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- Basic turn sequence:
- -Draw Phase: draw 1 card into your hand. Starting hand size is 5.
- -Action Phase: play 1 action card. It's the ones with a pink tank in the top-right corner. These allow you to move, shoot or move and shoot with a single tank. Which depends on the symbol in the top right of the card.
- --Movement: 1 square forward costs 1 movement, you can turn 60 degrees after each step. Turning up to 180 degrees takes a single movement point. [Moving backwards costs 2 points and does not allow a free turn?]
- --Shooting: To-hit roll followed by to-destroy roll. Both are 2d6. You need an unobstructed line of sight to the target and it needs to be within your maximum range. LoS is determined using a straight line between the centers of the tanks. If this line touches the edge of an obstruction but does not cross into it, LoS is not blocked.
- ---To hit: Roll needed to hit equals the range to the target. You take your 2d6 roll, plus (or minus) the target's to-hit modifier in the top-right corner. Some cards also add modifiers. Roll at least equal to the modified range to hit.
- ---To destroy: 2d6 + penetration modifier + range modifier needs to beat the armour facing. Range modifier is +1 at range 2, +2 at range 1.
- -Event Phase: play up to 1 Event Card. These are the ones without a tank symbol in the top-right corner.Instead, they have a throat-microphone and a set of binoculars.
- -End phase: Discard down to 5 cards if you have more.
- Reaction cards (symbol is a 76mm Sherman in crosshairs) can be played during the opponent's turn. So can scenario-specific cards. Those state when to play them.
- There are also cards that prevent you from acting for the turn you draw them. The symbol on them is an explosion.
- Armour facings:
- Front armour is used in a 60-degree cone in front of the tank. Presumably rear armour the same, but in the back 60-degree cone. See page 11 of the rulebook.
- Firing arcs:
- Fixed-forward guns have the same firing arc as the front armour facing.
- Twin waepons:
- Some tanks have multiple values for range, firepower and turret traverse. Each of these is for a separate weapon.
- [It looks like you can fire only 1 per action, but I'm not entirely sure.]
- Character abilities:
- Modifiers match the location of the relevant stat on tanks.
- -Characters with an A in the top-left corner can let you spend a second action card this turn.
- -Some characters (like Naomi from Saunders) have a to-hit modifier in the top-left corner in blue.
- -Others have a penetration modifier modifier in red.
- -Some have a movement modifier in white in the bottom left.
- -Some have an additional enemy to-hit modifier in the top-right corner, in red.
- -Some have an enemy penetration modifier in gray on the right.
- -I don't know what the numbers in pink on the top right mean. Maybe you can spend them to draw that many cards?
- It's unclear if the character bonuses are permanent or one-use. I suspect the latter.
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