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Tank wargame

Benodigdheden
Meetlint in centimeters
Twee pakken Kaarten
Witte, rode en blauwe fiches
D6 dobbelstenen ( 12 stuks ongeveer)
En tanks ( en ondersteuningseenheden zoals, vrachtwagens en infanterie)

Spelverloop

Elke speler mag een aantal fiches plaatsen bij zijn eenheden ( 0 , 1 witte of 2 blauwe ), dit is
afhankelijk van de initiatief waarde van het leger, dit geeft tevens aan de logistieke bevoorrading
en kwaliteit van sturing binnen het legerkorps oid.
Elke speler gooit een dobbelsteen om te bepalen wie de aanvallende partij is en wie verdedigt (of
dit is al vooraf bepaald adhv het scenario)

Bij elke speelronde wordt met de eerst getrokken kaart bepaald wie start met zijn eenheden ( dit
wordt herhaald aan het begin van elke speelronde)
Elke speler heeft 1 dek speelkaarten, degene die aan beurt is geeft eerst aan welke eenheid een
actie gaat doen en welke actie. (Bewegen of vuren) Dan wordt, wanneer een doelwit wordt
beschoten, gevraagd aan de tegenspeler of hij wil reageren. Ja,… dan pakken beide spelers een
kaart van het kaartendek. Degene die het hoogste scoort mag eerst vuren, bij gelijke waarde de
aanvallende partij.overleefd degene die als eerst is beschoten, dan mag hij terugvuren.

Tijdspanne -2 t/m +2 qua kwaliteit


Hoeveel kaarten= aanvoer logistiek/

Bewegen

Line of sight

Schieten:

Zie laatste overzicht

Kaart bepaald wie eerst met aftrek of optel kwaliteit

Dobbelsteen D6 plus penetraties punten korte afstand 1 = mis, middel lange afstand 1,2 = mis,lange
afstand = 1,2,3
Score lager aan pantser= geen effect
Score gelijk aan pantser= witte fiche onder tank ( standaard 1 punt aftrek en 5 cm)
Score 1 punt hoger = rode fiche onder tank (standaard 2 punten aftrek en 10 cm)
Score 2 punten of hoger = tank ontploft

Wanneer een tank op 1 witte fiche staat en weer wordt beschoten, ( met gelijke score aan pantser)
wordt het fiche omgeruild voor een rode.
Wanneer een tank op 1 rode fiche staat en er komt 1 witte of rode fiche bij dan is de tank
vernietigd.

Accuracy= aftrek qua, misser/ bijv. Accuracy -1> wordt korte afst. 1,2 en lange afst. 1,2,3
Penatration= aftrek/ optel = score plus of minus/ bijv. Worp is 5 plus bijv. +1 pen= 6
Witte fiche# naast een tangroep geeft aan dat ze een actie mogen uitvoeren in een ronde. Maximaal
2 fiches in 1 ronde per tankgroep. Wanneer het er twee zijn, wordt de kleur van de twee fiche#
blauw. Dit geeft aan dat er punt aftrek is bij accuracy en minus 5cm. Voor beide fiches.

Een eenheid die wordt beschoten waar geen fiche ligt heeft de pech dat het geen actie terug mag
doen. ( inzicht leiding, onervarenheid eenheid en logistieke beperking oid).

Wanneer een eenheid die wordt beschoten wel een fiche heeft liggen trekt een kaart. Vooraf dat de
kaart wordt gepakt geeft de speler aan of hij reageert, schiet of blijft staan en de kaart bewaart.
( zo kun je de tegenstander tot initiatief dwingen, vooraf dat de uitkomst is bepaal).

Wordt het doelwit beschoten in de flank of van achteren is terugvuren geen optie.

Concepts

Armour Assault – Tank Warfare, has been design to be a fast and fun, dads and lads game with little
book keeping. Random turn lengths based on how successful you are in combat, which relies on
good use of fire and manoeuvre around a dense terrain filled battle field. The sequence of play is
simple, move and fire, repeat. All measurements are in centimetres measured from the centre of
the vehicle to the centre of the target vehicle or feature.

Terrain

Armour Assault requires a lot of terrain to break up the battle fields’ line of sights; it is recommended that at
least ¾ of the table is covered with terrain and scenic items that measure between 5cm and 25cm across.

Classification of the terrain piece is easy, it is either: clear and open; rough or impassable.

Clear and open has no advantages or disadvantages to game play. Rough reduces movement by ½ whilst in the
terrain feature. Rough terrain includes swamp, marsh and wooded areas. Impassable is well impassable.
Impassable terrain includes deep water, cliffs, and buildings.

All terrain features should be classified and agreed upon before the battle commences by both players.

Combat Commands

Combat commands are the recommended points for varying sizes of game. From the quick, small Recce forces
to the lumbering Army commands. Each player has the same amount of points to spend on their command and
cannot spend over this value. Being under on combat command points is fine.

Recce combat commands: 30 points


Patrol combat commands: 60 points
Company combat commands: 120 points
Battalion combat commands: 240 points
Army combat commands: 500 points plus

1/3rd of the combat commands points’ value must be spent on 'Light' type / class vehicles

Point’s Values :Vehicle Type / Class:


Tanks Tank Destroyers Artillery
Light Medium Heavy Light Medium Heavy Light Medium Heavy
5 10 20 10 15 25 10 20 30
Battle generator:

Once you have decided on you combat command size and marshalled your forces together the next thing is to
play the game. The following three Battle Modes are generic to most rules systems but please feel free to come
up with your own Battle modes and scenarios.

Before the battle commences roll a D6 and cross reference to the chart below to find out what type of battle
you will be playing. Alternatively chose one from the table.

D6 Battle
Mode:
1 Assault
Battle
2 Patrol
Battle
3 Encounter
Battle
4 Encounter
Battle
5 Patrol
Battle
6 Assault
Battle

Deployment for Battle

For the three battle modes described the deployment is the same. Each side can deploy up to 10cm in from
their base table edge.

Patrol Battle – Each player places their base in the centre of their table edge and no more than 10cm in from
the edge. The mission objective is to defeat the enemy either by destroying all their vehicles or capturing their
base. To capture the base you must hold it for 3 consecutive turns without any of the Defenders forces being
within 10cm and Line of Sight of the objective. The battle lasts for 12 turns. If the above victory conditions have
not been met, total up the Brewed Vehicles and the side that inflicted the most killed in point’s value wins.

Encounter battle – Place objective in centre of battle board. The first side to capture and hold for 3 or more
consecutive turns without any enemy forces being within 10cm and Line of Sight win.
The battle lasts for 10 turns. If the above victory conditions have not been met, total up the Brewed Vehicles
and the side that inflicted the most killed in point’s value wins.

Assault battle – Roll a D6 the highest dice score chooses if they want to Attack or Defend. The other player then
takes the opposite role. Place an objective in the centre of the Defenders table edge and no more than 10cm in
from the edge. The game objectives are simple; the attacker must capture the objective within 10 turns and
hold the objective for 3 consecutive turns without any of the Defenders forces being within 10cm and Line of
Sight of the objective. The battle lasts 15 turns. If the attacker doesn’t achieve the mission objective in 15 turns
the defender wins.

Command and Control

One of the key aspects to playing Armour Assault is the command and control element of the game. Vehicles
may move up to three times per players turn and may perform offensive fire once per turn and defensive fire
each time their vehicle has been successfully hit and penetrated by the enemy but not suffered any damage
from the damage table. The turn sequence is: move then shoot, with each vehicle or Fire Group before moving
to the next until all have been activated.

At the beginning of each new turn the players roll off to see has the initiative for that turn. The highest die
score being the winner.
The player who won the initiative then may move all his tanks in his turn until all have moved or he fails to hit a
tank whilst performing Offensive fire his turn ends and play passes to the opposition.

Movement

Vehicles can only move in a straight line up to their maximum distance defined by the vehicle type / class in the
table below. They may pivot up to 90° before or after they move and are only allowed pivot up to three times
for Light vehicles, twice for Medium vehicles and once for Heavy vehicles during their movement.

Movement: Vehicle Type / Class:


Tanks Tank Destroyers Artillery
Lig Medi He Lig Medi He Lig Medi He
ht um avy ht um avy ht um avy
30 20 10 25 15 10 15 10 5

Each vehicle may perform up to 3 movements each turn but at increasing risk of losing the initiative. The first
movement of any vehicle is “free”, thereafter if the vehicle wants to move again you have to roll a D6 roll equal
or greater than 4+, the third movement you have to equal or beat 5+ on a roll of a D6. If you fail you second or
third movement roll your forces have lost in initiative and your turn has ended and play passes to the other
side. If you manage to make you further vehicle movement rolls you may then chose another vehicle to active.
It follows the procedure above. You can keep moving your vehicles until each one has moved. Once all you
vehicles have moved if you wanted to move then play passes to the other side ending your turn. Reverse
moment is at ½ normal speed.

Terrain

Armour Assault requires a lot of terrain to break up the battle fields’ line of sights; it is recommended that at
least ¾ of the table is covered with terrain and scenic items that measure between 5cm and 25cm across.

Classification of the terrain piece is easy, it is either: clear and open; rough or impassable.

Clear and open has no advantages or disadvantages to game play. Rough reduces movement by ½ whilst in the
terrain feature. Rough terrain includes swamp, marsh and wooded areas. Impassable is well impassable.
Impassable terrain includes deep water, cliffs, and buildings.

All terrain features should be classified and agreed upon before the battle commences by both players.

Combat

During your turn any of your vehicles may open fire on an enemy vehicle that it can draw an uninterrupted line
of sight too.

The following procedure should be used to establish if you can hit and then damage the enemy.
The firing vehicle needs to roll 2 different coloured D6. One dice, RED will be Accuracy dice and the WHITE dice
will be used for Penetration.

Offensive Fire

A vehicle will be hit on a modified RED die roll of 4+. Accuracy modifiers can be found in the combat table and
on the vehicle data sheets.
The WHITE Penetration die is modified by the value given in the vehicle data sheet under the PEN heading and
represents the size, weight and muzzle velocity of the projectile being fired.

Resolving combat

Combat is resolved by comparing the modified Penetration value against the armour value of the targets
armour facing. Armour rating for each vehicle and facing can be found in the vehicle data sheet. Front and
Side armour values are separated by ‘/’.

Defensive Fire

Defensive fire is the reaction to your vehicle being hit by an enemy vehicle which failed to cause damage via
the damage table or produce a Brewed Up result by scoring triple with the damage roll. Defensive fire is
performed exactly as offensive fire. This may in turn create the target to return fire if the above damage rolls
doesn’t destroy the vehicle this can mean that you can get into a fire fight until one vehicle is destroyed or the
target is missed. Resolve each attack full before performing the Defensive fire.
Defensive fire cannot be performed against hits from artillery, or by flank / rear shots against turret less tanks.

Artillery Fire

Artillery fire is performed in the same manner as Offensive fire but can only target enemy vehicles that it can
draw a direct line of sight too or a direct line of sight can be drawn from one of your vehicles that are still in
play and the target vehicle is not hull down.

Accuracy Modifiers:
-1 Target in protective
terrain feature
-2 Target Hull Down
-1 Firer has moved this
turn
+2 Target stationary in
the Open
+2 Firer remained
stationary this turn
+1 Target moved in the
Open this turn

Damage

If an attack equals or beats the armour value of the target vehicle it has managed to penetrate the armour of
the target vehicle and has caused damage.
Depending on the value of the penetration roll will affect how bad the target vehicle has been hit.
If you beat the armour value by 1 point then the vehicle take a hit. Mark the vehicle with a suitable ‘under fire’
marker. This then follows the vehicle around for the rest of the battle.
If the attack beats the armour value by 2 points but less than three points roll on the damage table below to
find out what happens to the target.
If the attack beats the target armour value by three or more points then the target vehicle “Brews up” as
described in the damage table. The penetrating hit has managed to find a weak spot in the target and exploit it
to the full. This allows even light tanks a chance against those heavies.

The number of penetrating hits a vehicle can sustain before it is classed as Brewed Up is shown in the table
below. This simulates multiple hits on target which in effect render the vehicle useless.

Damage table:
D6 Result Effect
1 Crewed Movement and gunnery reduced by
stunned ½ for this turn only.
2 Thrown Can’t move this turn.
Track
3 Engine ¼ speed for the rest of the battle
damaged unless engineer card is played.
4 Turret Can only fire to the forward arc.
damaged
5 Crew ½ speed and gunnery reduced by ½
injured for the rest of the battle.
The vehicle is KO and explodes.
Leave it on the table with a suitable
marker to show this and any vehicle
6 Brewed Up
within 5cm receives 1 attack on a D6
roll of 6 that follows the normal
combat procedure.

“Brewed up”: Vehicle Type / Class:


Tanks Tank Destroyers Artillery
Light Medium Heavy Light Medium Heavy Light Medium Heavy
2 3 5 2 4 6 1 1 2

Advanced Rules

Fire Groups

Fire Group is a term used to describe a formation of up to 5 vehicles that operate together during the
battle. The Fire Group is created at deployment and can be made up from any vehicle Type or Class. During
the battle all operational Fire Group Vehicles must remain with 5cm of each other at the end of their
movement phase. Failure to do so will pass the initiative to the opposing player.

Fire group Movement

The advantages of Fire Groups are that all vehicles in the group only ever need to roll once for each additional
movement after the first, unlike individual vehicle movement which is rolled for each vehicle. The down side to
Fire Group movement is that all vehicles in the group have to move at the speed of the slowest vehicle.

Fire Group Combat

Only during the FIRST offensive fire that the Fire Group performs each turn they can add +1 Penetration for
each operational vehicle in the group even if no line of sight can be drawn to the target from other members of
the Fire Group. If the target survives it may perform Defensive fire against the vehicle it can draw a line of sight
too.

Assets

Assets can be played at any point in the battle to influence the outcome of a particular situation in favour of the
player who is using the asset. Assets can only be used once per battle and you only may have one of each type
per battle. Each asset has a fixed point’s value which up pay for out of your Combat Command points value.

Mine field: This asset represents an area that has been mined by the enemy. If you chose this asset you will
need to represent D3 + 2 mine fields that are 10 cm x 5 cm in size. These are placed on the table anywhere but
must have at least a 2cm gap between each one.
Natio Vehicl Arm Accur P
n e our acy E
N
T-26 / 2/1/
-1 -2
BT-7 0
T-34A 3/2/ -1 -1
If any vehicle crossed the mine field roll a D6, on a roll of 5 or 6 that
1
mine field was a dummy, remove it from the table. Repeat for each
T-34B- 4/3/ 0 0
mine field until only one remains in play. On a roll of 1 to 4 the mine
C 2
field was real, remove the other mine fields on the table. Any vehicle
T- 5/3/ +0 1 that crosses this mine field must roll a D6 on a roll of 2+ they take
34/85 2 damage as per the damage table. On a roll of 1 the cross unharmed.
KV-I 5/3/ -1 -1 This mine field remains in play until the end of the battle. This asset
3 costs 20 points.
KV-IA 5/3/ 0 0
3
KV-IC 5/3/ 0 0 Ground Attack: The enemy has air superiority. Roll a D6 on a roll of
3 5+ the ground attack aircraft have managed to dodge AA fire and
Russi KV-II 5/3/ -2 + drive home their attack. Chose one enemy vehicle and roll on the
an 3 1 Damage chart, applying the result and effect immediately. If both
IS-II 6/4/ +1 + players have chosen this asset they cancel each other out as the
4 3 aircraft have decided to dog fight it out in the skies above. This asset
4/3/ + costs 20 points.
SU-85 +1
2 1
SU- 5/3/ +2 +
100 2 2 Tank hunters: This asset represents a small infantry team armed with
Anti tank weapons attacking the vehicle before retreating back to
SU- 4/3/ -2 0
friendly lines. The asset after deployment but before any movement
122 2
takes placed. Chose one enemy vehicle and roll on the Damage
SU- 5/3/ -2 +
chart, applying the result and effect immediately. This asset costs 30
152 2 2
points.
ISU- 6/4/ +1 +
122 4 2 Combat engineers: This asset can be played to cancel one mine field
ISU- 6/4/ -2 + that is in play or remove damage to vehicle that has not yet ‘Brewed
152 4 2 up’ this asset costs 20 points.
Crom 3/2/ -1 -1
well 1 Outriders: Allows you to reroll one failed movement dice. This asset
Mk I costs 5 points
Crom 3/2/ 0 0
well 1 Forward Observer: Allow the player to reroll one missed artillery
Mk IV attack. This asset costs 5 points.
Crom 4/2/ 0 0
well 1 Smoke: Your close support artillery have laid a barrage of smoke to
Mk VII cover your advance. Place 2 smoke templates 10cm x 5 cm on the
Crom 4/2/ -2 -1 table where it covers you advance the most. The smoke screen
well 1 blocks all lines of sight through the smoke for 3 turns, after three
Mk turns remove the smokej templates. This asset costs 5 points.
VCS
Crom 4/2/ -2 -1 Vehicle Data Sheets
well 1
Mk
VIIICS
Matild 4/2/ -1 -2
a 2
Matild 4/2/ -2 -2
a CS 2
Unite
Church 4/2/ -1 -2
d
ill Mk I 2
Kingd
Church 4/2/ -1 -1
om
ill Mk 2
III-IV
Church 4/2/ -2 -1
ill Mk 2
V
Church 6/4/ 0 0
ill Mk 4
VII
Church 6/4/ -2 -1
Grant / Lee 3/2/ -1 -1
1
Sherman 4/2/ 0 0
1
Sherman E8 4/2/ +1 +1
1
Sherman 6/2/ +1 +1
Jumbo 1
USA
Pershing 5/3/ +2 +2
2
M7 Priest 2/1/ -1 +1
0
M10 3/1/ +1 +1
Wolverine 1
M36 Jackson 3/1/ +2 +2
1
2/1/
Pz III E-F -1 -3
1
2/1/
Pz III G -1 -2
1
3/1/
Pz II J-M 0 -1
1
3/2/
Pz IV D-E -1 -2
1
3/2/
Pz IV F 0 0
1
4/2/
Pz IV G-H +1 +1
1
Pz V Panther 6/2/ +2 +2
2
Germa Pz VI Tiger I 5/3/ +2 +2
ny 3
Pz VIB King 8/4/ +2 +3
Tiger 4
3/2/
Stug III D -2 -2
1
Stug III G 4/2/ +1 +1
1
Stug IV 4/2/ +1 +1
1
Stug 42 4/2/ -2 0
1
6/3/
Brumbar -1 +3
2
4/2/
Marder III +1 +1
0

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