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Danville Battleground Map???
We are starting up a tank club in Minnesota. Have a large area for a battlefield. I was at Danville about 6 years ago and it was a great layout design. Does anybody have a map of the Danville layout we could use as a reference as we design ours?
(I did do a search, but found nothing) Thanks much! DanL |
check the latest meeting thread, there is a link to a map in the rolling thunder game instructions.
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I believe DaveBcool has some schematic drawings that was used for the Rolling Thunder matches.
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Got the map. Thank you!
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FYI the battlefield has changed some over the 6 years.
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Don't hold me to the accuracy of that map.
It is a rough representation done from memory. It does have the larger topographical elements and locations of the river, bridges, village(s), and RR are somewhat accurate. But I've left off a lot of details. |
My 2 cents regarding making an interesting battle field:
The asymmetrical path of the river creates a more organic battle, there are advantages/disadvantages to each Zone. Different areas require different battle skills, like the close quarters of town vs more open country Elevation changes, both mountains and mole hills, play a big part in strategy Even a small hill can alter the angle of the TBU making a tank defensive Firing 'lanes' that allow sniping across certain points of the field, but not all, creates the need for constant awareness |
Is there a ir battle game rule in Danville event? I once saw a written document, but can not remember where it come from.
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Did you mean this?
1 Attachment(s)
We use these rules when the ACE club runs the events.
Each event is run by either ACE, HEAT, or NEAD tank clubs. If a club is interested in running an event, then they have to contact the Museum before they make the calendar in December. |
Thanks Dave, it seems very complicate, any simplified game rule? such as 4 v.s. 4 only? one PL + three PM.
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We have simpler battles also. The rules are really quite similar for all the battles. The easier ones are; Axis vs Allies, equal teams switching defending the town, last man standing (individual battle against everyone else), recovery battles (destroyed tanks have 1 or 2 recoveries), fox and hare (3 mediums or lights against 1 heavy). We do try to meet the desires of all of the tankers. Some like one style of battle more than others, which is fine. Some guys do not like a particular style of battle, and don't attend those events which is there choice also. The rules for a battle date are posted before the battle date so someone does not drive 6 hours to find out that it is not the kind of battle they like to participate in. I find that there is ample time to battle in each venue and enjoy almost all of them.
Herman |
Clark, there are two sets of rules that work together, one that defines the game play which the others before me have talked about, and the other that defines the equipment.
Here's what I observe (Danville veterans could feel free to clarify or correct me): A set of really specific regulations existed and apparently was used back in the day of super-serious tournament-style battles, and detailed scale speeds based on actual historical data, among other things. I've not seen that being used in the series of battles I attended there from 2013 till now. No one seems to be too hung up on speed anymore, unless it was really zipping around like a offroad buggy. What I do observe is that, depending on the club hosting it, they would specify apple configurations - stock Tamiya, with the 3-6-9-12 o'clock vulnerable configurations, TFA with the pyramid rotated 45 degrees, or IFA where the apple's frontal quarter is blocked with tape to simulate impenetrable front armour, depending on tank type, they may get varying widths of tape. IR apples should not be blocked, intentionally or otherwise. It isn't entirely clear to me if the apple is blocked by a stock feature of the tank (e.g. commander's hatch in the case of the Tiger I) whether it has to be removed. IR apples also don't get deliberately lowered, the hit indicator LEDs must be visible. Similarly the gun muzzle flash and/or recoil mechanism must be functioning. This gives visual indication of firing and taking hits. In all cases, damage simulation is necessary, the tank must slow down sufficiently after taking damage. For some battles, the IR emitters are checked for correct depth and diameter, and for turreted tanks they always stay aligned with the IR apple. Casemated tank destroyers get some off-bore slew but they don't have the luxury of turret rotation. I have not seen a tank with more than one IR emitter, so I assume that is not allowed. Tanks must have their volume turned up loud enough to be audible - no stealth tanks! |
Clark,
Are you looking for actual game idea's or tank inspection guidelines? As for games, like Green Amphibian said we've run all kinds of stuff, even tank football and zombie apocalypse. For tank inspections thats something you can decide on how you want your games played, and adapt after an event or 2 if wanted. Just remember you'll never make everyone happy and stick with what you decide. Democracy's are nice, but nothing gets done ( in the hobby world.) This could be a great stepping off point for a thread of its own on battle scenarios/games both historical and hilarious! |
Originally Posted by TheBennyB
(Post 12002775)
Clark,
Are you looking for actual game idea's or tank inspection guidelines? As for games, like Green Amphibian said we've run all kinds of stuff, even tank football and zombie apocalypse. For tank inspections thats something you can decide on how you want your games played, and adapt after an event or 2 if wanted. Just remember you'll never make everyone happy and stick with what you decide. Democracy's are nice, but nothing gets done ( in the hobby world.) This could be a great stepping off point for a thread of its own on battle scenarios/games both historical and hilarious! |
There was a club (I think) that had a set of rules that were the standard for a while.
This included all the scale road speeds. I forget who that was. Any help? |
the site was www.http://rcacn.org/ - tho its now defunct. Several folks here will have copies of the speed and armour class charts.
BAT still have a summary on their website: http://www.bayareatankers.org/Intell...les_RCACN_.htm |
Yes, years back alot of the major clubs followed the RCACN rules for IR combat or atleast a tweaked version to suit the clubs needs. For the most part they were good guidelines just got to be a little too
"historical" with regards to tank inspections. People were waiting in line to get their turret speed, elevation/depression, tank speed, emitter depth, etc instead of being on the field playing. Most of the tamiya kits out of the box would not pass these inspections so you'd have a operator that just spent $800 on a tank, drove 6 hrs, spent $120 on a hotel room for the weekend and was then told he couldn't put his tank on the field. This was partly addressed with a first time "exemption" but then you had people grumbling that they had spent time and money on their tanks to comply and now have to battle KT's that are racing through the battlefield or Pershings with wicked quick turrets even though most of them had to get the "exemption" as well on their first visit. Rules/guidelins are a very touchy thing when dealing with peoples spare time and money in a hobby. They need to be able to adapt to changes in technology, the battlefield your on, and the demographic of the operators. |
Agree with all of that - its about making a level playing field at the end of the day. The point of any rule set should be to stop those guys with deep pockets and/or access to machine tools, and the 'win at any cost' mentality, from dominating everyone else.
The way we went in Detroit (and at the one Danville event I was able to make it to) was to take the position that if your tank was stock, then it was ok - anyone else can go out and buy the same. Once you started to modify it tho, then you had to make sure that you were not gaining an advantage over the new guy with a stock tank in terms of speed etc. |
Sorry we got off topic on battlefield maps Dan. Clark, if you want more discussion on rules/gameplay start a new thread if you like.
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