
- Unit with Armoured Car SWA may ignore one flag.
- Unit with Armoured Car SWA is attacked with one less die if not on terrain that provides protection.

[Updated on: Tue, 06 January 2015 21:53]

      
    
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