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• Set-up Table
• Choose Points (50 pts. each ~ 1 hour of play)
• Choose Mission (p.66) • Purchase Tanks • Decide on Crew Grade o Roll for Stars (p.9) D6 Score Low Caliber Med. Caliber High Caliber 1 3 4 6 2 3 5 6 3 4 5 7 4 4 6 7 5 4 6 8 6 5 7 9
o Distribute Stars to Crew (p.10)
o Take note of Veteran crew advantages (p.11) • Place Tokens o Every tank gets one smoke grenade. For each Veteran commander roll D6, on a 4+ that tank gets an extra smoke grenade. o Set commander’s hatch to Open (Unbuttoned) or Closed (Buttoned). o Roll for Special Ammunition (p.14) ▪ Roll D6 and consult table below. That’s how much Special Ammo your force has. Each tank can have a maximum of two special ammo tokens. Note: US and UK tanks have no special ammo until early 1944. One Ace Command = 2d6, take best result. All Green Commanders = 2d6, take worse result. E-43 M-43 L-43 E-44 M-44 L-44 E-45 M-45 British 0 +1 +2 +3 +3 USA 0 +1 +2 +3 +3 German 0 +1 +1 0 -1 -2 -3 -3 Soviet -2 -1 -1 0 0 0 0 0
• Distribute Event Cards (p.58)
o One card for every tank in the game, +1 if Veteran or Ace commander) • Roll for Asset Stars (p.60) o Total tanks = 2 (D6), Total tanks = 3 – 6 (D6+1), Total Tanks 7+ (D6+2) • Purchase Asset Cards (p.60) • Start Game o Initiative Phase ▪ Players pick Initiative Markers from a bag equal to their number of tanks. ▪ Perform Radio Checks. Use highest experienced commander. All tanks’ LOS (some tanks’ LOS) Green Trained Veteran German 3+ (4+) 3+ (4+) 2+ (3+) British 4+ (5+) 4+ (5+) 3+ (4+) US 4+ (5+) 4+ (5+) 3+ (4+) Soviet Union 5+ (6+) 5+ (6+) 4+ (5+) (Pass = can look at Initiative Markers. Fail = cannot look at Initiative Markers)
o Action Phase One, Two, and Three
▪ Reveal Initiative Markers (1st Phase Only) ▪ Issue Commands ▪ Activate Tanks (one Movement Action , one Tactical Action in any order) o Admin Phase ▪ Collect Initiative Markers and put them back in the bag. ▪ Discard or replenish Event Cards ▪ Roll for Elapsed Time (p.67) ▪ Deploy Reserves (p.68) o Repeat until Elapsed Time or Turns run out.