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Tank Commander: North Africa - terrain remains the same for the entire battle.

Place these
counters in the Terrain box at the top of the Combat mat.
Matilda II Counter Guide v1.0
These are the playing pieces that are used to track individual * British Army Force Strength * (Combat Mat)
units, crewmen, and situations on the various game mats.
Copyright © 2023 Joe Carter

* Matilda II Tank * (Combat Mat) These counters represent the British Army Force Strength
during battle. The player is not alone on the battlefield. BA
Force Strength abstracts other British Army units fighting
against the Germans alongside the player’s MII tank. The
These counters represent player #1 and #2 Matilda II tanks. level determines how many BA Force draw cup counters are
They are placed in Range Zone 1 on the Combat mat at the included during the battle. Place these counters in the British
start of each battle. Army Force Strength box at the top of the Combat mat.

* German Army Units * (Combat Mat) * Main Gun Shells * (Matilda II Mat)

These counters represent enemy German Army (GA) units. This counter represents the MII Main Gun shells. Armor
They are placed in Range Zone 3 on the Combat mat at the Piercing (AP) shells may only be used against GA Armored
start of each battle, or when reinforcements arrive at the end Cars, Armored Personnel Carriers, Light Tanks, and Medium
of the combat round. Tanks. They may not be used against GA Anti-Tank Guns,
Anti-Tank Rifles, Flamethrowers, Mortars, or Squads.
* Time * (Combat Mat)
AP shells are loaded from the Ready Rack into the Main Gun
Breech (Loaded box on the MII mat) one at a time by the
Loader crewman. When the Main Gun is fired, the AP shell
counter is removed from the Loaded box on the MII mat.
These counters represent the current time during battle. The
time affects a variety of factors during battle. The time Once empty, the Ready Rack must be restocked by the
remains the same for the entire battle. Place these counters Loader crewman before the Main Gun can be reloaded.
in the Time box at the top of the Combat mat. Note: The MII has an unlimited supply of AP shells that can
be restocked indefinitely and never run out during battle.

* Weather * (Combat Mat) Note: The MII Ready Rack comes fully stocked at the
beginning of each battle.

* Machine Gun Ammo * (Matilda II Mat)


These counters represent the current weather condition
during battle. Each weather condition affects a variety of
factors during battle. The weather condition remains the
same for the entire battle. Place these counters in the This counter represents MII Machine Gun ammo for
Weather box at the top of the Combat mat. the 7.92 Turret MG. Machine Guns may only be used against
GA Anti-Tank Guns, Anti-Tank Rifles, Flamethrowers, Mortars,
* Terrain * (Combat Mat) Snipers, and Squads. They may not be used against GA
Armored Cars, Armored Personnel Carriers, Light Tanks, or
Medium Tanks.
When the Machine Gun is fired (2 attacks on same target),
These counters represent the terrain during battle. Each
one MG Ammo unit counter is removed from the MG on the
terrain type affects a variety of factors during battle. The
MII mat. Once empty, the MG Ammo unit counters must be
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reloaded into the MG by the Loader before the MG can fire Note: If the MII releases smoke (Smoke Mortar fired by
again. Commander), but then the Driver later drives the tank into a
different Range Zone during the same combat round, the
Note: The MII has an unlimited supply of MG Ammo that can
smoke effect no longer applies (remove Smoke counter).
be reloaded indefinitely and never run out during battle.
Note: Remove all Smoke counters at the end of the combat
Note: The MII 7.92 Turret MG comes fully loaded at the
round.
beginning of each battle.

* Vehicle Disabled * (Combat Mat)


* Attack / Defend * (Combat Mat)

Place this counter next the MII or any GA Armored Car,


Place the Attack counter next to the attacking unit as a visual Armored Personnel Carrier, or Tank unit counter as a visual
reminder that they are attacking. Place the Defend counter reminder that the vehicle is disabled.
next to the enemy unit counter which is being targeted as a
Note: Disabled vehicles may no longer move for the
visual reminder they are being attacked.
remainder of the battle.

* Hatch Open / Hatch Closed * (Matilda II Mat)


* Shell Shock * (Matilda II Mat)

These counters specify whether the MII Commander and


D r i v e r ’ s h a t c h i s O p e n ( u n b u t to n e d ) , o r C l o s e d Place this counter in any crewman white box on the MII mat
(buttoned). Place each counter in the gray Hatch boxes on as a visual reminder that the crewman is shell shocked when
the MII mat. the MII is hit by an ATG, Flamethrower, Grenade, or Tank
attack.
Having the hatch open exposes crewmen to attacks by
gunfire from APCs, Snipers, and Squads. It also increases the Note: Shell Shocked MII crewmen may not perform any
likelihood of crewmen being more seriously wounded if hit actions for the remainder of that combat round. Remove all
by other GA unit types. However, sometimes having the Shell Shock counters at the end of the combat round. Note:
hatch open is necessary, such as when spotting for the If the Driver is Shell Shocked, the tank is disabled for the
Gunner Main Gun attacks, etc. remainder of that combat round.

Note: During combat, the player must decide at the very


* Suppress * (Combat Mat)
beginning of each combat round whether to have his
crewmen buttoned (hatch closed) or unbuttoned (hatch
open). The decision cannot be changed after the first unit
draw cup counter is drawn. Place this counter next to any GA unit as a visual reminder
that the unit is suppressed after being attacked.
* Smoke * (Combat Mat) Note: Suppressed GA units may not move or attack for the
remainder of that combat round. Remove all Suppression
counters at the end of the combat round.

Place this counter next to either the MII or any GA unit as


* Spotting * (Matilda II Mat)
visual reminder that they have released defensive smoke to
block line of sight.
Note: Smoke decreases the chances of the releasing unit
being hit when attacked. Place this counter next to the Commander crewman white
box on the Matilda II mat as a visual reminder that the
Note: If the MII releases smoke (Smoke Mortar), the Gunner
Commander is spotting for the Gunner’s Main Gun attack.
may not attack for the remainder of the combat round.
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Note: In order for the Commander to spot, his hatch must be * BA Artillery Strike / RAF Airstrike * (Matilda II Mat)
open (unbuttoned).
Note: If spotting for the Gunner’s Main Gun attack, the order
in which the spotting Commander’s cup counter is drawn in
Place these counters somewhere near the Matilda II mat to
relation to the Gunner’s draw cup counter is irrelevant. He
be kept in reserve when either an BA Artillery Strike or RAF
spots for the entire combat round. To avoid any confusion,
Airstrike has been purchased. Once the BA Artillery Strike or
the Commander’s draw cup counter can be removed from
RAF Airstrike has been used in battle, discard the counter.
the pool if he is spotting.
Note: If Commander is spotting, the decision to do so must * Order of Attack Draw Cup Counters *
be made at the very beginning of the combat round. Once
chosen, the decision cannot be changed to a different action
until the next combat round begins.

* Dug In * (Combat Mat)

At the beginning of each combat round during battle, place


Place this counter next to the MII tank or any GA unit as a these counters in a draw cup and draw them one at a time to
visual reminder that the unit is dug in (position reinforced for determine MII Crewmen, British Army Forces, British Army
defense). Dug In units receive a defense bonus when Artillery, RAF Airstrike, and German Army unit order of attack
attacked. Note: Each Crewman or unit may perform one action or
Note: During Assault and Village Attack battles, all GA units make one move/attack per combat round when their
start out Dug In in Range Zone 3 on the Combat mat. Dug In counter is drawn.
GA units may not advance, but may still attack or retreat Note: The green MII counters represent each Matilda II tank
from battle. # and crewman. C = Commander. D = Driver. G = Gunner. L =
Note: During Defend and Village Defense battles, the MII Loader.
always starts out Dug In in Range Zone 1 on the Combat mat. Note: The red GA counters represent each German Army unit
The Dug In MII may voluntarily move into a new Range Zone, #.
but if doing so, the MII is no longer Dug In for the remainder
of the battle. * Wounds 1-3 / Incapacitated / Killed in Action
(Matilda II Mat) *
* Gun Jammed * (Matilda II Mat)

Place these counters in the white crewmen boxes on the


Place this counter in either the 40mm Main Gun Loaded box Matilda II mat when they are wounded. INCAP = 4 wounds.
or the far-left MG Ammo box of the 7.92 Turret MG on the KIA = Killed in Action.
Matilda II mat as a visual reminder when the gun is jammed Note: Incapacitated (INCAP) crewmen may no longer
and cannot fire. Once the jam is cleared, remove the counter. perform any actions for the remainder of the battle. After the
battle is finished, all incapacitated and KIA crewmen must be
* Fire * (Combat Mat) replaced before the start of the next battle. If the
Commander is INCAP or KIA, the game ends.

Place this counter next to the MII counter on the Combat mat
as a visual reminder when the tank catches fire and crew must
bail out.

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Medals
Medals may be earned throughout the campaign, and are
always cherished keepsakes which can be proudly displayed
on the Matilda II mat.

* Mentioned in Dispatches *

Player (Commander) is awarded this medal if the Victory


Point total reaches 101/201/401.

* Distinguished Service Cross *

Player (Commander) is awarded this medal if the Victory


Point total reaches 151/301/601.

* Distinguished Service Order *

Player (Commander) is awarded this medal if the Victory


Point total reaches 201/401/801.

* Victoria Cross *

Player (Commander) is awarded this medal if the Victory


Point total reaches 251+/201+/1,001+.

Copyright © 2023 Joe Carter


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