|M3 TCM-20 (AIS161)|
includes one M3 TCM-20 half-track, one Plastic half-track components sprue, one Driver figure & one Optional hull-mounted MG.
At the conclusion of the Second World War, the biggest consumer of the M3 half-track was Israeli. The high level of surplus vehicles still in Europe at the conclusion of hostilities meant a plentiful supply were available. Once acquired, these vehicles were amongst the first armoured vehicle available to Israeli forces during the fighting in 1948 (the first Arab-Israeli war).
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|At the conclusion of the 1948 conflict, Israeli continue to acquire M3 half-tracks from European sources and directly from the United States and by 1955 a concerted effort was made to standardise the acquired half-tracks in an attempt to equip two new armoured brigades. Amongst the modifications was the addition of a ball-mounted machine-gun in the driver’s compartment.|
|In addition to an armoured personal carrier, the M3 half-track was a successful platform for various types of support weapons. Amongst these were anti-tank variants and mobile mortar carriers. Another variant included the M3 TCM-20, which featured a main armament of two 20mm Hispani-Suiza HS. 404 cannons fitted to a Maxson turret. Not only did this weapon prove an adequate deterrent to enemy aircraft but could be used against ground targets to devastating effect.|
Designed by Evan Allen
Painted by Chris Townley
|The M3 TCM-20 in Fate Of A Nation|
Arm any or all M3 TCM-20 half-tracks with a hull-mounted for +5 points per half-track.
|Anti-Aircraft: Who Can Shoot|
Shooting at aircraft requires a special anti-aircraft mounting to allow the weapon to shoot at high angles and rotate rapidly to track fast-moving aircraft.
Only weapons with the Anti-aircraft, Heavy Anti-aircraft, or Self-defence Anti-aircraft attribute can fire at Aircraft. Anti-aircraft weapons that are still being towed by or carried as Passengers in Transport vehicles cannot shoot at Aircraft.
Anti-aircraft weapons must have a Line of Sight and be within Range to shoot at Aircraft.
Any teams that shoot at Aircraft can’t move At the Double, Dig In, Shoot or Assault in their next turn.
Any weapons (other than Self-defence Anti-aircraft weapons) that shoot at Aircraft cannot conduct Defensive Fire if assaulted later in this turn.