Tanks Ruleset


Turn Sequence:

  1.        Move
  2.        Shoot
  3.        Ram/Close Combat
  4.        Radio

The turn sequence alternates as follows: Player 1: Move, Shoot, Ram/Close Combat, Both: Radio, Player 2: Move, Shoot, Ram/Close Combat, Both: Radio, and so on.  You will notice the absence of a “psychology” or “morale” phase as is present in most tabletop games.  This has been left out for several reasons.  This first is that the scoring system makes it important to know when to withdraw your forces.  The second is that this game is designed not only for individual games, but with campaign games in mind.  The natural psychology of the players will rule the decision making on the field.

This game is designed with 1/285 scale tanks and vehicles in mind, which is roughly the scale of “Micro Machines”.  These are, or course, difficult to get your hands on.  All of the measurements can be easily adjusted to fit another scale for “scale accuracy”, but I recommend that if you are planning on using 1/72 scale models or 20mm, by far the most common for WWII modeling and wargaming, simply convert all centimeter measurements to inches.  This change works for 15mm scale as well, but simply doubling the measurements would be more accurate.

As far as the setup, depending on the size of the battle you can play in an area as small as 2’x2’, but could require as much as 4’x8’ for a large battle or larger scale.  Terrain can be anything from a stack of books to model scale terrain, whatever works.

Before the battle starts, both players roll a die. The player scoring the highest can choose both to set up the board and get first turn, or to pick their side after the board is set and set up first. The sequence of play then begins.  A game lasts until one side no longer has tanks on the board.  If a tank moves off the board it is considered to have retreated and does not count as knocked out.


All thanks may move up to their full speed value with these exceptions:

Situation Penalty
Difficult terrain (i.e. swamp, river, rocks/fences) ½ Speed
Road/Pavement 2xSpeed
Forest ½ Speed
Uphill ½ Speed
Downhill Normal

Tanks do not suffer any penalties for turning and turning in place does not count as having moved for shooting purposes.  Once the movement phase has ended, no tank may change direction.  The turret, however, may move up to 90° during the shooting phase.

A tank traveling on a roadway and double speed may not turn more than 90° while maintaining that speed. Once a tank the tank has turned 90° it must finish out its move at the normal pace.


Each tank that has a loaded gun may fire in the shooting phase.  The shooting player declares a target, measures to see if the target is in range, checks line of sight, then rolls to fire.  The player must roll equal to or higher than the crew’s ballistic skill, plus any modifiers (see table below).  If the enemy tank is out of range, not in line of sight, or the roll is not high enough the shot is fired but assumed to have missed.  Note here that a roll of “natural 6” is always considered a hit, even if modifiers would normally make it otherwise. If the shot hits the other player takes any applicable saves.  If the hit is not saved, the shooting player rolls for penetration.

Modifier Effect
Within half range None
More than half range +1
Shooter moved this turn +1
Target moved last turn +1
Target moved 2xShooter’s speed. +2

The shooting player rolls one die and adds the strength of the weapon fired.  If the number is greater than the armor value, the shot penetrates. If it is equal to the armor value, the shot glances.  If it is less than the armor value the shot bounces off without effect.  Note that a roll of “natural 1” is always a failure to penetrate. A glancing shot rolls on the penetration table with a -1 modifier. A roll is made on the appropriate table with any applicable modifiers and the result takes immediate effect.

Roll Result
1 Stunned—The vehicle may not move this turn.
2 Knocked about—The vehicle cannot move or fire this turn.
3 Tracked!—The vehicle is immobilized.
4 Weapon Damaged—The vehicle’s main weapon cannot be fired.
5 Bail out—The vehicle is destroyed.
6 Knocked out—The vehicle explodes (all vehicles within d6cm take an AP: 7 hit.

 Saves are taken in certain situations where the shooting tank may have a shot, but terrain or other circumstances may lessen the chance of a hit.  If the vehicle is concealed by a terrain object by 50% or more, it receives a cover save based on the type of object it is hidden behind.

If the tank is shot at from the front, it receives a glancing save on any shot from a gun with a lower strength than the vehicle’s own gun.

Once a game, during the move phase, a tank may “pop” smoke.  The tank may stay still or move backwards up to 25% of its move.  It is considered to be obscured by its exhaust or deployable smoke until its next move phase.  Note that tanks that have popped smoke may not fire.

Type Situation Save
Cover Heavy cover (buildings, rocks, ground) 4+
Cover Light cover (bushes, trees, fences) 5+
Smoke Popped smoke 5+
Glancing The shooter’s gun strength is less than that of the target’s 6+

Indirect fire from artillery works a little bit differently.  Only vehicles within the line of sight of vehicles prior to the movement phase can be targeted by indirect fire.  This is to represent the time delay in relaying coordinates to artillery pieces and the artillery pieces adjusting to fire.  Vehicles discovered in the previous Radio phase or within the line of sight of the artillery pieces themselves may be targeted.

Artillery ignores cover and range effects, but doubles movement effects.  The firing sequence for artillery is: Verify line of sight from at least one friendly tank. Verify that the target is within range. Roll to fire against the crew’s ballistic skill including modifiers—a “natural 6” is always a hit.  All hits then scatter; this is based on the general lack of precision in indirect fire.  Place a bottle cap on top of the target, roll a directional die and move the cap d6-1cm in the direction specified.  If the original target or any other vehicle (including friendly vehicles) is under the cap they are hit.  A hit from artillery is resolved the same as a hit from direct fire except that an artillery hit is always considered to be against the lowest armor value for the vehicle.

Ram/Close Combat:

If two tanks move into physical contact in the Move phase they are considered to have rammed.  The vehicle that was moving is considered the ramming vehicle.  If the total armor value of the ramming vehicle is equal to or greater than that of the vehicle it rammed the rammed vehicle takes a hit resolved at the distance moved +d6.  Whether the hit damages the rammed tank or not, the both vehicles are considered stunned and cannot move in their next move phase.  If the rammed tank has the higher value then both are still stunned, but the ramming tank takes a hit at the distance moved + d3.  In both situations a “natural 1” is considered to have no effect.


This phase simply involves checking line of sight to enemy vehicles so that everyone knows which vehicles may be targeted by artillery in the next shooting phase.

*These rules are designed very simply with a plan to develop them further as the need arises.  The points system is still in flux.  The more games I play the better I am able to adjust the points values.


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