My one complaint lies with the rules about line of sight and terrain effects. The rulebook has plenty of pictures and examples for most of the situations. Some ongoing effects are permanent, one of which can be “repaired” with a 50/50 chance at the end of each round. This could include “locking up” one’s turret (so that attacks can only be made towards the forward arc), damaging the tracks (so the tank can no longer move), or simply extra damage. Each card in the deck will note some damage (usually one or two) and will often also bestow some negative modifier on the target. Each critical hit requires a draw from the critical hit deck. Bonus defensive dice are added to the roll if the defending tank has moved earlier this turn, the attacking tank has moved earlier, and if it is under cover (partially in woods, etc.) Close range shots or ones hitting a tank’s side will subtract defensive dice.Īny leftover basic hits are marked off on a tank card. (If the tank did not move this round they can reroll the entire set of the dice one time if they wish.) The defending tank rolls their defence (usually only a few), blocking any type of hits on a 4 or 5 (chosen by the attacker.) A 6 rolled in defense also blocks a hit or critical hit, but the hit is chosen by the defender. Attacking tanks roll their dice (usually quite a few), scoring hits with a 4 or 5 and a critical hit on a 6. Then all the tanks shoot, with the quickest tanks shooting first. All the tanks move using the same cardboard “arrow” to measure movement, with quickest tanks moving last. The game does boil down tank battles to make for a fast game.
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