Tank Duel: Expansion #1 – North Africa
Tank Duel: Expansion #1 – North Africa Rulebook
Table of Contents
Table of Contents
- 1.0 Using This Expansion
- 2.0 Components
- 3.0 Desert Rules
- 4.0 Night Combat ◀
- 5.0 Additional Vehicle Rules ◀
- 6.0 Anti-Tank Guns
- 7.0 Infantry
- 8.0 Additional Robata Rules
- 9.0 Scenarios
1.0 Using This Expansion
1.1 What's New?
Tank Duel Expansion #1: North Africa includes the following new rules to use in your Tank Duel games:
- Desert Terrain
- Weather, Dust, and Heat Haze
- Night Combat
- Minefields
- Recon
- HE and HEAT Special Ammunition
- Armored Cars, Open Top, and Multi-Turret Vehicles
- New Anti-Tank Gun and Revised Infantry Rules
Rules are included which revise or replace rules in the Tank Duel system, and are summarized in the rest of this section.
1.2 Vehicle ID Counters ◀
Use the included Vehicle ID Counters to assign Identification Numbers to your vehicles by placing them in the Vehicle ID box at the top of each Tank Board used during a game. Each vehicle for a given side must have a unique Identification Number. These ID counters may also be used with vehicles from Tank Duel: Enemy in the Crosshairs by placing the ID Counter over the Identification Number printed on the Tank Board. This allows for more vehicle combinations and combining multiple sets of Tank Duel.
1.3 Deck Counters ◀
Use the included Deck Counters to track the number of decks played through in the game. Place this counter next to the Battle Deck, and increase its value by one each time you play through the Battle Deck.
1.4 Rules Amendment and Clarifications ◀
New rules are provided for Special Ammunition [5.6], Anti-Tank Guns [6.0], and Infantry [7.0], which replace the corresponding rules from Tank Duel: Enemy in the Crosshairs.
1.4.1 Clarifications
The following clarifications apply to all Tank Duel scenarios:
- The Track Damage effects in the Damage Deck which read "Destroyed:" and "Damaged:" refer to the tracks only, and the actual game effect follows. For example, "Destroyed: Immobilized" means the Tracks were destroyed and the vehicle is Immobilized. We apologize that this has been confusing; our intent was to add some flavor to the Damage result.
- When Firing, any result of 96-100 is an Auto-Miss, regardless of the type of Ammunition loaded.
- Vehicles that are Bogged or Immobilized may not attempt or gain Hull Down.
- When playing a Terrain card, resolve any Effect Triggers on the card from top to bottom, left to right.
- When a Commander/Gunner is KIA, award Victory Points equal to the Commander's VP value.
- Unless specified in a scenario, the Penetration modifier from shooting uphill or downhill is not cumulative; apply the single largest modifier, no matter how many Terrain cards are in a vehicle's Holding Box.
- Some players feel that discarding half of their cards when a vehicle is Eliminated is too punitive when controlling multiple vehicles. Optionally, players may agree to ignore this rule [EITC 12.7.1] and instead discard 2 random Battle Cards from their hand when any vehicle they control is Eliminated.
2.0 Components
16 Double-Sided Tank Boards, 1 ½ Counter Sheets, 103 Cards, and this combined Rules and Playbook.
3.0 Desert Rules
The following desert rules are used with any scenario that uses desert Terrain [3.1]. Desert rules replace the Smoke Check and add Fatigue and Night Spotting checks to the Administration Step [EITC 8.1] (changes highlighted in the original; the changed steps are c, g and h below).
Important! Revised Administration Step
a. Discard Active vehicle's Initiative Card.
b. Score scenario specific VPs.
c. Perform a Gust Check if required. A Gust Check is required if the Active vehicle is not In Motion and Blowing Dust is in effect, or if the Active vehicle is in Smoke or Dust [3.4.2].
d. If the Active vehicle is On Fire, perform an On Fire Check.
e. If the Active vehicle's crew is Broken, perform a Morale Check.
f. [Optional] Button Up or Open Hatch [7.3].
g. If Very Hot weather, perform a Crew Fatigue check [3.5.2].
h. If Night, check if Spotted markers are maintained [4.2].
3.1 Desert Terrain Sets
Tank Duel: North Africa includes several sets of desert Terrain, marked at the bottom center of the card with their set identifier. When using desert Terrain with a scenario, combine the cards marked 'Desert' with either the 'Open Desert' or 'Rough Desert' cards to form the desert Terrain set. Remove the identically numbered cards from the default Battle Deck and replace them with the desert Terrain set.
3.1.1 Desert Alternate Terrain
Any "Alternate" card from this expansion can be substituted for the identically numbered desert Terrain card as desired by players.
3.1.2 Default Terrain ◀
The desert Terrain set includes a new default Terrain card, "Open Ground", as well as a new default Terrain printed on Tank Boards, "Open Desert." Open Ground, Open Desert, and Field Terrain are interchangeable as default Terrain, however Open Ground cards are included for use when playing with a vehicle with different default Terrain printed in its Holding Box.
3.2 Bog with Enter/Leave ◀
Terrain cards with a Bog Terrain Effect followed by "EL" indicate that a Bog check must be made by a vehicle when entering and leaving that Terrain.
When a vehicle enters Terrain with "Bog #/EL", make a standard Bog Check [EITC 10.3.6]. When a vehicle exits that Terrain, make a Bog Check after playing all the cards for that Tank Action but before resolving any movement. If the Bog check fails, the Move Action fails, and all further cards played for that Tank Action are discarded without effect. Additionally, the vehicle becomes Bogged (if already Bogged, it remains Bogged).
3.3 Weather Conditions
Scenarios may specify Seasonal, Hot, Very Hot, or Night conditions. If a scenario does not specify weather, it is Seasonal. Other weather conditions such as rain, snow, fog, etc. may be introduced in further expansions.
3.3.1 Seasonal
Seasonal is the default weather for scenarios using desert terrain. There are no additional rules for Seasonal weather, although it may be combined with Blowing Dust rules [3.4.3].
3.3.2 Hot
In Hot weather, players must use rules for Vehicle Dust [3.4.4] and Heat Haze [3.5.1]. Hot weather may also be combined with Blowing Dust rules [3.4.3]. If adding Hot weather to a scenario that does not already include it, add an additional Battle Deck to the game length.
3.3.3 Very Hot
Very Hot weather includes all the effects of Hot weather, but adds Crew Fatigue. When weather is Very Hot, check Crew Fatigue at the end of your vehicle's Administration Step [3.5.2]. If adding Very Hot weather to a scenario that does not already include it, add an additional Battle Deck to the game length.
3.3.4 Night ◀
At night, special rules change how vehicles are Spotted and make vehicles harder to hit [4.0]. Night rules may not be combined with Hot or Very Hot weather conditions or Blowing Dust. If adding Night rules to a scenario that does not already specify Night rules, add an additional Battle Deck to the game length.
3.4 Blowing Dust and Vehicle Dust
Warfare in the desert was notorious for producing copious amounts of dust making targets harder to hit, or even keep Spotted. All Dust modifiers are cumulative. If adding Blowing Dust to a scenario that does not already specify these rules add an additional Battle Deck to the game length.
3.4.1 Dust Counters
Track Dust using Blowing Dust and Vehicle Dust counters. Both types of Dust counters function as Terrain Modifiers and should be treated like Terrain cards for all game purposes. Place Dust counters on top of the Terrain card(s) in a vehicle's Holding Box (or in the Box itself if no Terrain card is present). A vehicle may have one Blowing Dust and one Vehicle Dust counter in its Holding Box at the same time. Each Dust counter provides a Cover and To Hit modifier in addition to the effects of the vehicle's Terrain card.
Important! Dust Counters are not placed on vehicles that are In Motion, and are removed whenever a vehicle moves.
Example: Jason and Hannah are playing and Jason's vehicle has a Blowing Dust counter in its Holding Box. If Jason fires at Hannah's vehicle, he will apply a -5 To Hit modifier to that shot (in addition to any other modifiers). If Hannah's vehicle also had a Blowing Dust counter in its Holding Box, she would gain Cover 5 for that Fire action.
3.4.2 Gust Check
Whenever Blowing Dust is in effect, or if a vehicle has a Dust counter or Smoke card in its Holding Box, perform a Gust Check during the Administration Step. If a vehicle is In Motion, skip this check entirely.
This check is identical to (and replaces) a Smoke Check: Pull a Battle Card, and if that card has a Smoke Icon, leave any Dust counters or Smoke card in that vehicle's Holding Box. Otherwise, remove all Dust counters and any Smoke card from that vehicle's Holding Box (a gust of wind blew it away). Perform this check only once, regardless of the total number of Dust counters or Smoke cards present.
Note: If instructed to perform a Smoke check due to the "Smoke Fills the Tank" special damage result, perform that check separately, before any Gust Check is performed.
3.4.3 Blowing Dust
When Blowing Dust is in effect, all vehicles apply a Cover 5 effect to all Fire actions taken against them in addition to any other Cover and To Hit effects. Additionally, if the Gust Check reveals a Smoke Icon, add a Blowing Dust counter to that vehicle's Holding Box (if none). Blowing Dust counters add an additional Cover 5 and -5 To Hit.
Example: Scott is playing with Blowing Dust and has no Dust Counters in his vehicle's Holding Box. He must perform a Gust Check during his Administration Step. If this check reveals a Smoke Icon, Scott will have to add a Blowing Dust counter to his vehicle's Holding Box. If the check does not reveal a Smoke Icon, Scott will remove any Dust Counters that are in his Holding Box.
3.4.4 Vehicle Dust
When Vehicle Dust is in effect, vehicles create large plumes of dust when moving. In Hot or Very Hot Conditions, if a vehicle stops moving for any reason it must place a Vehicle Dust counter in its own Terrain Holding Box. In Very Hot conditions, any vehicle that moves must also place one Vehicle Dust counter on any one friendly vehicle that shares a Range box with the moving vehicle at any point during its movement (including the Range box from which it began moving and the box in which it ended). This counter must be placed on a vehicle that is not In Motion and without a Vehicle Dust counter. If all such vehicles have Vehicle Dust counters already, skip this placement. Vehicle Dust counters add an additional Cover 10 and -10 To Hit.
Example: Joe is playing with Very Hot weather. He moves his vehicle from 800m to 400m, and into a Wadi. Joe must place a Vehicle Dust counter on any one vehicle that is at range 800m, 600m, or 400m that is not In Motion (on the same side of the Battlefield as his vehicle). Additionally, he must place a Vehicle Dust counter in his own vehicle's Holding Box since it stopped moving.
3.5 Heat Haze and Fatigue
Hot and Very Hot weather conditions created conditions unfavorable to the operation of vehicles, especially in the desert.
3.5.1 Heat Haze
Heat Haze is a shimmering in the air which obscures vision and makes it difficult to judge distances. This effect was a common obstacle during desert warfare.
In Hot weather, vehicles targeted by Fire Actions and Anti-Tank Gun Attacks of 800m or more apply Cover 5, plus an additional Cover 5 for every 200m beyond the initial 800m. In Very Hot weather, the Cover is applied in the same way, but begins at 600m instead of 800m. Heat Haze has no effect on Spotting.
Example: Hannah and Mike are playing with Very Hot conditions. Hannah is firing at Mike's vehicle, at 1000m Range. Mike will apply Cover 15 for Heat Haze; Cover 5 for the first 600m and Cover 5 for each additional 200m.
3.5.2 Fatigue Checks
Whenever Very Hot weather is in effect, perform a Fatigue Check during the Administration Phase, after any Morale Checks are performed. A Fatigue Check is performed exactly like a Morale Check, but instead of Breaking if the Check is failed, that vehicle's Tank Action may consist of only one card plus any Tactics cards and cards discarded for OIs during that action. The vehicle may perform Field Actions normally.
3.6 Sandstorms
Passing Sandstorms often caused difficulty for combat operations. Three Battle Cards are split with a mandatory Sandstorm action on the top half of the card, and a Fire action on the bottom half of the card. Whenever a player plays the card for the Fire action, they must implement the Sandstorm half of the card after completing that Fire action. Ignore the Sandstorm action if Night rules are in effect.
These rules are summarized on the back of this booklet.
Important! Players may agree before playing to ignore the Sandstorm effect on these cards.
3.7 Mines and Minefields ◀
Minefields represent large concentrations of anti-tank mines that occupy an entire Battlefield Range. Minefields can be neutralized by vehicles with the Recon Ability [5.1]. Minefields may be added to any scenario as an optional rule; players should choose a defending side and attacking side when adding Minefields to a scenario that does not normally include them.
3.7.1 Setting up Minefields
When a scenario specifies that a Minefield is present, the defending side (as specified in the scenario, or chosen by players) places the Minefield card in front of their Tank Boards. During setup, the players on the defending side secretly decide at what Range(s) the Minefield is laid. Scenarios may have up to two Minefields. For each Minefield, the defending players choose a "Mine?" counter corresponding to the Range occupied by the Minefield and place it in any Minefield box. If "Mine" is written in black, the Range is on the defender's side of the Battlefield, if "Mine" is written in white in a red banner it is on the attacker's side of the Battlefield.
3.7.2 Driving into Minefields
When an attacking vehicle enters a Range with an unrevealed Mine counter, the defending side reveals the counter placed at that Range. A vehicle entering a Minefield must stop moving, ends its Tank Action immediately, and discards all other played cards from that Tank Action. Defending vehicles ignore friendly Minefields when moving. Minefields have no effect on infantry.
Design Note: Defending vehicles know where the minefields are, and drive around them.
3.7.3 Clearing a Minefield
Vehicles with Recon [5.1] can clear a revealed Minefield as a Field Action (once per turn). To attempt to clear a Minefield, the attacking vehicle with Recon must occupy the Range with the Minefield. To attempt to clear a Minefield, Pull a Battle Card and check for an Explosion Icon. If an Explosion Icon is present, place a "Mines Removed 1" counter in that Minefield box, or increment the existing Mines Removed counter. Instead, the Active Player may reveal and discard Battle Cards showing 3 OIs to automatically succeed at clearing the Minefield.
A Mines Removed counter indicates the number of vehicles that may exit or move within that Minefield each turn without applying Track Damage. The value of the Mines Removed counter may never exceed the number of attacking vehicles.
3.7.4 Exiting a Minefield
Vehicles performing a Move Action when occupying a Range box with a Minefield must take Track Damage unless that Minefield has been cleared. Pull a Damage card and apply the Track Damage effect before resolving the Move action. If the vehicle is Immobilized by this effect, it does not perform its Move action.
4.0 Night Combat ◀
Fighting at night provides different challenges for vehicle commanders. When a scenario specifies Night rules (or they are selected by players), use all of the following rules. Night rules may be used with scenarios from Tank Duel: Enemy in the Crosshairs.
4.1 Battlefield Illumination
By default, the Battlefield is not Illuminated when using Night rules. Players may choose to fire Illumination rounds as a Field Action by discarding cards showing at least 3 OIs to Illuminate the Battlefield. When the Battlefield is Illuminated, cancel all Night rules. Illumination lasts until the end of that Game Round, then Night rules return to effect.
Design Note: Battlefield Illumination represents star shells or other incendiary rounds fired from mortars, artillery, or naval support.
4.2 Spotting at Night
Spotting is more difficult at Night. Ignore the Spotted trigger on all Move cards (the Spotted trigger on Fire cards is still resolved). When attempting to Spot an unspotted vehicle as a Tank Action, use this special Initial Spotting procedure. Pull a number of Battle Cards based on the range from the vehicle you are attempting to spot as follows:
| Range to Target | Number of Pulls |
|---|---|
| 000m to 400m | 1 |
| 600m to 800m | 2 |
| 1000m to 2000m | 3 |
The Active Player may discard Battle Cards showing at least 2 OI to Pull an additional Battle Card. The Pulled cards must show combined Binoculars Icons equal to the number of Pulls required by their Range in order for the Spot attempt to be successful.
Example: Joe is attempting to Spot Jason's vehicle, which is 600m away. Joe decides to discard 2 OI, so he will Pull three Battle Cards instead of two. He needs two Binoculars Icons on those cards to successfully Spot Jason's vehicle.
Each vehicle must check if it maintains Spot on each Spotted enemy vehicle during its Administration Step. For each Spotted counter in that vehicle's Spotting and Acquisition box, perform a free Spot attempt (use a normal Spot attempt, not the special Initial Spotting procedure). If successful, maintain the Spotted counter, otherwise discard it. The Active Player may use OIs during this Spot Attempt as usual.
4.3 Night Cover
All vehicles have an inherent Cover at Night due to darkness. Vehicles apply different Cover based on range:
| Range | Cover |
|---|---|
| 000m to 400m | 40 |
| 600m | 45 |
| 800m | 50 |
| 1000m or greater | 55 |
4.4 Muzzle Flash
When a vehicle Fires at Night, place a Muzzle Flash counter on its Tank Board. A vehicle with a Muzzle Flash counter on its Tank Board does not receive Night Cover [4.3]. Remove the Muzzle Flash counter once the next vehicle has completed its Tank Phase (if the last vehicle in a game round fires, the Muzzle Flash counter will remain during the Reinforcement, Draw, and Initiative Phases). During the Administration Step, automatically maintain any Spotted counter for a vehicle with a Muzzle Flash counter.
5.0 Additional Vehicle Rules ◀
The Armored Fighting Vehicles (AFV) included in this expansion, and any future expansions, may be combined and used in any Tank Duel scenario. Updated tables are included in this booklet [9.2] for players to use when creating their own matchups.
Design Note: For consistency, in Tank Duel: Enemy in the Crosshairs we referred to all AFVs as "tanks". In these rules we use the more inclusive "vehicle", however the rules from Enemy in the Crosshairs apply to all vehicles unless specifically noted. The vehicle boards are still referred to as "Tank Boards" and the main action phase is the "Tank Phase", but these apply to all vehicles.
5.1 Recon
Players may designate a vehicle equipped with a Radio as a Recon vehicle per Scenario instructions, or as desired by players creating their own Scenario. Place a "Recon" counter on each Recon vehicle as a reminder. Recon vehicles can clear Minefields [3.7.3] and perform the Recon Field Action.
5.1.1 Recon Field Action
When a Recon vehicle occupies the 200m or 000m Range box, or any Range box on the enemy's side of the battlefield, it may perform a Recon Field Action by discarding two Battle Cards. This action may not be performed if the vehicle is in Smoke.
To perform a Recon Field Action, draw the top 8 cards of the Battle Deck. Show them to all friendly players controlling a vehicle with a Radio, and exchange one drawn card with a card from each such friendly player's hand (including the player performing the Recon action). Then shuffle these 8 cards and return them to the top of the Battle Deck.
5.1.2 Eliminated Recon Vehicles
When a Recon vehicle is Eliminated, it returns normally during the Reinforcement Phase and retains its Recon status.
5.2 Rate of Fire
Vehicles with "Multi ROF" printed in their Equipment box have a higher rate of fire. When a vehicle with Multi ROF successfully hits an enemy vehicle, resolve step e (Determine Hit Location) through step i (Determine Damage) of the Fire Procedure [EITC 11.1] twice in succession. If the enemy vehicle is Penetrated, perform a single Morale Check with the last drawn Damage Card. If the enemy vehicle is Destroyed or Abandoned at any point, stop the Procedure.
5.3 Vehicles with Multiple Guns
Vehicles with multiple guns have a Gunner and Loader for each gun (labeled in each Crew Position box), Fire levels for each gun, and To Hit and Penetration values for each gun listed in their Ordnance Chart. Use a "2nd Gun Fire Level" counter to track the Fire Level of the smaller caliber gun.
5.3.1 Fire Levels
Manage the Fire Level of each gun separately, reducing it when the corresponding Crew Position is KIA. When the Commander is KIA, reduce both guns' Fire Levels. Apply Special Damage results to either gun's Fire Level.
5.3.2 Applying Damage Results
When applying damage results to the Gunner or Loader position, the vehicle's controlling player chooses which of the indicated positions to damage. Damage may not be applied to an empty position.
5.3.3 Firing
The Active Player must declare which gun they are using and the target for each gun when performing a Fire action. If the Active Player plays two Fire cards during their Fire action, they may choose to perform a Fire action with two different guns on that vehicle instead of determining the Hit Location. Assign each Fire card (and its modifier) to a gun. When playing a Leadership card and firing multiple guns, apply the To Hit modifier from the Leadership card to one of the guns firing (not both). Declare the target for each gun before resolving the Fire Procedure for either gun.
5.3.4 Spotting and Acquisition
All guns on a vehicle share the Spotted counters in the Spotting and Acquisition box. Only one gun may have a target Acquired, and when it Acquires a target all other Spotted counters are removed from the Spotting and Acquisition box as usual. Place the Acquired marker on the Gunner corresponding to the gun that Acquired the target.
5.3.5 Hull Down
Some guns may not be fired when the vehicle is in a Hull Down position. These are marked in the vehicle's Equipment Box.
5.4 Small Guns
Vehicles and Anti-Tank Guns with 45mm or smaller guns always inflict Light Damage. These vehicles modify their Penetration Modifiers by 1 towards 0 when Firing (do not modify a Pen Mod if it is already 0). Additionally, penetrated enemy vehicles resolve the Light Damage result when targeted by Fire actions from vehicles with Light Damage. These vehicles have "Light Damage" printed in their Equipment box as a reminder.
Example: A Crusader Mk. II A15 is firing. They Pull a Battle Card for their Penetration Modifier which shows "-2". This is reduced by 1 towards 0, making the final Pen Mod -1. If the Battle Card had instead shown a Penetration Modifier of "+3", it would be reduced to +2.
5.5 Open Top Vehicles
Vehicles with "Open Top" printed in their Equipment box only make Escape attempts for Wounded Crew; healthy Crew automatically Escape successfully. Open Top Vehicles are also more susceptible to Hand-to-Hand Infantry attacks [7.2.2].
5.6 Special Ammunition
These Special Ammunition rules supersede the Special Ammunition rules from Tank Duel: Enemy in the Crosshairs [EITC 5.5.1].
5.6.1 Tracking Special Ammunition
Track the available quantity of each type of Special Ammunition a vehicle possesses on the General Track with a corresponding Special Ammunition counter. When Special Ammunition is loaded or unloaded, adjust the Special Ammunition counter on this track to indicate the new quantity. The Special Ammunition Box on the Tank Boards from Tank Duel: Enemy in the Crosshairs is no longer used when tracking Special Ammunition this way.
5.6.2 Loading Special Ammunition
When performing the Load or Unload Special Ammunition action, any type of ammunition may be loaded, regardless of the type that is currently loaded (any Special Ammunition replaced this way is returned to the available Special Ammunition for that vehicle). In addition to taking the Load Special Ammunition Tank Action, a vehicle may load any type of available Special Ammunition at the beginning of a scenario and after a Fire Action (remember to decrease the quantity of Special Ammunition remaining). This does not count as an action and has no cost associated with it, except for the expenditure of that Special Ammunition. Any time Special Ammunition is loaded, place a corresponding Special Ammunition counter in the Loaded Ammo box.
5.6.3 HE Rounds
All vehicles may fire an unlimited number of HE (High Explosive) and AP (Armor Piercing) rounds unless specified in their Equipment box. HE rounds are ineffective against armored vehicles, but can be used to attack Anti-Tank Gun positions [6.2]. An HE round fired at a vehicle has no effect.
5.6.4 HEAT Rounds
Vehicles with "HEAT" printed in their Equipment box can be equipped with HEAT rounds. When performing a Fire action with HEAT rounds loaded, use the HEAT column on the Ordnance Chart. Fire Actions using HEAT rounds use the Penetration Value listed in the HEAT column of the Tank Board (this value does not modify the normal Penetration Value, it replaces it). Fire attempts with HEAT rounds are not modified by vehicles firing uphill or downhill (but are modified by the drawn Pen Mod as usual).
6.0 Anti-Tank Guns
This rules section and new Anti-Tank Gun components replace the Anti-Tank Gun rules and components from Tank Duel: Enemy in the Crosshairs [EITC 17.1].
Some Scenarios include Anti-Tank Guns in the Order of Battle. The Active Player can fire these guns as a Field Action. Each Anti-Tank Gun has a Range box which holds a Range counter to indicate that Anti-Tank Gun's Range as specified in the Scenario, Size Modifier used in attacks against the Anti-Tank gun, and a To Hit chart used when firing the Anti-Tank Gun. Anti-Tank Guns may not move or change Range during the Scenario.
6.1 Firing Anti-Tank Guns
Each Anti-Tank Gun shows a cost in OIs which must be paid before the Gun can be fired. As a Field Action, the Active Player can reveal and discard any number of OIs to place OIs on an Anti-Tank Gun of their choice. Use the included OI counters to track these OI.
As a Field Action, a player may choose to fire any Anti-Tank Gun with OIs on it equal to the firing cost by discarding all OIs on that gun. This fire action uses the same procedure as a Fire Tank Action [EITC 11.1.3], with the following changes:
- Anti-Tank Guns may only fire at enemy vehicles if the targeted vehicle has been Spotted by at least 1 friendly vehicle. Anti-Tank Guns may only target enemy vehicles.
- After revealing and discarding OIs to fire an Anti-Tank Gun, the Active Player may reveal and discard any Flank card from their hand in order for that Fire action to use the side armor rating of the targeted enemy vehicle (they are not considered to have Flanked the enemy vehicle for any other purpose).
- If the targeted enemy player plays an uncancelled Tactics card [EITC 13.0], they may choose either to cancel a Flank card played in this manner, or subtract 20 from the To Hit Number.
- Leadership may not be used during an Anti-Tank Gun attack.
Design Note: The play of a flank card does not necessarily indicate that the AT Guns are positioned to the side or rear of an enemy, rather that the vehicle had maneuvered in such a way that their side or rear armor was exposed.
6.2 Firing at Anti-Tank Guns
Anti-Tank Guns can be destroyed by HE rounds fired by vehicles (all other rounds have no effect when fired at Anti-Tank Guns). Anti-Tank Guns do not need to be Spotted before they are fired against. Apply the Size Modifier of the Anti-Tank Gun, plus any Cover from emplacement [6.3] to any Fire attempts against an Anti-Tank Gun. If an Anti-Tank Gun is successfully hit with an HE round, it is automatically destroyed; do not perform a Penetration Check or Damage Check. Reward the Active Player Victory Points if specified in the scenario.
6.3 Gun Emplacements
Emplaced Anti-Tank Guns are marked with a Cover counter, which grants Cover 20 or 30 to all Fire attempts against the Gun.
6.4 Hidden Guns
Anti-Tank Guns may start the scenario hidden. Set up hidden Anti-Tank Guns with a Hidden counter on top of the Anti-Tank Gun's Range counter. Enemy vehicles may not target hidden Anti-Tank Guns until they are fired. Once they Fire for the first time, remove the Hidden counter.
6.5 Reinforcing Anti-Tank Guns
Anti-Tank Guns which are Destroyed do not return as Reinforcements unless specified in the scenario. Reinforcing Anti-Tank Guns return in their starting positions with their starting emplacements [6.3]. Reinforcing Anti-Tank Guns do not return Hidden [6.4].
7.0 Infantry
This rules section supersedes the Infantry rules from Tank Duel: Enemy in the Crosshairs [EITC 17.3]. Infantry rules may be added to any scenario unless prohibited by that scenario. Some scenarios may recommend the use of Infantry rules. Other scenarios include Infantry in the Order of Battle.
7.1 Infantry Setup and Components
7.1.1 Anti-Tank Infantry Cards
Each Nation has two different Anti-Tank Infantry cards, one for use in City Terrain, and one used in all other Terrain. Each Anti-Tank Infantry card includes a To Hit chart with different To Hit Numbers depending on the Infantry and Enemy Range, as well as a Weapon Selection chart corresponding to the date of the scenario. The symbol next to each To Hit Number is used when determining if Infantry can conduct a Hand-to-Hand Attack and during an AFV Anti-Infantry Attack [7.2.2].
7.1.2 Infantry Advance Cards
Infantry Advance cards are used to track the current position of each Nation's Infantry relative to the center of the battlefield. The Soviet and German Infantry counters show the Range at which their Infantry will Fire at enemy vehicles. Infantry are moved using the Infantry Advance Field Action [7.2.1]. When moving Infantry, be careful that all the Infantry cards are updated; both cards should always match.
Example: The British Infantry counter is on the Infantry Advance Card at 200m. That means the British Infantry have pushed 200m onto the German side of the battlefield.
7.1.3 Infantry Counters
Each Nation tracks their Infantry's location by moving their Infantry Counter on the Infantry Advance card. Two Infantry Counters are included, one for each Infantry Advance Card.
7.1.4 AFV Anti-Infantry Cards
Each Nation has an AFV Anti-Infantry Card listing that Nation's vehicles and their defensive capabilities against attacking Infantry. Each vehicle's capabilities are listed as well as any upgrades which are effective after a specific date. To determine a vehicle's To Hit Number during an AFV Anti-Infantry Attack [7.2.2], use the To Hit/Triangle column and modify that number by:
- Any applicable upgrades. Apply the Nahverteidigungswaffe (Nz), modifier against Hand-to-Hand Attacks only.
- If the Attacking Infantry's To Hit number was in a box with a Square or Circle, apply the corresponding modifier.
- If one Crew Member is KIA, apply the KIA modifier.
If the vehicle making the AFV Anti-Infantry Attack is a Tank Destroyer, and the Infantry declared a Flank attack, the AFV Anti-Infantry Attack automatically uses a 10 To Hit as its Base To Hit number (if a Square or Circle modifier would be applied, the To Hit Number is 0 and no AFV Anti-Infantry Attack may be made).
7.1.5 Setting Up Infantry
If a Scenario uses Infantry rules, place the appropriate Anti-Tank Infantry cards and AFV Anti-Infantry Cards for the Terrain and Nationalities in the Scenario between the players for easy reference. Place an Infantry Advance card and Infantry Counters within each reach of all players (use both sets if needed; the information on these two cards should always stay in sync).
7.2 Infantry Field Actions
Players may use a Field Action to perform an Infantry Advance [7.2.1] or make an Infantry Attack [7.2.2]. Players may only take one Infantry Field Action per Tank Action (so Infantry may either Advance or Attack, but not both in the same Action Step).
Design Note: The Infantry Rules in Tank Duel are abstract, as with movement. They are intended to convey the back-and-forth of an advancing line of infantry. You definitely don't want to find your tank alone behind enemy lines!
7.2.1 Infantry Advance
An Infantry Advance Field Action moves Infantry towards the opponent's side of the battlefield. To perform an Infantry Advance, a player must play a Battle card with an Infantry icon on the card. For an Infantry Advance (but not an Infantry Attack), which Nation's symbols accompany the Infantry icon does not matter.
An Infantry Advance will first push enemy Infantry back before advancing friendly Infantry. Infantry may never move to less than 000m Range, or greater than 400m Range. When performing an Infantry Advance:
- First, if the enemy infantry counter is on the Infantry Advance card, move the enemy Infantry counter to the next lowest Range box. If the enemy Infantry counter moves out of the 200m Range box, remove it from the card.
- Infantry may attack AT Guns with Hand-to-Hand attacks only.
- Otherwise, if the enemy Infantry counter is not on the Infantry Advance card, place the Infantry counter matching the Active Player's Nation in the 200m Range box or advance it to the next Range box on the Infantry Advance card.
Example: The Soviet Infantry are at 000m and their Infantry counter is not on the Infantry Advance card. The German player performs an Infantry Advance, so the German player places the German Infantry counter on the 200m space of the Infantry card.
7.2.2 Infantry Attack
Players can attack enemy vehicles and AT Guns with Infantry, either with an anti-tank weapon or in Hand-to-Hand combat. To perform an Infantry Attack, a player must reveal and discard a Battle Card with an Infantry icon on the card which matches a Nation of their side (Axis or Allied). Infantry Attacks do not require an enemy to be Spotted before it can be attacked.
A player may only attack enemy vehicles which are at 600m or less from the center of the battlefield (400m or less in City Terrain). Infantry Attacks follow their own attack procedure (while similar to the Fire Action Procedure, there are several differences, so follow each step carefully).
Important! The Infantry Attack has changed from Tank Duel: Enemy in the Crosshairs in several ways. Pay careful attention! For those familiar with the old Infantry Rules, here is a summary of changes:
- Infantry can be counter attacked by defending vehicles.
- Cover is no longer added to Infantry To Hit Numbers.
- Hand-to-Hand can only be declared if the Infantry Attack would have the best chance to hit listed on the Infantry Card.
- There is a new Hand-to-Hand procedure.
Infantry Attack Procedure
a. Declare Target. Infantry may Attack enemy vehicles or AT Guns:
- Enemy Vehicles: Infantry may attack an enemy vehicle that is not In Motion, and is at a Range of 600m or less (including any enemy vehicle at negative Range; enemy must be at 400m or less in City Terrain).
- The Active Player may declare that the Infantry makes a Flank attack by revealing and discarding Battle Cards showing at least 3 additional OIs (not including OIs on the card used for the Infantry Attack).
- Enemy AT Guns: AT Guns automatically perform a free Anti-Infantry Attack.
b. Anti-Infantry Attack. If the defending vehicle is not Broken, it may make a defensive Anti-Infantry Attack by discarding any card from the Controlling Player's hand [7.1.4]. A defending AT Gun automatically makes an Anti-Infantry Attack with a To Hit Number of 35. Pull a Battle card; if the Battle Number is equal to or less than the modified To Hit Number, the Infantry Attack is cancelled and the Infantry counter must move back 200m.
Example: Hannah declares an Anti-Infantry Attack with her Sherman III. Her Commander is KIA and the enemy Infantry is at 400m on the Infantry Card. She modifies the base 55 To Hit number from the Anti-Infantry Card with the appropriate modifiers to get a To Hit number of 25. She pulls a 13, and the enemy Infantry Attack is cancelled and the enemy Infantry Counter is moved back to the 200m box.
c. Declare Anti-Tank or Hand-to-Hand. The Active Player must decide if the Infantry attack with an Anti-Tank weapon or attempt to destroy the vehicle with Hand-to-Hand fighting. Each option uses a different method of resolving the attack. Hand-to-Hand attacks may only be declared if the Infantry is attacking with the maximum base chance to hit listed on its Infantry card.
d. Defender Tactics. The targeted enemy player may play a Tactics card [EITC 13.0], which if uncancelled can be used to cancel a Flank attack, reverting it to a regular attack against front armor, or for a –20 To Hit modifier per usual.
Example: Playing as the Germans, Joe declares an Infantry Attack against a Soviet T-34/85. Joe reveals a Gully (68) card showing a German/Soviet Infantry Icon, and reveals and discards a Command (4) and Flank 6 (12) card to use the 3 OIs on those cards for a Flank attack. Because his Infantry are attacking from 200m, Joe's Infantry attack using an Anti-Tank weapon. The Soviet player declines to play a Tactics card.
e. Determine Base To Hit. Find the column on the Infantry Card corresponding to the Range box which the enemy vehicle occupies, and the row corresponding to the Range box the Infantry counter occupies. Use the 000 column if the enemy vehicle is at negative Range. Use the 000 row if the Active Player's Nation's Infantry counter is not on the Infantry Advance card. The number occupying this column and row is the base To Hit Number.
f. Modify this Base To Hit Number. Apply the following modifiers to get the Final To Hit Number:
- i. The target vehicle or AT Gun's Size Modifier (not if Attack is Hand-to-Hand).
- ii. -20 if an uncancelled Tactics card was played (see step b of this procedure). [Printed cross-reference as in the source; the Tactics play is described in step d.]
Note: No other modifiers are applied for Infantry Attacks!
g. Determine if the Target is Hit. Pull 1 Battle Card. If the Battle Number is equal to or less than the Final To Hit Number, the target is hit. If the target is not hit, end the Infantry Attack immediately.
Example: Continuing our example, Joe determines his To Hit Number. The Soviet T-34/85 is occupying the 400m Range box. The German Infantry are at Range 200, so his base To Hit is 25. The T-34/85's size modifier (0) is added to the To Hit Number, so Joe's Final To Hit Number is 25. Joe Pulls a Battle Card and checks the Battle Number: 16! Success!
h. Determine Weapon and Resolve Attack.
If Attack is Using an Anti-Tank Weapon:
- i. Determine Hit Location. Pull 1 Battle Card. Compare the Target Number on the Battle Card to the enemy vehicle's Hit Location chart to determine the Hit Location.
- ii. Determine Infantry Weapon Penetration Value. Check the Infantry Weapon Chart for the Penetration Value of the weapon used for the scenario's year.
- iii. Determine Enemy Armor Value. Check the Enemy Armor Chart for the Armor Value of the enemy vehicle. Use the front armor unless a Flank attack was declared in step a above.
- iv. Determine if the Target is Penetrated. Pull 1 Battle Card and add the "Pen Mod" at the bottom right of the card to the Modified Penetration Value. If the Pen Mod is "P" the shot automatically penetrates the enemy armor; if the Pen Mod is "B" the shot automatically fails to penetrate the enemy armor. If the modified Penetration Value is equal to or greater than the Armor Value of the enemy, the shot has penetrated the enemy vehicle. Otherwise, end the Infantry Attack.
- v. Determine Damage. Perform a Damage Check [EITC 12.1.3] and a Morale Check [EITC 12.4.1].
Example: Our example from before continues with Joe checking if his Infantry Attack penetrates the T-34/85. Since this scenario is in 1944, Joe will fire the more powerful Panzerfaust. After Pulling a Battle Card and determining that his Attack will hit the Turret of the T-34/85, Joe compares the Panzerfaust's Penetration Value (23) with the side Turret armor of the T-34/85 (9; remember, Joe used OIs to Flank!). Joe Pulls another Battle Card and adds the Penetration Modifier to the Panzerfaust's 23; in this case the Battle Card shows +1 to the Pen Mod and the attack penetrates the Turret! Joe notes that the Battle Card's Pen Mod is printed in black, and will resolve Light Damage during the Damage Check.
If Attack is Hand-to-Hand, resolve the following. If the attack succeeds, resolve a Damage Check with Turret Heavy Damage, and a Morale Check:
- If the enemy vehicle is Open Top [5.5], Pull three Battle Cards. If any of the Pulled Battle Cards show an Explosion Icon, the attack is successful.
- If the enemy vehicle is Buttoned Up [7.3], Pull three Battle Cards. If all three of the Pulled cards show an Explosion Icon, the attack is successful. The Active Player may reveal and discard 3 OIs before Pulling any cards to reduce the number of Explosion Icons needed for success to two.
- Otherwise, Pull three Battle Cards. If two of the Pulled cards show Explosion Icons, the attack is successful. The Active Player may reveal and discard 3 OIs before Pulling any cards to reduce the number of Explosion Icons needed for success to one. If no OIs are played, and a single Explosion Icon is Pulled, the Commander is KIA; do not perform a Damage or Morale Check.
7.3 Buttoning Up
A vehicle may seek additional protection from an Infantry Attack by closing all the hatches on the vehicle. This is known as 'Buttoning Up'. A vehicle that is Buttoned Up is less vulnerable to Infantry attacks, but suffers a penalty to Fire and Spot actions. Open Top vehicles may not Button Up.
A player may Button Up their vehicle or open their hatch as part of the Administration Phase [EITC 8.1]. When a vehicle is Buttoned Up, place a Buttoned Up counter on top of the Commander; remove this counter when a vehicle opens its hatch. When a vehicle is Buttoned Up, apply a –10 penalty to any Fire Actions. A vehicle that is Buttoned Up may not use OI during a Spot attempt [EITC 8.3.5.i].
8.0 Additional Robata Rules
The following rules supplement the Robata rules from Tank Duel: Enemy in the Crosshairs. If indicated, use the procedures in this rulebook instead of the rules in Enemy in the Crosshairs.
8.1 Weather and Terrain Effects
8.1.1 High and Low Quality Shots
When determining a High or Low Quality Shot only, Robata ignores the modifiers to Fire Actions from:
- The global Blowing Dust modifier
- Heat Haze
- Sandstorms
- Night Cover
The effects of Blowing Dust and Vehicle Dust counters, on the Robata or enemy vehicles, is still used when determining High or Low Quality Shots. Robata still applies the effects of the ignored modifiers when performing a Fire action. Robata will never take a Fire action against a target with a Chance to Hit of 0 or lower.
Play Note: It is a lot quicker to check Penetration Differentials than it is to calculate To Hit Numbers, so always check Penetration first!
8.1.2 Fatigue
If a Robata vehicle fails a Fatigue check, it performs a normal Primary Action, but never a Secondary Action (even if the Primary Action had no successes).
8.1.3 Peril
When determining a Robata vehicle's Peril Level, add 2 if a Sand or Open Ground card is in that Robata vehicle's Holding Box.
8.2 Night
In addition to ignoring Night Cover when determining High and Low Quality shots, apply the rules changes in this section to the base Robata rules at Night.
8.2.1 Battlefield Illumination
At the beginning of each Robata vehicle's Action Step, immediately after revealing Robata's Battle Cards, Robata will place a Battlefield Illumination counter if all of the following are true:
- No Battlefield Illumination counter is in play
- The Active Robata Vehicle has a High Quality Shot against a target without a Muzzle Flash counter
- At least 2 OIs are on the revealed Battle Cards
8.2.2 Spotting at Night
Robata always Pulls an extra Battle Card when attempting to Spot at Night, including when maintaining Spot counters during the Administration Step.
8.3 Recon
Robata vehicles with Recon reveal an additional card during the Robata Action Step.
8.4 Minefields
When a scenario has Minefields, Robata vehicles with Recon have an automatic Mission Priority which is applied after the Mission Priority specified in the scenario:
If there is a Minefield without a Mines Removed counter with a value equal to the number of Robata vehicles minus 1:
- A Robata vehicle in a Minefield always selects the lowest revealed Battle Card as its Initiative Card.
- If it is in the Minefield, the Active vehicle will automatically clear the Minefield [3.7.3] and place or increment the Removed Mines counter for that Minefield. Then perform a Primary and Secondary Action per the current Robata card.
- Otherwise, the Robata vehicle will move towards the closest Minefield, if possible. Once entered, the Robata vehicle will not exit the Minefield until the Mines Removed counter has a value equal to the number of Robata vehicles minus 1. If a Robata vehicle enters a Minefield during its Movement, it will clear the Minefield [3.7.3].
- Robata vehicles without Recon will not enter Minefields until they have a Mines Removed counter (of any value).
- If Robata is the Defender, it randomly determines the location of the minefields. Place all the Mines counters for the Ranges specified in the scenario in a cup or other container and draw one counter for each Minefield in the scenario.
8.5 Vehicles with Multiple Guns
When Robata controls a vehicle with multiple guns, modify the High and Low Quality Shot determination and Fire Action Procedure as indicated in this section.
Note: When Robata controls an M3 Grant, it checks both guns for High and Low Quality shots - which nearly doubles the number of checks that have to be made. If you find Robata fiddly, we suggest switching the Grant for a different vehicle.
8.5.1 High and Low Quality Shots
Robata always checks both guns for High or Low Quality shots. If either gun has a High Quality shot, then the vehicle has a High Quality shot. Otherwise, if either gun has a Low Quality shot, then the vehicle has a Low Quality shot. If one gun has a High Quality shot and the other gun has a Low Quality shot, the vehicle has a High Quality Shot.
8.5.2 Fire Actions
When firing a vehicle with multiple guns, check for successes during the Fire action as follows (instead of a normal success check):
First, check if either of the first two revealed Battle Cards has a Target Number equal to or less than the Fire Level of the gun with the lowest Fire Level. If so, that gun has 1 success, and that Battle Card is used.
Then, check if either of the first two revealed Battle Cards not used by the first gun has a Target Number equal to or less than the Fire Level of the gun with the highest Fire Level. If so, that gun has 1 success.
Then, Robata will Fire each gun that has a success. Each gun (starting with the gun with the better Penetration Differential, then with the better chance To Hit) will use the Target Selection Priority to determine its Target before resolving the Fire Procedure for either gun. Robata will always choose different Targets for each gun if it has multiple High or Low Quality shots (otherwise both guns will fire at the same Target).
If two successes, Robata will choose the lowest armor for the Hit Location (turret if tied) for both guns. Apply the better To Hit modifier from any revealed Fire card, along with any Leadership modifier, to the gun with the better Penetration Differential. Apply the second best To Hit modifier from Fire cards to the remaining gun (if any; but no Leadership, even if two Leadership cards were revealed).
8.5.3 Hull Down
Robata never goes Hull Down when controlling a vehicle with a gun that cannot fire from a Hull Down position.
8.6 Special Ammunition
Robata possesses unlimited Special Ammunition. Robata vehicles always begin a scenario with AP loaded. When controlling a vehicle with HEAT, treat "Load APCR" instructions as "Load HEAT." Robata will automatically load HE when firing at AT Guns, and always reloads AP after firing.
8.7 Anti-Tank Guns
This rules section governs how Robata controls Anti-Tank Guns. When playing any scenario with AT Guns (including Enemy in the Crosshairs' Scenario 4: Break out of the Pocket) use these rules to determine when Robata fires AT Guns.
8.7.1 Placing OI on AT Guns
After revealing cards for the Robata Action Step, Robata will place 1 OI on an AT Gun for each revealed OI. Robata places OI on the largest AT Gun that does not have enough OI to fire. Once a gun has sufficient OI to fire, Robata will place OI on the next smaller AT Gun until all OI have been placed.
8.7.2 Using AT Guns
After performing its Primary and Secondary Action (if any), Robata will check if it fires any AT Guns. Robata will fire each AT Gun with sufficient OI to fire and at least a Low Quality Shot, as long as that gun is not Hidden. Robata will only fire a Hidden AT Gun once it has a High Quality shot. If any Battle Card revealed during the Action Step is a Flank card, the AT Gun fires at the side armor of the target, otherwise it fires at the front armor.
8.7.3 Firing at AT Guns
Robata will Target AT Guns as if an enemy vehicle unless specified in the Mission Priority. When Robata fires at an AT Gun, the Fire action is automatically resolved with HE ammunition, and Robata reloads AP ammunition after the action is completed.
8.8 Infantry
This rules section governs how Robata controls Infantry and supersedes the Infantry Rules from Tank Duel: Enemy in the Crosshairs [EITC 19.4.11]. Robata always checks for an Infantry Attack first, and if it does not perform an Infantry Attack it will check for an Infantry Advance.
8.8.1 Infantry Attack
If any revealed Battle Card shows an Infantry Icon corresponding to Robata's Nationality, Robata performs an Infantry Attack if the Infantry Attack would use a To Hit Number with a triangle on the Infantry Card. Additionally, if any Battle Card revealed during the Action Step is a Flank card, Robata will declare a Flank attack. Robata will select the target with the highest chance To Hit the Active Vehicle, breaking ties randomly.
8.8.2 Infantry Advance
If any revealed Battle Card shows an Infantry Icon (of any Nationality) and Robata did not perform an Infantry Attack, Robata performs an Infantry Advance.
8.8.3 Hand-to-Hand
Robata will always perform a Hand-to-Hand attack against AT Guns. Against vehicles, Robata will attack with an Anti-Tank Weapon only when the base Penetration Value against the highest facing armor of the target would match the Penetration differential of a High Quality shot on the current Robata card, otherwise it will perform a Hand-to-Hand attack.
8.8.4 Anti-Infantry Attacks
Robata always performs a free Anti-Infantry Attack when the target of an Infantry Attack.
9.0 Scenarios
Tank Duel: North Africa includes 6 scenarios which introduce the new rules from this expansion. These scenarios are easily customized to provide a variety of experiences for your Tank Duel games. The included historical scenarios present a variety of vehicles and situations along with an overview of the historical impetus for, and outcome of, the engagement.
Important! The setup steps below replace the steps from Tank Duel: Enemy in the Crosshairs. Pay careful attention to each step as many details have changed!
9.1 General Scenario Set Up & Matchups
Tank Duel can be played in three different ways:
- As a one-on-one or team based game, using the scenarios on the following pages or creating your own matchups [9.2].
- As a solitaire game played against an automated opponent called Robata.
- As a cooperative game, with 2-4 players playing against Robata.
Each of these game modes uses the same setup steps. Follow the following steps, modifying as specified by the scenario:
-
Choose a scenario to play. If the scenario specifies an Order of Battle, retrieve those Tank Boards, AT Guns, and any other components specified by the Scenario, and return the others to the box. Otherwise (or if desired), customize the Scenario per 9.2. Additionally, select a date for your scenario, if not specified (in general, you can simply select "Early War" or "Late War" for Infantry Special Ammunition, and AFV Anti-Infantry Attacks).
-
Divide players into two teams and choose sides. Each player should take one or more vehicle(s) from their Nationality and a Vehicle ID counter that is not already in use on their team.
If playing with less than four players, some players will need to control more than one vehicle. Tank Duel is designed to be played with a minimum of four vehicles in any battle. If a player controls multiple vehicles, they play cards for all vehicles from one shared hand of cards [EITC 4.2.7].
- Set up each Tank Board:
- Place the Vehicle ID counter at the top of each Vehicle Board.
- Place the appropriate crew counters in each crew box and Fire and Move Level counters in their indicated starting boxes.
- Place the Range counter in the Range box for each vehicle as specified in the scenario.
- Place each vehicle's VP markers on the "0" space of the General Track.
- Set each counter on the General Track with the starting values corresponding to each type of Special Ammunition specified in the Order of Battle.
- Place each vehicle's Flank counters, and a set of Spotted and Acquired counters, to the side of each Tank Board.
- Place all other counters within easy reach.
-
Shuffle the Damage Cards together to form the Damage Deck and place within reach of all players.
-
Set up the Battle Deck:
- Select the cards you will use to construct the Battle Deck, as specified in [EITC 4.2.5, 3.1]. Some scenarios will specify Terrain that is used when constructing the Battle Deck; these cards are added to the standard deck, replacing the identically numbered card from the deck. Cards marked "Alternate" may be used in place of the corresponding Battle Cards for more varied terrain. The Battle Deck must include exactly 100 cards, numbered from 1 to 100 inclusive.
- Shuffle these 100 Battle Cards together to form the Battle Deck, and split it into two roughly equal halves. Shuffle the "Shuffle" card into one of the halves and stack the other half on top, so you have a Shuffle card somewhere in the bottom half of the deck.
- Determine Optional Rules:
- Game Length: If players desire a longer game, add 1 additional Deck to the Game Length [EITC 3.2.1]. If players desire a shorter game, subtract 1 Deck.
- Radios: Determine if Radio rules are in effect [EITC 17.2].
- Infantry: Players may add Infantry [7.0]. Some scenarios are recommended to be played only if Infantry rules are used. If Infantry rules are in use, place the Infantry Advance cards and Infantry counters in the center of the table within reach of all players. Give each side their Anti-Tank Infantry Cards (if using City Terrain, use the Infantry Cards for City Terrain).
- You are ready to begin play!
9.2 Creating Your Own Matchups
When selecting vehicles for the scenarios that are provided, players can create their own vehicle matchups using the chart on the following pages. Players wishing to create their own vehicle matchups, or create their own scenarios, can use the following principles to create balanced matchups: we recommend using vehicles with similar armor or penetration values, or vehicles from similar years. These matchups may be balanced through the use of Elite and Green crew, APCR rounds, Anti-Tank Guns, or by having one side with more vehicles than the other. Note that vehicles of similar size do not necessarily have the same quality of gun, and may not be balanced (for example, the SU-100, while smaller in size, has a 100mm gun which can easily penetrate similarly sized vehicles at long range).
9.2.1 Special Ammunition
When determining the amount of Special Ammunition to give each vehicle, ensure that each side has Special Ammunition needed to penetrate enemy vehicles. We recommend distributing Special Ammunition as follows:
Early War (Before August 1943):
- 2 APCR rounds (1 if Soviet)
- 6 HEAT rounds
- Unlimited HE (do not place an HE marker on the General Track)
Late War (August 1943 and later):
- 3 APCR rounds
- 8 HEAT rounds
- Unlimited HE (do not place an HE marker on the General Track)
Tanks by Year
| Year | Vehicles |
|---|---|
| 1937 | Sd.Kfz 232 8-rad |
| 1939 | T-26S M39 |
| 1940 | Cruiser Mk. IV A13; M13/40; Matilda Mk. IV A12; KV-1 M40; PzKpfw III Ausf. G; PzKpfw III Ausf. H; PzKpfw IV Ausf. E; T-34/76 M40 |
| 1941 | Churchill Mk. IV A22; Crusader Mk. II A15; M3 Stuart Mk. II (Honey); M4A2 Sherman III; PzKpfw III Ausf. J; PzKpfw IV Ausf. F/1; Valentine Mk. II |
| 1942 | M3 Grant; PzKpfw IV Ausf. F/2; PzKpfw IV Ausf. G; Sd.Kfz. 131 (Marder II); Semovente da 75/18; StuG III Ausf. G; T-34/76 M43; Valentine Mk. VIII |
| 1943 | KV-85 M43; PzKpfw V Ausf. A (Panther); PzKpfw VI Ausf. E (Tiger); Panzerjager Tiger (P) (Ferdinand); Sd.Kfz. 234/2 (Puma) |
| 1944 | IS-2m M44; SU-100 M44; T-34/85 M44 |
Scenario 1: Dust In My Eyes
There's sand everywhere! Sand in my eyes, sand in my clothes, sand in my food, sand in my boots, sand in my tank...
Overview
This scenario introduces rules for Hot Weather conditions and Open Desert terrain. There are no special victory rules for this scenario.
Order of Battle
Create a matchup using the guidelines in [9.2].
Vehicles start at 800m except vehicles with Heavy Damage printed in their equipment box, which start at 1000m.
Reinforcements
All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain [3.1].
Special Scenario Rules
Weather [3.3]: Hot; Vehicle Dust and Heat/Haze rules. No Sandstorms (the top half of cards 17, 18 and 19 are not in play). Add one Battle Deck to the game length.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks.
Robata Mission Priority
None.
Scenario 2: Killer Heat
Some days the heat is unbearable. The tank turns into a death trap – fortunately it's just as bad on the enemy. What I wouldn't give for a spot of shade and a glass of water - this heat is a killer.
Overview
This scenario introduces rules for Very Hot Weather conditions and Rough Desert terrain. There are no special victory rules for this scenario.
Order of Battle
Create a matchup using the guidelines in [9.2].
Vehicles start at 800m except vehicles with Heavy Damage printed in their equipment box, which start at 1000m.
Reinforcements
All vehicles Reinforce normally.
Battle Deck
Desert, Rough Terrain [3.1].
Special Scenario Rules
Weather [3.3]: Very Hot; Blowing Dust, Vehicle Dust, Heat/Haze and Crew Fatigue rules. No Sandstorms (the top half of cards 17, 18 and 19 are not in play). Add one Battle Deck to the game length.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks.
Robata Mission Priority
None.
Scenario 3: Hidden Death
Nothing is worse than knowing that they're out there, but not knowing exactly where. Every so often one of their guns fires and we get a glimpse of where it's hidden – a cloud of dust and smoke, an echoing report – then nothing.
Overview
This scenario introduces rules for hidden AT Guns. One side Attacks while the other Defends, and the sides may be switched. There are no special victory rules for this scenario.
Order of Battle
This scenario can be played with 2 to 8 players, with players controlling multiple tanks if necessary. Select one side to be the Attacker, and the other to be the Defender.
All Vehicles have Seasoned Crew and start at 800m.
- British: 2 - M4A2 Sherman III; 1 - M3 Grant; 1 - Valentine Mk. VIII
- German: 1 - PzKpfw IV Ausf. F/2; 2 - PzKpfw III Ausf. H; 1 - Sd.Kfz. 131
Attacking Side: 1 - 76mm QF 17 Pdr. AT Gun (British) or 1 - 88mm Flak 36 Gun (German) at 800m. (Emplace with Cover 20 counter)
Defending Side: 2 - 57mm QF 6 Pdr. AT Guns (British) or 2 - 75mm PaK 40 AT Guns (German) at 400 or 600m (Emplace with Cover 30 and Hidden Gun counters)
Reinforcements
AT Guns do not Reinforce. All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain [3.1].
Special Scenario Rules
Weather [3.3]: Seasonal; No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks. Award 10 points if the Defending side Eliminates the Attacker's AT Gun. Award no points for Eliminating the Defender's AT Guns.
Robata Mission Priority
If the Active Robata vehicle has a High Quality shot against a non-Hidden enemy AT Gun, Fire at that AT Gun.
Scenario 4: Achtung Minen!
Minefields create a no-man's land. We don't dare drive across them unless we want our tank to become our coffin. So we wait while the engineers take care of things: those men are crazy.
Overview
This scenario introduces rules for Minefields [3.7]. There are no special victory rules for this scenario.
Order of Battle
Create a matchup using the guidelines in [9.2].
Select one side to be the Attacker, and the other to be the Defender. The Attacking side must assign any one vehicle equipped with a Radio to be a Recon vehicle [5.1].
Vehicles start at 800m except vehicles with Heavy Damage printed in their equipment box, which start at 1000m.
Minefield: The Defending side sets up a single Minefield between -200m and -600m Range [3.7.1].
Reinforcements
All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain [3.1].
Special Scenario Rules
Weather [3.3]: Seasonal; No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks.
Robata Mission Priority
None.
Scenario 5: Darkness Ablaze
Fighting doesn't stop when darkness falls. The chaos and terror just get worse. Sometimes so many tanks are burning that it's as bright as day.
Overview
This scenario introduces rules for Night fighting [4.0]. There are no special victory rules for this scenario.
Order of Battle
Create a matchup using the guidelines in [9.2]. Vehicles start at 800m except vehicles with Heavy Damage printed in their equipment box, which start at 1000m.
Reinforcements
All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain [3.1].
Special Scenario Rules
Weather [3.3]: Seasonal; Night rules [4.0]. No Sandstorms (the top half of cards 17, 18 and 19 are not in play). Add one Battle Deck to the game length.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks.
Robata Mission Priority
None.
Scenario 6: Keep the High Ground
You know what's flatter than this God-forsaken desert? Nothing. Flatter than a pancake. Except this here bump that we're calling a hill. That makes this bump the most important spot for miles.
Overview
The defender attempts to hold an occupied high ground position with the aid of AT Gun support, while the attacker attempts to dislodge them.
Order of Battle
Create a matchup using the guidelines in [9.2]. One side is Attacking, the other is Defending.
Vehicles start at 800m except vehicles with Heavy Damage printed in their equipment box, which start at 1000m.
Defender: 1 AT Gun of the Defender's Choice. (Emplace with Cover 20 counter)
Reinforcements
AT Guns do not Reinforce. All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain [3.1]. Use Alternate Scrub cards 67, 89-91. Place 1 Hill Scenario card within easy reach.
Special Scenario Rules
Weather [3.3]: Seasonal; No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Terrain: There is a Hill at 400m on the Defender's side of the battlefield. A vehicle which enters the 400m Range box on the Defender's side of the Battlefield may choose to place the available Hill card in its Holding Box along with any played Scrub Terrain card. A vehicle which has the Hill card in its Holding Box and is Eliminated or moves to a different Range must remove the Hill card from its Holding Box and place it nearby and Available for any vehicle to use. If a vehicle moves with a Hill card in its Holding Box and does not change Range, it may choose to keep the Hill card or remove it. If the Hill card is kept, any Scrub Terrain card with it may be kept or discarded (or a Scrub Terrain card may be played on it).
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks. Award 1 Victory Point during any Defending vehicle's Administration Step if a Defending vehicle is on the Hill. Award the Attacker 10 Victory Points if the Defender's AT Gun is Destroyed. At Game End, Award 30 Victory Points to the Attacker if they are occupying the Hill. Subtract 10 Victory Points from the Defender if no tanks occupy the Hill.
Robata Mission Priority
If the Active Robata vehicle is already occupying the Hill, it does not check if it is in Peril and does not Move.
Moving towards the Hill: Move towards the Hill (200m if 1 success, 400m if 2 successes), stopping if the Range occupied by the Hill is entered. If the Robata vehicle moves into (or starts in) the Range occupied by the Hill, place the available Hill card (if any) into the Robata vehicle's Holding Box along with any revealed Scrub Terrain card.
If the Active Robata vehicle is Defending and not on the Hill:
- If no vehicle is on the Hill, Move towards the Hill.
- If an enemy vehicle is on the Hill, and Robata has a High Quality shot, Fire. If it does not have a High Quality shot, move towards a High Quality shot.
- If a friendly vehicle is on the Hill, no mission priority.
If the Active Robata vehicle is Attacking and not on the Hill:
- If an enemy vehicle is on the Hill, and Robata has a High Quality shot, Fire. If it does not have a High Quality shot, move towards a High Quality shot.
- If it is the final deck of the game, Move towards the Hill.
Scenario 7: Sidi Rezegh Airfield
Overview
Near Sidi Rezegh, Libya, 22 November 1941: The British moved the 7th Armored Brigade and 7th Support Group to defend the Sidi Rezegh airfield with plans to engage Rommel's forces around Tobruk. The 5th Panzer Regiment was sent to engage first and made a wide detour to attack the airfield from the west.
Order of Battle
This scenario can be played with 2 to 8 players, with players controlling multiple tanks if necessary.
- British: All British vehicles start at 600m with Seasoned Crew. No Special Ammunition.
- 2 - Matilda Mk. IV
- 2 - Crusaders Mk. II
- 2 - 40mm QF 2 Pdr. AT Guns at 400m. (Emplace with Cover 20 and Hidden Gun counter)
- Germans: All German vehicles start at 1000m.
- 2 - PzKpfw IV Ausf. E (Elite Crew, 6 HEAT)
- 2 - PzKpfw III Ausf. H (Seasoned Crew, 2 APCR)
Reinforcements
AT Guns Reinforce at 400m with a Cover 20 counter. All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain. Replace cards 65 & 66 (Scrub) with the Desert Alternate cards 65 & 66 (Building).
Game Length
6 Decks
Special Scenario Rules
Weather: Seasonal. Blowing Dust. No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Victory
Players score standard Victory Points for KIA Crew and Eliminated vehicles. Award 5 Victory Points each time a 40mm QF 2 Pdr. AT Gun is Eliminated.
Robata Mission Priority
None.
Aftermath: The attack caught the British completely by surprise. The 5th Panzer Regiment swept onto the airfield despite furious fire from the guns of the support group. The 22nd Armored Brigade counterattacked, but withdrew soon after.
Scenario 8: General Grant
Overview
Knightsbridge, South of Bir Lefa, Libya, 12 June 1942: Both the Axis and British forces had suffered heavy casualties since the Gazala battles began on 27 May. The British decided to attack the German 15th Panzer Division with the combined strength of the 2nd and 4th Brigades. The 4th Brigade was outfitted with a large complement of Grant tanks, which the Germans had first encountered two weeks earlier.
Order of Battle
This scenario can be played with 2 to 8 players, with players controlling multiple tanks if necessary.
All vehicles start at 800m with Seasoned Crew. Distribute Special Ammunition only where specified.
- British: 2 - M3 Grants; 1 - Crusader II, Recon Vehicle; 1 - Valentine II.
- Germans: 2 - Pz III H (2 APCR); 1 - Marder II (2 APCR); 1 - Sd.Kfz. 232 8-rad, Recon Vehicle; 1 - 88mm Flak 36 Gun at 800m. (Emplace with Cover 20 counter)
Reinforcements
AT Guns Reinforce at 800m with a Cover 20 counter. All vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain.
Game Length
6 Decks.
Special Scenario Rules
Weather: Seasonal; Blowing Dust. No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Setup: During setup, each German player may place 1 Flank counter (and a Spot counter) for each vehicle they control in front of any British vehicle.
Robata Mission Priority
When controlling the Germans, Robata places the Initial Flank marker for the Sd.Kfz. 232 8-rad on the Crusader, and places the other Flank markers randomly so that each enemy vehicle has one Flank marker.
When Robata is controlling the British, remove the Cover counter from the 88mm Flak 36. The Active Robata vehicle will always Fire at the 88mm Flak 36 if it has a High Quality Shot, or at least a Low Quality shot and no other High Quality shot.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks. Award 15 Victory Points each time the 88mm Flak 36 Gun is eliminated.
Scenario 9: Here they come!
Overview
Beda Fomm British Roadblock, 7 February 1941: Moving faster than the retreating Italians, the British reached Beda Fomm and set up a roadblock waiting to ambush the Italians. The initial surprise worked and the Italians tried to break through the next day without scouting the British positions or artillery support and were repulsed with heavy losses as they attacked the hull down British forces one company at a time. On February 7th they would try again, but this time with infantry and artillery support.
Order of Battle
This scenario can be played with 2 to 4 players, with players controlling multiple tanks if necessary.
- British: All British vehicles start at 600m. No Special Ammunition.
- 1 - Cruiser Mk. IV (Elite Crew)
- 1 - Cruiser Mk. IV (Seasoned Crew)
- 2 - 2 Pdr. AT Guns. (Emplace with Cover 20 and Hidden Gun counters)
- Italians: All Italian vehicles start at 800m with Elite Crew. No Special Ammunition.
- 2 - M13/40
Reinforcements
All vehicles Reinforce normally. AT Guns do not Reinforce.
Battle Deck
Desert, Open Terrain.
Game Length
4 Decks.
Special Scenario Rules
Weather: Seasonal; Blowing Dust. No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Special Infantry Rules: Normal Infantry rules may not be used with this scenario. Instead, use these modified Infantry rules:
- Place the "Here They Come!" Infantry card near the Italian players and place the Italian Infantry counter at 800m. This card is used to track the Italian Infantry's position. Infantry Attacks are prohibited. Instead, the Italian players may use an Infantry Advance Field Action to move their Infantry counter towards 000m. The British players may use an Infantry Advance Field Action to move the Italian Infantry towards 800m. If the Italian Infantry counter reaches 000m, both of British AT Guns are destroyed and the Italian Infantry is removed from play (no further Infantry Field Actions may be performed by either side).
- Italian vehicles may not fire at the British AT Guns (they may only be destroyed by the Italian Infantry).
- Italian vehicles that enter the 000m Range box are immediately awarded VP (see below) and removed from play, and will return as Reinforcements.
Robata Mission Priority
There is no mission priority when Robata is controlling the British.
When controlling the Italians, if the Active Robata vehicle occupies the 400m Range box and would have 2 successes in its success check, it will Move to 000m (remove the vehicle). Otherwise, the Active Robata vehicle will only Move until it occupies the 400m Range box. If it enters the 400m Range box, stop moving.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks. Award 5VP each time an Italian tank is removed at 000m. 5 VP for each Destroyed British AT Gun.
Aftermath: Italian artillery and tanks firing at point-blank range knocked out all but 1 AT gun and were able to break through the British lines. However, the British infantry let the tanks pass, and calling down their artillery on their own positions, held fast and stopped the Italian infantry from advancing. Without infantry support, the Italian tanks were destroyed by the well-positioned British tanks with one tank knocked out just 20 yards the British command post.
Scenario 10: Skorpion at the Pass
Overview
North of Sidi Sulieman, 19 May 1941: In blistering heat and out of a driving sandstorm emerges a column of Panzer IIIs and IVs led by the armored cars of Gruppe Herff. Reinforced reconnaissance by the DAK probes southward in preparation of an all-out assault to retake the Halfaya Pass, code name: Operation Skorpion. The 2nd Royal Tank Regiment with squadrons of Matilda and Cruiser tanks strike at the head of the German column, even as the more agile Sd.Kfz. 232s threaten to work round the right flank of the harrying Brits.
Order of Battle
This scenario may be played with 2 to 8 players, with players controlling multiple vehicles if necessary.
- British: All British vehicles start at 200m. No Special Ammunition.
- 2 - Cruiser Mk. IV
- 2 - Matilda Mk. IV
- German: All German vehicles start at 800m.
- 2 - Pz III Auf H (2 APCR)
- 1 - Pz IV Auf E (6 HEAT)
- 1 - Sd.Kfz. 232 8-rad, Recon Vehicle (Elite Crew)
Reinforcements
British vehicles Reinforce at 600m, German vehicles Reinforce normally.
Battle Deck
Desert, Open Terrain.
Game Length
6 Decks.
Special Scenario Rules
Weather: Very Hot; Blowing Dust.
German Reinforced Recon: The Sd.Kfz. 232 8-rad must conduct a Recon Field Action at -400 Range before the Game End card is drawn, or the German side suffers a Victory Point penalty. If the Sd.Kfz. 232 8-rad (only) is Immobilized, its Crew may Bail Out immediately after discarding their Initiative Card during the Administration Step.
Infantry is not recommended for this scenario.
Robata Mission Priority
None, however Robata may only control the British side.
Victory
Players score standard Victory Points for KIA Crew and Eliminated tanks. If the German Reinforced Recon condition is not met, subtract 20 Victory Points from the German Victory Point total.
Aftermath: By 1830 hours, clearing skies and a bombing run by the RAF sends the DAK in retreat, back to the North East. Despite the DAK retaking the Halfaya Pass from a vastly inferior British force, the successful harassment of German armor by the 2nd Royal Tank Regiment caused the expenditure of large amounts of fuel at a time of severe shortages. Additionally, the DAK had considerably fewer Panzers to repulse the British counterattack, Operation Battleaxe.
Scenario 11: Race Against Sunrise
Overview
The Second Battle of El Alamein, 23 October 1942: British General "Monty" Montgomery's 8th Army launches Operation Supercharge, the long delayed Second Battle of El Alamein. 200 German panzers and 300 Italian tanks clash with well over 1000 British heavy and light tanks, carefully amassed by a cautious Montgomery for this final onslaught against Rommel's DAK. Under heavy fire by the light of bursting shells, British sappers clear a tank corridor between Axis minefields L and I. Once through, the British 9th Armored Brigade, racing against the dawn, is tasked with an assault on Hill 28, the linchpin of the Axis' defensive Oxalic Line.
Order of Battle
This scenario can be played with 2 to 8 players, with players controlling multiple vehicles if necessary.
- British: All British vehicles start at 1000m with Seasoned Crew. No Special Ammunition.
- 1 - Valentine Mk. II, Recon vehicle
- 1 - Crusader Mk. II, Recon vehicle
- 2 - M4A2 Sherman III
- Germans: All German vehicles have Seasoned Crew, and start at a Range of the player's choosing (see Scenario Rules).
- 2 - Pz IV Ausf F/2 (2 APCR rounds)
- 1 - Pz III Ausf H (2 APCR rounds)
- 1 - 88mm Flak 36 Gun at 800m (Emplace with a Cover 20 counter)
- Italians: Place at a Range of the player's choosing (see Scenario Rules).
- 1 - Semovente da 75/18 (Seasoned Crew, 4 Heat rounds)
- Minefields: The Axis players place two Minefields at different Ranges, anywhere between 200m and -600m.
Reinforcements
All vehicles Reinforce at 800m. The AT Gun does not Reinforce.
Battle Deck
Desert, Open Terrain.
Game Length
6 Decks.
Special Scenario Rules
Weather: Seasonal; Night rules are in effect for Battle Deck 1 through 4 only. No Sandstorms (the top half of cards 17, 18 and 19 are not in play).
Setup: Axis players may set up their vehicles at a Range of their choosing between 1000m and -600m.
Place the Hill 28 Scenario Card next to the 88mm Flak 36 AT Gun. No vehicle may enter this Terrain card until the AT Gun is Destroyed. Once the AT Gun is Destroyed, any vehicle entering the 800m Range Box on the German side of the Battlefield may place the Hill 28 card into their Holding Box. A vehicle which has the Hill 28 card in its Holding Box and is Eliminated or moves to a different Range must remove the Hill 28 card from its Holding Box and place it nearby and Available for any vehicle to use. If a vehicle moves with the Hill 28 card in its Holding Box and does not change Range, it may choose to keep the Hill 28 card or remove it.
Infantry is not recommended for use with this scenario.
Robata Mission Priority
None.
Victory
British Auto-Victory: At the end of any Game Round, if both Axis minefields have "Removed 2" or higher counters on them, and at least 2 British vehicles are past both Minefields with one vehicle occupying Hill 28, the British immediately win.
Axis Auto-Victory: If no Axis minefields have Removed Mines counters, and no British vehicles are on the German side of the Battlefield by the end of the 5th Deck, the Axis immediately win.
If neither of these Auto-Victory conditions are met, the game ends normally at the end of the final Deck. Players score standard Victory Points for KIA Crew and Eliminated vehicles.
Aftermath: By day the desert, affording little cover, becomes an even more desolate landscape of smoldering hulks, both British and Afrika Korps. On November 2nd, 1941, a desperate counter attack by Rommel near Hill 28 stalls, completely depleting his armor reserves, until there are no more than 35 serviceable panzers. Exploiting the juncture between the DAK and the Italian Trieste Division, the 8th Army punches a hole 2 miles deep in Axis defenses, sending Rommel and all prospects for victory in North Africa in full retreat.
10.0 Designer Notes
I would like to take this opportunity to thank everybody who has purchased this expansion of Tank Duel: Enemy in the Crosshairs. I want to give a big thank you to Jason Carr. His tireless efforts and hard work is greatly appreciated. I hope that you enjoy the Tank Duel system.
I knew when I was designing Tank Duel that fighting in the harsh desert environment that is North Africa would make an exciting expansion. I wanted to incorporate blowing dust, vehicle dust, extreme heat, sandstorms and night as some of the environmental elements and the hardships fighting in these conditions. Other new features are minefields and recon. Jason and I decided to introduce these new game mechanics in module form. Using scenarios 1-5, which each add a new module will help players to easily learn each new set of rules.
Two large changes from the original Tank Duel game are the infantry rules and making anti-tank guns a bigger part of the game. We listened to many comments from various places and players who wanted a little bit more detail. In the original game, a tank's defense against infantry attacks was just calculated into the final to kill number. Now, there is a specific procedure that allows the Tank to actually calculate and execute an anti-infantry attack before the infantry attacks the tank. We also made a few small changes on how infantry works – we feel, for the better.
The other thing that people wanted more of is the anti-tank guns. You now will be able to use AT guns in most scenarios; tanks and infantry will be able to attack the guns as well. We are very excited to bring this new expansion to the Tank Duel universe. Next, it's onto the West Front! Here come the Americans, along with a large campaign system. Remember, don't get caught with your hatch open in the middle of a city fight!