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The World War II Tank Skirmish Game

The fearsome German Panther

World War II saw the tank come of age. Tanks like the American Sherman and the Soviet T-34 were
produced in the tens of thousands. Others, like the German Panther, were far fewer, but their sheer
muscle often overcame the odds against them. In the Battles of El Alamein, Kursk, Normandy, and
the Ardennes, these tanks clashed to determine the fate of the world.

the UBIQUITOUS AmerIcan Sherman


Through the pouring rain, you can just What is TANKS? Written by:
make out the smoke billowing from your TANKS is an easy-to-learn, quick- Andrew Haught,
platoon commanders tank. You are next play, small-scale game, where you take Chris Townley,
in command. command of a tank platoon, seeking Phil Yates
As if on cue, the radio buzzes. Corporal to destroy your opponents tanks and
Stevens, always the cautious one, wants secure victory. TANKS is a flexible game Editors:
to retreat and regroup. with lots of ways to create a finely-tuned Peter Simunovich,
army that fits your play style. John-Paul Brisigotti
But you know this is your time to strike.
The enemy thinks theyve got you on the The game is fast and furious, do-or- Graphic Design:
run, got you cornered. Its time to show die. In half an hour, you can pick your Sean Goodison
them what happens when you poke at the tanks and crew, upgrade them to your
hornets nest. specifications, defeat your enemy (or die Miniatures Design:
Its time to lead your men to victory! trying), and be ready for the rematch! Evan Allen,
Tim Adcock,
Will Jayne

CONTENTS Cover Art:


Vincent Wai
Tank Heroes of WWII 2 Command Phase 14
Turn Sequence 4 Keyword Reference 14 Miniatures
Painting:
Components 4 Building your Platoon 15 James Brown,
Game Set Up 6 Missions 16 Aaron Mathie

Movement 7 Assembly 18 Playtesters:


James Brown,
Terrain 8 Your first Game 20 Casey Davies,
Shooting 9 Quick Reference 22 Kit Goldsbury,
Sean Goodison,
All rights reserved. No part of this publication may be reproduced, stored in a retrieval Patrick Gribble,
system, or transmitted, in any form or by any means without the prior written permission Sean Ireland,
of the publisher, nor be otherwise circulated in any form of binding or cover other than Mitch Kemmis,
that in which it is published and without a similar condition being imposed on the Daniel Linder,
subsequent purchaser. Damian Reid,
Rob Sadler,
Copyright Battlefront Miniatures Ltd. All rights reserved. Wayne Turner,
ISBN: 978-1-9408258-7-8 Gavin van Rossum
Proof-readers:
Gary Martin,
Michael McSwiney,
Luke Parsonage,
Gregg Siter,
Stephen Smith

1
TANK HEROES OF WWII Shortly after D-Day, now in command of
GERMAN a Tiger tank, he almost single-handedly,
The legendary Michael Wittmann is stopped an entire British armoured
the most recognised tank ace of World division, destroying dozens of tanks in
War II. After a short stint in Poland the process. His single-handed attack
commanding an armoured car, he saved the elite Panzer Lehr Division
took command of a Sturmgeschtz from being cut off and wiped out. For
assault gun for the Russian Campaign. this feat, he was awarded the Swords for
There his talent for knocking out tanks his Knights Cross.
became obvious.

Panzer IV Panther

minutes with just a handful of shots.


BRITISH One of his victims may have been
During Operation Totalize, the breakout Germanys top ace, Michael Wittmann.
after D-Day, Joe Ekins fought his first Later that day he added a Panzer IV to
and only battle as a Sherman Firefly his tally. For Joe Ekins one day behind
gunner. During the battle Ekins knocked a 17 pdr gun was enough to prove his
out three Tiger tanks in less than twelve status as an ace gunner.

Sherman Firefly Comet

Sherman (76mm) Sherman (75mm)

2 Sherman (75mm)
The first tank they rode into combat was
AMERICAN a Sherman tank named In the Mood.
Golden Gloves boxer and tank command During Pools tour in combat he had
er, Lafayette Pools combat career was so three tanks of that name shot out from
successful that many historians consider under him.
him to be not just the greatest tank ace of Staff Sergeant Pool left Europe with the
World WarII, but the greatest tank ace Distinguished Service Cross, Legion
everdestroying 258 enemy vehicles of Merit, a Silver Star, and a Purple
and twelve tanks (most of them dreaded Heartas well as 17 bits of shrapnel
German Panthers). His tank crew called in his neck, and an artificial leg. In
him War Daddy and he called them 1946 he re-joined the army to train a
his Pups. new generation of tankers.

Sherman (76mm) Pershing

fearless driver, manoeuvring her tank like


SOVIET a veteran. In several engagements enemy
When the Germans killed her soldier shells damaged the tracks and halted
husband, Mariya Oktyabrskaya sold all her T-34. Mariya, often disregarding
her possessions to donate a tank to the orders not to, would jump out of the
Red Army. She had one condition, that tank while under fire and effect repairs
she got to drive it. Stalin quickly agreed to get back into action as fast as possible.
to Mariyas simple demand. In August 1944, after leading the
Mariya arrived at her unit in a T-34 way in dozens of battles, Mariya was
tank emblazoned with the turret slogan posthumously awarded the Hero of the
Fighting Girlfriend. Mariya quickly Soviet Unionthe Red Armys highest
distinguished herself as a skilled and award for military valour.

T-34/85 SU-100

Panzer IV

Panzer IV

StuG G 3
TURN SEQUENCE
During the game players will play 2. Shooting Phase
through a number of turns until one This is when your tanks get to shoot.
player achieves victory. Each turn Players will shoot with each of their
consists of three Phases: tanks in Initiative order starting with the
highest Initiative moving on to the lowest
1. Movement Phase
Initiative.
This is when your tanks move. Players
will move each of their tanks in Initiative 3. Command Phase
order starting with the lowest Initiative In this phase you will mark destroyed
tanks moving on to the highest Initiative. tanks, repair special damage, check for
victory conditions, shuffle the Critical
card deck, and clear all the Speed tokens.

COMPONENTS
Tank Cards Crew and Upgrade Cards
Tank cards are easy reference cards that You can use Crew and Upgrade cards
you can use to keep track of your tanks to modify your tank. These are usually
stats and the damage they have taken. hidden until used for the first time.

TANK CARDS Country


Point Value This identifies the country
Tank Name This is how much the card costs to add it to that fielded this tank.
This is the name of your army.
the tank.
Keywords
These keywords tell you
what rules apply to your
Initiative tank.
This determines the
order in which tanks Damage Capacity
move and shoot This shows how much
during the turn. damage this tank can
sustain. This is shown
as a number and with
Damage Points that can
Attack
be marked with a dry-
This shows how many
erase marker.
dice you roll each turn
when shooting. Crew Slots
You can add one Crew
Card to your tank for
Defence each Crew Slot.
This shows how many
defence dice you roll
Tank Description
when shot at. This text describes the
tank.

4
Critical Cards Measuring Arrow
These cards are used when a tank scores The Measuring Arrow is used for many
a Critical Hit. Tasks in TANKS. Including terrain
set up, mission setup, movement and
Tokens checking for short range shooting.
These tokens are used to mark
Objectives and to keep track of each
tanks condition.

CREW AND UPGRADES Point Cost


This is how much the card costs to
Card Name add it to your army. This is printed
This is the name of the on the back of the upgrade card as
Upgrade or Crew card. well.
Card Effect Country
This tells you what the card This identifies which country can
does during the game. use this card.
Card Type Hero
A tank is limited to one Hero cards are marked with a
Upgrade or Crew card of medal. You may not have multiple
each type. copies of a Hero card in your force.

CRITICAL CARDS
Card Name
This is the name of the Critical card.

Damage Effect Special Effect


Some Critical cards do damage. Some Critical cards have additional
and lasting effects on the target.

Repairable
Some Critical cards with Special
effects are Repairable, these are
repaired during the Command
Phase.

TOKENS
Speed Damaged or Destroyed Objectives Tank Identification
These numbered tokens Place these tokens to indicate These tokens are These paired tokens can
indicate how many times which tanks have been damaged used during certain be used in bigger games to
a tank moved this turn. or destroyed this game. missions (see page 17). keep track of which card
belongs to which tank.

MEASURING ARROW
The tail shows how far
a tank can move. The
The
whole template is used Head
for other measurements. The Tail

5
GAME SET UP
Attackers will gain Table Setup Deployment
the upper hand when TANKS is played on a 3x3 or 90cm x The Defender now chooses a table side
their opponents army
90cm table. Both players start the game to deploy from. The Attacker will deploy
has similar Initiative
by rolling a die. The player with the on the opposite table edge.
stats, while a Defender
can make the most higher roll places the first piece of terrain. The players place their tanks on the
of the terrain. Players alternate placing terrain, starting table in Initiative order. The tank with
with the two woods and moving on to the lowest initiative is placed first,
the four buildings, until all six terrain before moving up through higher
pieces have been placed. Terrain pieces initiative values.
may not be placed within a Measuring
To deploy a tank place the Measuring
Arrow of another piece of terrain or any
Arrow so that it is touching your edge of
table edge.
the table. Place the tank square against
Attacker or Defender the tail of the Measuring Arrow.
After the terrain is set up, each player Initiative Ties
rolls another die, and the player with
When you have a tie in Initiative
the higher result may choose whether
between two players tanks the Attackers
to be the Attacker or Defender. The
tank always counts as having a higher
attacker wins all ties in Initiative while
Initiative than the Defenders.
the defender chooses which side of the
table they want to deploy on. If you have Initiative ties between tanks
in the same army, the owning player
chooses the order in which those tanks
take their actions.

DEPLOYMENT After the German player


has placed their StuG G
assault gun (Initiative 3) and
Panzer IV tank (Initiative 5),
the US player places their
Pershing, Sherman (76mm),
and Sherman (75mm) tanks
(Initiative 6).

Because the German player is


G the Attacker, they place their
StuG Panze
r IV Jagdpanther (Initiative 6) after
the US player places their
Initiative 6 tanks. Jagdpanther

6
MOVEMENT
In the Movement Phase, both players If your tank is moving rapidly, it can Tanks with high
move any or all of their tanks. move again in exactly the same way. Initiative move later
in the turn, allowing
Initiative Place Speed Token them to react to their
The Movement Phase starts with the After moving your tank, place a Speed opponents every move.
tank with the lowest Initiative and token showing how many times it
proceeds up through the Initiative order moved. The faster your speed, the harder
to the tank with the highest Initiative. you will be to hit, but the harder it will
be for you to hit the enemy. As a tank races across the
Moving a Tank
battlefield, and dodges
To move your tank, place the Measuring Staying Stationary
enemy shells, its crew find
Arrow touching any part of your tank Your tank does not have to move. If it hard to fire accurately.
and facing in any direction. Then pick you leave the tank where it is, you do Only when they come to
up the tank and place it anywhere along not gain a Speed token. Instead, your a halt can they employ
the Arrow squared up against the Tail. shooting becomes more effective. their gun to full effect.

MOVEMENT

You cannot move


past the Tail of the
Measuring Arrow.

Tanks move along


the Measuring Arrow,
ending their move square Tanks can rotate using the
against the tail. Measuring Arrow.

RAPID MOVEMENT
Place a Speed token with
your tank after moving.

Tanks can move twice in


a turn. Complete the first
move before making any
subsequent move.

7
TERRAIN
Your battlefield has several different types to tanks partially behind them. Woods
of terrain to fight through and around. can give Cover to tanks on their edges.
Tanks completely within a Wood, and
Buildings anything they shoot at, are in Cover.
Buildings block Line of Sight to tanks Woods do not hinder movement.
hidden behind them and give Cover to
tanks partially behind them. Buildings Destroyed Tanks
are Impassable to movement. Destroyed tanks block Line of Sight
to tanks hidden behind them and
Woods give Cover to tanks partially behind
Woods block Line of Sight to tanks them. Destroyed tanks are Impassable
hidden behind them and give Cover to movement.

You can use Gale Force 9 Impassable Terrain Card Terrain


Battlefield in a Box A tank cannot end its movement in When using the cardboard terrain
terrain to replace the Impassable terrain. If the Measuring supplied with the game, treat the whole
card terrain for a three-
Arrow crosses Impassable terrain, the piece of cardboard as the terrain piece,
dimensional battlefield.
tank must stop moving when it reaches regardless of where the illustration ends.
the Impassable terrain.

IMPASSABLE TERRAIN
Tanks may not end their
movement in Impassable
terrain.

Tanks must stop where the


Measuring Arrow crosses
Impassable terrain.

8
SHOOTING
In the Shooting Phase, both players Line of Sight
shoot with any or all of their tanks. A tank has a Line of Sight to its target
if you can draw a line from the tanks
Initiative
turret to any part of the target tank
The Shooting Phase starts with the tank
without passing through any other tank
with the highest Initiative and proceeds
or any Blocking terrain.
down through the Initiative order to the
tank with the lowest Initiative. Line of Sight for tanks with the Assault
Gun keyword is measured from the
Pick Your Target point the gun barrel crosses the front of
The first thing to do when shooting with the hull.
a tank is pick a target. There are no range
limits, so your choice of target is only
limited by Line of Sight, and in some
cases, the tanks Firing Arc.

LINE OF SIGHT
The left-hand tank is
in Line of Sight, but it
Draw a line from the gun mounting to Blocks Line of Sight to
check if you have Line of Sight to a target. the righthand tank.

All Lines of Sight to


this tank are Blocked by
the Building.

There is an unblocked
Line of Sight to this tank,
so it is a valid target.

9
FIRING ARC
The StuG assault gun
cannot shoot targets
unless they are completely
in front of it, or

any part of the target is


directly ahead of it.
The assault gun cannot
shoot at tanks that are
behind it.

Firing Arc Roll Attack Dice


Most tanks can shoot in any direction. When shooting, you roll Attack Dice.
As an exception, an Assault Gun can The number of dice you roll is your
only shoot at a tank if either: tanks Attack number modified by any
its entire hull (excluding protruding relevant Crew and Upgrade cards.
gun barrels) is in front of the Each result of 4 or 5 scores a Hit, and
Assault Gun, or each 6 scores a Critical Hit.
Example: Petes Panther any part of its hull (again excluding
has an Attack value of 5, protruding gun barrels) is directly in Shooting While Stationary
so it rolls five Attack dice, front of the Assault Gun. You may re-roll all of the Attack dice for
scoring 2,4,5,6, and 6. a tank that remained stationary instead
This gives it two Hits of moving. If you do so, you must use
(the 4 and 5) and two the new roll, even if it is worse than the
Critical Hits (the two 6s). original roll.

ATTACK DICE
The Panther tank has an Attack
value of 5, so rolls five dice.

If the Panther had


not moved, it could
re-roll all of its dice
on a poor roll.

10
DEFENCE DICE The Sherman tank has
Defence 1 and moved twice.
The Panther tank moved once to get to Close Range
(within one Measuring Stick of the Sherman).

The Sherman tank starts with four Defence dice:


one for its Defence value of 1,
two for its current Speed of 2,
and one for the shooting tanks current
Speed of 1.

Roll Defence Dice Shooting Tanks Movement Example (continued):


Once the shooting player has made Add one Defence die for each move that Andrews Sherman tank
has a Defence value of 1
their Attack roll (and any re-rolls), the the shooting tank made (as shown by
and moved twice to get
target player rolls their Defence dice. the Speed token beside it).
itself into the middle of
The number of dice you roll is your a wood. It is being shot
tanks Defence number, modified for Target Tanks Movement
at by Petes Panther tank,
Movement, Cover, Close Range, and Add one Defence die for each move that which moved once.
Side Shots, and by any relevant Crew the target tank made (as shown by the
Speed token beside it). Andrew starts with
and Upgrade cards. A tank can never roll four Defence dice: one
more than six Defence dice. for its Defence, two for
Each result of 4 or 5 cancels a Hit or its Speed, and one for
Critical Hit chosen by the shooting the attackers speed.
player, and each 6 cancels a Hit or a
Critical Hit chosen by the target player.

11
DEFENCE DICE (CONT.) By positioning itself in the
wood the Sherman tank gains
By firing while in Close Range, the Panther reduces Cover and receives 1 extra
the Sherman tanks Defence dice by 1. Defence die.

Successful Hits: Defence Dice:

Example (continued): Cover Close Range


Andrews Sherman tank is Add one Defence die if the target tank Subtract one Defence die if the shooting
in Cover, but also within
is in Cover. tank is within one Measuring Arrow
one Measuring Arrow of
A target is in Cover if you cannot draw a (including the head) of the target tank.
Petes Panther. So it gains
a die for being in Cover, line from the tanks turret (or the point Side Shot
but loses one for Close the gun crosses the hull of an Assault
Subtract one Defence die if any part
Range, leaving it with Gun) to at least three corners of the
its original four Defence of the shooting tanks hull (excluding
target tank without passing through any
dice. Andrew rolls and protruding gun barrels) is behind the
other tank or any terrain that Blocks
scores 1,2,4, and 6. front of the target tank.
Line of Sight or gives Cover.
This cancels two Hits or Ignore terrain directly underneath the
Critical Hits, one chosen shooting tank (not the whole terrain
by Pete (the 4), and one
piece) when determining if the target
chosen by Andrew (the 6).
is in Cover.

COVER This target is in not in


Cover as the tank can
Targets are in Cover if two or draw lines to three corners
more corners are hidden. without passing through
the woods.

This target is in Cover since


This target is in two corners are in the woods.
Cover since the
building blocks the
line to one corner,
and the woods the
tank is in block the
line to another.

12
SIDE SHOT
The Sherman (75mm) tank moved
around the building to shoot at the
Panzer IV. It rolls four Attack dice,
scoring one Hit.

The Panzer IV has a Defence of 1, is in Cover, and the Sherman


moved 1, so normally it would have three Defence dice.
However, the hull of the Sherman is partly behind the front
of the Panzer IV, so it has a Side Shot.
This reduces the Panzer IV tanks Defence dice by 1, leaving it
with two.

Example (continued): Assess Damage shown from the tanks card with a dry
Pete chooses to cancel one Compare the results of the shooting erase marker, or place Damage tokens
of the Hits, while Andrew on the tank.
players Attack roll and the target players
chooses to cancel one of the
Defence roll. If the card has a Special Effect, apply
Critical Hits, so Andrews
Sherman tank takes one that effect immediately. If the card is
Hits Repairable (marked with a ), place the
Hit and one Critical Hit.
Each Hit that is not cancelled after the Critical card on the Tank card to remind
Andrew crosses off a Defence roll does one point of Damage the players of its effect, otherwise place
Damage Point on the to the target tank. Cross off a Damage
Shermans card for the the Critical card on the discard pile.
Point on the tanks card with a dry
Hit, and draws a Critical Final Fury
erase marker, or place a Damage token
card. He draws Busted
Tracks. The Busted Tracks
on the tank. Even if a tank has all of its Damage
card has a Damage Effect Points crossed off, and will be destroyed
Critical Hits at the end of the turn, it can still shoot
of 1, so Andrew crosses off
another Damage Point. It The target player draws a Critical card when its turn in the Initiative order
also has a Special Effect - for each Critical Hit that is not cancelled comes around (unless prevented from
preventing the tank from after the Defence roll. doing so by a Special Effect).
moving - so he places the If the card has a Damage Effect, mark
Critical card on his tanks off the number of Damage Points
card as a reminder.

13
COMMAND PHASE
The Command Phase has four steps. 3. Repair Damage
Each tank may attempt to repair the
1. Destroy Tanks
Special Effect of one Critical card with
Mark any tank that no longer has any
the Repairable keyword ( ). On a roll
Damage left by placing a Destroyed
of 4, 5, or 6, discard the Critical card.
token on the tank and discarding all
When you repair a Critical card you
Critical cards placed on it. For the rest
only remove the card and its Special
of the game this tank stays in place as
Effect, any Damage taken from that
Impassable terrain.
hit remains.
2. Check For Victory 4. Reset the field
If your opponent no longer has any
Remove all Speed tokens and shuffle
tanks in play (they are all Destroyed),
discarded Critical cards back into the
you win the game.
Critical deck, ready for the next turn.

KEYWORD REFERENCE
Assault Gun Fast
This tank gun can only shoot targets This tank may make up to three Moves
entirely in front of it. Line of Sight for during the Movement Phase.
this tank is measured from the point the
gun barrel crosses the front of the hull. Gung Ho
Treat this tank as making one less Move
Blitzkrieg than shown on its Speed token when
This tank may make a single Move calculating its targets Defence dice.
instead of making a Repair Damage roll
in the Command Phase. Semi-Indirect Fire
The player may choose to keep one of
Coordinated Fire their die results and re-roll the rest when
If the target of this tanks shooting was shooting while stationary with this tank.
shot at earlier in the Shooting Phase by
another friendly tank that is within one
Measuring Arrow of this one, this tank
gains an additional Attack die.

14
BUILDING YOUR PLATOON
Your Platoon will consist of three cards are kept face up so that all players
different types of cards: Tank cards, can reference them.
Crew cards and Upgrade cards.
Upgrade and Crew Cards
Point Limit You can only take one of each Type of
Before a game, players agree on a set Upgrade or Crew card on a single tank.
point limit for their Platoons. Try Each Crew and Upgrade card has a Type
playing your first few games at 50 points such as Commander or Ammo .
and build up to 100 points. Once you Upgrade and Crew cards start the game
get the hang of things you can play face down so your opponent does not
bigger or smaller games. know what upgrades your tank has, but
Picking Your Country they can see the point cost on the back
of the cards. The first time you use a card
Each player picks a Country and only
you must flip the card face up for the
uses tanks and upgrades available to
rest of the game.
the chosen Country. For example, Jack
wants to create a German army. He fields Crew Slots
two Panther tanks and a StuG assault The Crew Slots on Tank cards indicate
gun. Jack can add the Ernst Barkmann how many Crew they can have, a
Crew card to his army since it has the tank with three crew slots can have
German symbol . On the other hand, a Commander , Gunner , and
Jack cannot add the Jailbird Boggs Crew Loader , but would not be able to
card because it has the US symbol . add a further Driver since it would
Global Cards already have three Crew members. Slip
Crew cards underneath the Tank card,
Global cards (shown with symbol)
taking up one Crew Slot each.
can be taken by an army from any
country. These represent the more Hero Crew Cards
common types of Crew and Upgrades Hero cards are marked with a medal .
that every country had access to. These represent real heroes that fought
Tank Cards during the war. Players can only
field one of each Hero Crew card in
Your Platoon may contain any mix of
their army.
tanks as long as they are from the same
Country. When playing a game these

15
MISSIONS
There are a number of ways to play TANKS beyond
the basics. This section describes four different Attacker Deploys Here
styles of game.

PANZER ACE
This is the basic game as described in the rules. You
win by being the last player with operational tanks
on the battlefield. If you run out of time (or play to a
set time limit, say 30 minutes or an hour), the player
that Destroyed the most points worth of tanks at that
time wins the game. Include the points values of any
Crew and Upgrade cards that Destroyed tanks started
the game with.

Defender Deploys Here

KING OF THE HILL Attacker Deploys Here


You win this mission either by destroying all of the
enemy tanks, or by holding the centre of the battlefield
against all comers.
Table Set Up
After placing the terrain, place an Objective token in
the centre of the board.
Check for Victory Place an Objective here
When checking for victory in the Command Phase,
you gain one Victory Point if you have a tank within
a Measuring Arrow of the centre of the Objective
Token and your opponent does not. You cannot claim
a Victory Point in the first turn.
When you score three Victory Points, you
win the game. Defender Deploys Here
If you run out of time, the player that has the most
Victory Points at that time wins the game. In the case
of a tie, the player that Destroyed the most wins.

16
FREE-FOR-ALL Attacker Deploys Here
You win this mission by penetrating your opponents
lines to take your objective, or by just wiping them out. Defender Places an Objective within a
Measuring Arrow of Attackers Edge
Table Set Up
After placing the terrain, each player (starting with
the Attacker) places an Objective token within a
Measuring Arrow of the opponents side of the board.
Check for Victory
When checking for victory in the Command Phase,
you gain one Victory Point if you have a tank within a
Measuring Arrow of the centre of the Objective Token
that you placed and your opponent does not. You Attacker Places an Objective within a
cannot claim a Victory Point in the first turn. Measuring Arrow of Defenders Edge
When you score at least two Victory Points and
have more Victory Points than your opponent, you Defender Deploys Here
win the game.
If you run out of time, the player that has the most
Victory Points at that time wins the game In the case
of a tie, the player that Destroyed the most wins.

NO RETREAT Attacker Deploys Here


The attacker wins this mission by defeating the
defender on their home ground.
Table Set Up
After placing the terrain, the Attacker places two
Objective tokens within a Measuring Arrow of the
Defenders side of the board.
Check for Victory
When checking for victory in the Command Phase,
the Attacker gains one Victory Point if they have a
tank within a Measuring Arrow of the centre of an
Objective Token and the Defender does not. Attacker Places Two Objectives within a
The game ends after eight turns. If the Attacker scores Measuring Arrow of Defenders Edge
two Victory Points before this point, they win the
game. Otherwise, the Defender wins the game. Defender Deploys Here

OBJECTIVES
The Sherman (76mm) tank is within
a Measuring Arrow of the Objective.

Since the Panzer IV tank is not


within a Measuring Arrow of the
Objective, the British player gains
one Victory Point.

17
ASSEMBLY
Plastic tank kits need some assembly Dry-fit parts to check how they fit
before they hit the battlefield. The next together. Watch out for untrimmed
few pages show you how to do this. feed tags that will stop the model
Carefully remove parts from the fitting together properly.
frame using a pair of clippers or a Once you are happy with the fit,
hobby knife. Using a sharp blade apply plastic glue (polystyrene
is safer, because you will not need cement) to the pieces and hold them
to apply as much force, so you are together until the bond is set.
The Sherman tank sprue less likely to slip and cut yourself.
has enough parts to If there is anything you are unsure of,
Remember to always cut away from
assemble both the 75mm you can find in-depth assembly guides
yourself.
and 76mm turrets. With for each model on the TANKS website
both options available Trim off any remaining tags or lumps (TANKS.GF9games.com).
you can swap them out from the frame with a hobby knife or
between battles. a file.

SHERMAN (76MM) SHERMAN (75MM)

1A 1B

2 3

4A - SHERMAN 76MM 4B - SHERMAN 75MM

18
PANTHER

2 4

3 5
Then each part of the model is painted in The Panther tank sprue
PAINTING an appropriate colour, usually including has additional parts that
highlighting and shading to enhance the are used to make the
Like the classic plastic Army Men of days
detail and realism of the model. Jagdpanther tank hunter.
gone by, the plastic models for TANKS
So dont be alarmed if
are cast in appropriately coloured plastic, Often water-slide decals are used to add there are some unused
so you can start playing with them as army insignias and other markings. pieces left on your sprue.
soon as they are assembled. The coloured plastic of TANKS models
But unlike those old Army Men, TANKS means you may choose to skip the
models are finely detailed miniature kits undercoat step, and just paint the tracks,
which look much better when painted. tools and machine-guns. Its up to you.
Painting wargaming models is a fun and Colours Of War is a paint range which is
rewarding hobby it its own right. perfect for TANKS models. It has all the
Like many other hobbies, painting historical colours you need, and includes
miniatures can take years to master. coloured spray cans for undercoating,
But the basics are actually quite simple and a selection of special shade washes
to pick up. to add realistic shading. You can find more about
The painting process usually begins painting in Colours
with an undercoat a first layer of paint Of War, a detailed and
which sticks to the material of the model comprehensive book with
practical information
and provides a smooth, even surface for
to help you paint your
painting over. TANKS models

19
YOUR FIRST GAME
For your first game using this starter to playing the missions on page 16 with
set we suggest that you try playing the your basic forces. Later, once you get the
Barkmanns Corner scenario. After you hang of the basics, try adding more tanks
have had a few games of this, move on and playing larger 100 point games.

July 1944, Near the village of Le Lorey, shots bounce off the thick steel of the
in Normandy, Panther, the American guns unable to score
Barkmann wipes the back of his hand a kill. Carefully, Barkmann pulls back to
across his forehead before lowering his cap the next tree, resuming the fight from there.
back on his sweat-soaked hair. He watches Hearing the scream of aircraft engines in a
the company supply sergeant run back steep dive, Barkmann drops into the turret,
from the corner ahead, as a dust cloud just as the tank is lifted into the air by the
creeps closer on the horizon. blast of the first bomb. The Panther is
American tanks on the road at 500 metres, sprayed with bomb fragments. Moans come
Hauptscharfhrer Heinze pants, looking from his headphones and daylight streams
up at Barkmann leaning from the through a crack in the side of the tank.
command hatch of their Panther tank. Heinz, Barkmann calls to his driver, his
Excellent, Barkmann replies. We will voice lost in the ringing of his ears, Can
attack. He switches his throat mike on. we still move? Can you get us out of here?
Driver, forward, halt under the next large As the Panther tanks fire slackens, the
tree. That should stop the aircraft from American fire redoubles. A round clangs
finding us and give us an excellent place to against the armour. Another smashes the
ambush the column from. track damaged by the bomb, forcing 424 to
The wait is not long, as Panther 424 idles in slew violently to the left. The tank lurches
position, unnoticed by the slowly advancing again, and then grinds back around the
Americans. Barkmann scans a road corner, grunts of pain accompanying every
ahead, the thick Bocage creating a narrow movement of the vehicle.
lane. Poggendorf, target Ami Panzer, Poggendorf, see what you can do for
200 meters. Fire, he orders. Heinz, Barkmann orders. We must get
The heavy Panther rocks back with a roar back to the workshop so we can fight again
as the 7.5cm round flies towards its target. tomorrow.
A second later the lead M4 Sherman tank Dont worry, Oscharf, Heinz breathes
explodes in a dazzling display of sparks, through gritted teeth, Im not leaving
even before the dust from the muzzle blast 424 for the Americans. Well make it
clears. Time stands still as the loader rams home. The Panther pulls out for home
round after round in the smoking breech, under the fading sun, leaving behind nine
each shot rocking their tank as enemy tank smouldering Sherman tanks on the field of
after tank explodes just to his front. Return battle: not a bad days work!

20
BARKMANN'S CORNER
This scenario refights Barkmanns
famous battle, where he almost single- American
handedly stopped columns of American Deployment
tanks with his Panther, then somehow
nursed his stricken vehicle back to
the workshop.
Barkmanns Orders Forest
Houses
The Americans have broken through.
You must delay them in order to give OB
West, the German High Command, time
to prepare a cohesive defensive position
from which the Amis can be stopped.
American Orders
You must attack and destroy all resistance
to clear the way for follow on forces. The
time is now. Any delay will result in the Forest
German units being able to pull back
and organise another defensive line.
Setting up the scenario Barkmanns
Set up the scenario so that your map Deployment
matches the terrain setup in the scenario
map. In this scenario the Americans The American Players Army Remember to use your
are the attacker and Barkmann is Sherman (75mm) Measuring Arrow when
the defender. setting up the terrain.
Sherman (75mm)
The German Players Army Deployment
Panther with the Ernst Barkmann The German player deploys within a
Hero Crew card. Measuring Arrow of their corner then
the American player deploys within a
Measuring Arrow of their corner.

Ernst Barkmann received the Knights Cross and a promotion to Oberscharfhrer (senior sergeant) for his actions
near Saint L, France. It was here that the legend of Barkmanns Corner was born.
21
QUICK REFERENCE
TURN SEQUENCE (pg4) Create a pool of Defence dice,
based on the Defence value of
Movement Phase - Players move the target tank with an additional
their tanks, in Initiative order, die for each of the following that
starting with the lowest Initiative. apply:
Shooting Phase - Players shoot
with their tanks, in Initiative ++ Each time the shooting tank
order, starting with the highest moved this turn.
Initiative. ++ Each time the defending tank
Command Phase - Players resolve moved this turn.
a number of effects and prepare ++ Defending tank is in Cover.
for the next turn.
Speed Tokens Reduce the pool of Defence dice
once for each of the following that
MOVEMENT PHASE (pg7) apply:

Start with the tank with the lowest -- The shooting tank is within
Initiative and proceed up through one Measuring Stick of its
Destroyed Token the Initiative order to the tank target.
with the highest Initiative. -- Any part of the shooting tanks
To move a tank, place the hull is behind the front of the
Measuring Stick touching the target tank.
tank and facing in any direction.
Then place the tank square against A tank can never roll more than
the stem of the Measuring Stick. six Defence dice.
Objective Token Each result of 4 or 5 cancels a
Tanks can move up to two times
each turn. Hit or Critical Hit chosen by
the shooting player, and each 6
Place a Speed token showing how
cancels a Hit or a Critical Hit
many times your tank moved.
chosen by the target player.
If you decide not to move a tank
Each uncancelled Hit deals one
it is Stationary. Do not place a
point of damage.
Speed token for that tank.
For each uncancelled Critical Hit
draw a Critical card and apply all
SHOOTING PHASE (pg9) effects. This may include damage.

Start with the tank with the


highest Initiative and proceed COMMAND PHASE (pg14)
down through the Initiative
Mark tanks with no Damage left
order to the tank with the lowest
as Destroyed.
Initiative.
Check for Victory. If all of your
Choose a target and determine
opponents tanks are Destroyed,
Line of Sight.
you have won.
Create a pool of Attack dice,
Each tank may attempt to repair
based on the Attack value of the
the Special Effect of one Critical
shooting tank and any relevant
card with the Repairable keyword
crew or upgrade cards.
( ) and succeeds by rolling a 4,
Each result of 4 or 5 scores a Hit, 5, or 6.
and each 6 scores a Critical Hit.
Remove all Speed tokens and
Stationary tanks may re-roll all shuffle discarded Critical cards
Measuring Stick their attack dice once. back into the Critical deck.
TANKS01-R

TANKS.GF9games.com

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