There has been some recent discussion on the AirLand Battlegroup Facebook page on the rules for Unguided Rockets - meaning these:
Unguided rockets are fired from pods installed on aircraft or helicopter hardpoints. When triggered, each pod fires 2 rockets. All pods on the aircraft or helicopter must fire an equal number of rockets at once. So, an aircraft or helicopter with 4 pods would fire a minimum of 8 rockets a turn. Note, multiple salvoes can be fire at once. The total number of rockets per pod is shown on the table below.
Unguided rockets and targeting systems have become more accurate over time. They always hit on a 5 or 6.
Unguided rockets attack the Top armour of targets."
These rules basically conform to the Battl;egroup WW2 rulebook, but give the unguided rockets a better chance of hitting the target.
Then on Facebook I put up a poll - which is there now if you go for a look - which gives a couple of options. Option 1 is to leave things as they currently are with the new update. Option 2 is to change the rules to allow use of the Artillery Barrage Table to better reflect the area effect of the rockets impacting on the target area.
I decided to test out both options - which I have now done,
I’ve decided to use a Sepecat Jaguar GR.1 as the attacking aircraft. It is equipped with 2 SNEB rocket pods (one on each wing with 6 rockets in each pod).
For
the sake of the experiment we’ll make 3 attacks against a Soviet tank column
with the centre T-72A being the target point in each attack. In the first attack the Jaguar will be firing
4 rockets, the second attack will be with 8 rockets and the final attack with 12
rockets.
Option 1 – the current updated rules.
In this option the player chooses to use Aimed Fire with HE
shells. He successfully observes the Soviet tank column and chooses to target
the centre T-72A.
First attack – Rolling 4D6 I score: 2,3,6,6 = two hits on 1 tank
Second attack – Rolling 8Dg I score: 1,1,2,2,3,3,5,6 – two hits on 1 tank
Third attack – Rolling 12D6 I score: 1,1,2,2,3,4,5,5,5,6,6,6 – six hits on 1 tank
AP 6 vs Top Armour 2 = need a 5 on 2D6 to penetrate.
1st – 8, 3 = 1 penetrating hit = dead tank
2nd – 2, 4 = 1 immobilising hit. 1 glancing hit = 2 morale tests and the tank isn't going anywhere
3rd – 5, 4, 9, 5, 4, 7 = 2 penetrating hits = doubly dead tank.
Option 2. Place the
target point on the target - which will be the centre tank. Any enemy
unit within 10” of the target point has a chance of being hit. Roll for each rocket fired on the “Artillery
Barrage Accuracy Table”. On a 1, the rocket simply misses. 2-5 are potential
pins. 6 is a hit. Allocate pins and hits using the Indirect Artillery Fire
rules. If a successfully hit target is armoured, use its Top armour. Follow the
standard HE rules.
Same rolls as previous example
First attack – 2,3,6,6 – two hits, two potential pins – 2 tanks
are hit, same 2 tanks are potentially pinned as well.
Second attack – 1,1,2,2,3,3,5,6 – two hits, four potential pins, two misses – 2 tanks are hit, all 3 tanks are potentially pinned, with the centre tank is potentially pinned twice.
Third attack – 1,1,2,2,3,4,5,5,5,6,6,6 – six hits, four
potential pins, two misses – all 3 tanks are hit, all 3 tanks are potentially
pinned, with the centre tank is potentially pinned twice.
Roll for hits first AP 6 vs Top Armour 2 = need a 5 on 2D6 to penetrate. For the sake of this example I need a HE size for the rockets and I decide to classify all rockets as Medium, except for S-13 which I'll classify as Heavy.
1st – For the hits I roll - 8, 3 = 1 penetrating hit = 1 tank KO'ed. 2nd tank must make a morale test. I roll a 2 on the suppressing fire effect table so the tank is not pinned (unless it is already pinned from the morale test).
2nd – For the hits I roll - 2, 4 = 1 immobilising hit and 2 morale tests. For my pinning tests I roll badly and none of the tanks are pinned
3rd – For the hits I roll - 5, 4, 9, 5, 4, 7 = 2 penetrating hits = 2 KOed tanks. The surviving tank must make 2 morale tests. Once that's done it tests to see if it's pinned (let's assume it only has 1 potential pin). I roll a 5 and it is pinned. Depending on the results of the 2 morale test this may lead to the abandonment of the tank.




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