WEAPONS EFFECTIVENENSS IN THE ECHELON SERIES

                             by

                       Alan R. Arvold

 

   The following set of rules deals with the First Edition sets

of ECHELONS OF FURY and ECHELONS OF FIRE. A copy of this article

was sent to Medallion Simulations for consideration and parts of

it were used when they developed the Second Edition of the

series. (Or so they say.) Anyway for those who still have the

First Edition, these rules are for you.

 

    In a normal game of either ECHELONS OF FURY or ECHELONS OF

FIRE all Combatant and Support cards have a normal attack

effectiveness towards each other with few exceptions. However

this is not totally true in reality. For example, machine guns

could disable a lightly armored vehicle at point blank range

using armor piercing ammunition. However machine guns could not

pierce the heavy armor of a tank. Yet in ECHELONS OF FIRE a group

of four US Humm-V's with light machine guns can knock out a

Soviet T-80. What a ludicrous and unrealistic result. Or how

about a Soviet squad containing one Squad Leader, three Fire

Teams, and seven Sagger cards? With a total of 35 attack factors

this group can just about destroy anything in the game. While in

reality the formation would be a powerful anti-tank killing

group, it would not be a very powerful anti-personnel force.

Consider, Saggers are primarily used against vehicles, but can be

used against bunkers and buildings as well where infantry can

found. However they are not very effective against dismounted

infantry spread out in a tactical formation. Yet in ECHELONS OF

FIRE this Soviet group can wipe out any US squad that gets in its

path primarily because of the Saggers. To get to the point of the

matter, certain types of weapons have reduced or no effectiveness

against certain types of targets. The rules presented below

simulate this situation.

 

 

ECHELONS OF FURY

 

US .30 Cal. LMG, US Autorifleman, German MG-34 LMG, and German

MG-42 LMG: Attack Value of 1 against infantry-type and

encumbered-type targets. Attack Value of 0 against vehicle-type

targets and infantry-type targets inside vehicles. Note that the

MG-34 still has an Attack Value of 1 against aircraft-type

targets.

 

US 2.36" Bazooka, German Panzerfaust: Attack Value of 2 against

encumbered-type and vehicle-type targets. Also has an Attack

Value of 2 against infantry-type targets in city and town terrain

and in foxholes and inside vehicles. Attack Value of 0 against

infantry-type targets in all other situations.

 

US M-3 Halftrack, German Sdk-251: Attack Value of 2 against

infantry-type and encumbered-type targets. Attack Value of 0

against vehicle-type targets and infantry-type targets inside

vehicles. Both have an Attack Value of 2 against aircraft-type

targets.

 

German 88mm ATG: May full Attack Value against infantry-type

targets inside vehicles.

 

All other Combatant and Support card have normal effectiveness

against all other cards. Now the player must strive for a

balanced formation to meet all possible threats. For example, an

American infantry platoon group consisting of one Platoon Leader,

three Regular Squads, one .30 Cal LMG, one 2.36" Bazooka, one

Autorifleman, and one Fragmentation Grenade card would have a

combined Attack Value of 10 against infantry-type targets, 12

against encumbered-type targets and infantry-type targets in

foxholes, towns, and cities, and 10 against vehicle-type targets

and infantry-type targets inside vehicles. The player's HQ should

be treated as an encumbered-type target.

 

 

ECHELONS OF FIRE

 

US M-60 LMG, and Soviet PKM LMG: Attack Value of 1 against

infantry-type and encumbered-type targets. Attack Value of 0

against vehicle-type targets, including vehicles carrying

infantry. (Exception: These machine guns have an Attack Value of

1 against US Humm-V targets as these vehicles are not armored.)

 

US Humm-V/w LMG: Attack Value of 2 against infantry-type and

encumbered-type targets. Attack Value of 0 against vehicle-type

targets, including vehicles carrying infantry. (Exception: This

vehicle may attack other Humm-v's with an Attck Value of 2 as

these vehicles are not armored.)

 

US Dragon, Soviet RPG-7: Attack Value of 2 against encumbered

type and vehicle-type targets, including vehicles carrying

infantry. Also have an Attack Value of 2 against infantry-type

targets in foxholes, towns, and cities. Attack Value of 0 against

infantry-type targets in all other situations.

 

Soviet Sagger: Attack Value of 4 against encumbered-type and

vehicle-type targets and infantry-type targets inside foxholes,

vehicles and in towns and cities. Has an Attack Value of 0

against infantry-type targets in all other situations.

 

All other Combatant and Support cards have normal effectiveness

against all other cards. Now the player must strive for a

balanced formation to meet all possible threats. For example, a

Soviet infantry squad consisting of one Leader, three Regular

Fire Teams, two PKM LMG, one RPG-7 Grenade Launcher, one Sagger,

one Fragmentation Granade, one Smoke Grenade, and one Light SAM

cards would have a combined Attack Value of 10 against infantry

type targets, 16 against encumbered-type targets, Humm-V's, and

infantry-type targets in foxholes, towns, and cities, and 14

against vehicle-type targets and infantry-type targets inside

vehicles. Note that this group also has an Attack Value of 3

against aircraft-type targets for one attack only.

 

 

Commentary: Support Weapons are now considered to be Anti-Tank,

Anti-Personnel, or both.

Anti-Personnel: Yes it is true that at point blank range the

machine guns depicted in the game can penetrate a lightly armored

vehicle. Yes most machine guns have an armor piercing round.

However in real life, vehicles would seldom present themselves at

point blank range. Also Armor piercing round were usually

reserved for machine guns on aircraft and on tanks. Also

increasing the number of machine guns firing at an armored

vehicle does not increase the penetrative ability of the

ammunition. (So much for four Humm-V's knocking out a T-80 with

machine guns alone.)

Anti-Tank: The hand carried anti-tank weapons which are depicted

on the Support cards are indeed effective against infantry-type

targets. Each of these weapons used a HEAT round, a type of high

explosive round which would also be effective against infantry.

These rounds were most effective against infantry when they were

in confined locations such as foxholes and inside rooms of

building such as you would find in towns and cities. However in

all other types of terrain depicted, infantry units would tend to

spread out to limit the effects any high explosive weapons used

against them. And then there is also the matter of ammunition

supply. A squad can carry just so many rounds for their anti-tank

weapons and so a squad leader would not want to waste rounds on

spread out infantry.

Both Types: While the rest of the Combatant and Support cards are

equally effective against both infantry and vehicles, some

deserve some explaintion. In ECHELONS OF FURY the infantry squads

had an inherent anti-tank capability in the rifle grenade which

was organic to squads during World War II. In ECHELONS OF FIRE

the infantry fire teams have an inherent anti-tank capability in

the light AT rocket launchers that they carry (such as the US M

72A2 LAW and its Soviet equivalent). Leader cards do not have an

anti-tank weapon, instead their Attack Value could be considered

to be a leadership modifier of sorts.