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Modern Armor 2nd Edition

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Now Version 2.3

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

This 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

This game is related to Armored Fist, combined arms rule system for World War Two combat.

Example of Play: Valley of Tears, Golan HBeights, 1973

http://moorewr.ddns.net/wordpress/index.php/2018/02/06/examples-of-play-valley-of-tears-yom-kippur-war/

FAQ

https://sites.google.com/view/wmgames/faqs/modern-armor?authuser=0

Video Channel

https://www.youtube.com/watch?v=M7W0waw1S14&list=PL5Uu2ebDSpaE_irfxRBmfnXcwL78tPv4K&ab_channel=WalterMoore

in motion

tanks in the desert

On hexes

https://www.waltermooregames.com

https://www.facebook.com/dragonslairmodernarmor/

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Discussions (6)
Customer avatar
Nicolai B March 13, 2023 8:40 am UTC
PURCHASER
First things first, wow, I think the rules are extremely good, I love that it's straightforward BUT detailed. I appreciate the nuances of the weapon systems and that each vehicle retains its own distinctive characteristics.

I just have one small question, what would you recommend if you want to play smaller games? For example just platoon level. Would they change anything in the values? (Cohesion and so on.Especially if you want to create the units list) Or what tips or experiences can you share regarding smaller games.




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Customer avatar
Walter M March 13, 2023 3:01 pm UTC
PUBLISHER
Thank you for your comments!

When playing smaller actions, the main thing is to resolve Cohesion separately for each platoon, instead of at company level. If the forces are very small this may result in more lulls in the actions a side takes on a given turn once you have cohesion failures (in fact, you might decide that causing the other side to suffer cohesion failure is a victory condition). You might find yourself using the Reorganization rule more often than in a larger scenario.
Customer avatar
May K December 22, 2022 10:39 pm UTC
PURCHASER
Is there a map for your Einbeck scenario?
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Customer avatar
Walter M December 22, 2022 10:51 pm UTC
PUBLISHER
Apologies! I pulled that scenario out of the rulebook between v2.2 and 2.3 to rework it. Thank you for the spur to finish that. As a poor substitute, you can view the battle area in google maps @ 51.8181737,9.9412226
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Customer avatar
May K December 23, 2022 6:36 pm UTC
PURCHASER
Thanks for your quick response.
Customer avatar
Dean M May 19, 2021 10:17 am UTC
PURCHASER
Hi, do you have specific mechanics for different generations of ERA armor and ATM's fired out of tanks in your rules?
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Customer avatar
Walter M February 04, 2022 10:18 pm UTC
PUBLISHER
I am very sorry to have missed this question when you posted it!

Yes, the armor system includes "Chobham" (covering modern ceramic armor and DU plates) as well a two levels of ERA, and rules for what sort of ATGM defeats ERA and/or executes a Top Attack.
Customer avatar
finn 1 January 21, 2021 7:56 pm UTC
PURCHASER
Hi, I've been really enjoying the ruleset but there doesn't seem to be any tables for fire power for artillery pieces mortars etc I checked the tables document thoroughly along with the errata but can't seem to find them I was wondering if you knew where to find them or could update/provide the tables I don't know if ur still answering questions here but this is really the only thing stopping me from playing them many thanks
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Customer avatar
Walter M January 21, 2021 8:09 pm UTC
PUBLISHER
Thank you for trying out the rules!

When you fire artillery or mortars at soft targets, you use Chart F. Infantry Attacks. The second number in the top row is the size of the round in mm. For example, if you hit a target with an 81mm mortar, you'd use the 12/80 column to resolve the attack.

(This gets a paragraph in "Ordnance Attacks against Infantry and Positions" in section VII. Combat of the rules. It would benefit from an example of table on the rules page, and more text on the chart itself in the tables!)
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Customer avatar
finn 1 January 21, 2021 8:16 pm UTC
PURCHASER
Thankyou I wondered what the mm's on the infantry attacks chart was. out of all the modern rules I've used and had this is by far the most indepth
Customer avatar
Lucas W April 09, 2018 1:30 pm UTC
PURCHASER















Many moderns rules are highly complicated in an effort to be "realistic" Walter Moore seems to have boiled it all down to just 16 pages of actual rules. Most pf the rest of the 51 page rule book is actually made up of vehicle and weapons data and a few sample orbats.

The data cards are an excellent and convenient aid and they cover much of the great powers and the secondary powers for most major armoured conflict from 1946 onward. Even very new or likely additions such as Russia's T-14 Armata tank are covered

I have not yet tried them out on table top owing to my currently very busy real world schedule but I will certainly be doing so sometime in the very near future and believe that my good first impressions with the authenticity, ease of learning and ease of play will be borne out by actual experience of the rules
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Customer avatar
Walter M April 15, 2018 5:19 pm UTC
PUBLISHER
Thank you for your kind words!
Customer avatar
April 03, 2018 7:15 am UTC
PURCHASER
Regarding your "Bogging a Vehicle" addition, in the US military the term "mired" is typically used. You may want to throw the word somewhere in the section on your next update pass. Also rollovers (i.e. overturned vehicles) aren't uncommon and they are typically more dangerous for the crew.
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Customer avatar
Walter M April 03, 2018 12:27 pm UTC
PUBLISHER
Thanks - I'll probably go of some variation on "Bogged/Mired" as the title for the rule section.

Good point also about the risk of rollovers. We're abstracting what happens to the bogged vehicle in the rules but I guess the unbogging process should have a way to end up with permanently disabled.
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This title was added to our catalog on October 12, 2017.