Tank on Tank
Tank on Tank Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Tank On Tank is a low-complexity game of World War II armored combat. The players take the American or the German side and maneuver and fight to taste the joy of victory before the next clash.
The box contains 40 counters, a player aid and two maps. Players will also need an opaque container (a cup).
2.0 The Components
2.1 Combat Units
Tank On Tank units are of two types: heavy, for armored units, and light, for the others. Heavy units are tanks, tank destroyers and heavy artillery. Light units are infantry and anti-tank units. Heavy units can move and fire at the enemy [in the same turn]; light units cannot (see 9.1). Green units are American and gray units are Axis.
Each heavy unit has three values, which are (from right to left) its range (RNG), its defense (DEF) and its movement points (MP). Range is the distance at which the unit can fire, defense shows how hard it is to hit, and movement points are the distance it can travel.
Some units have their name underlined; these are headquarters (HQ). They allow more efficient movement (see 6.1).
2.2 Markers
Markers are used to track information during the game. There are four types:
- The 'TURN' marker tracks the progress of the game; it is two-sided.
- The 'APs Spent' action markers are used to count the number of actions the player has carried out.
- The 'APs' action point number markers are placed in the container at the start of the game. The players draw them during play.
- The 'ACE' marker is used in scenarios to indicate an exceptional class of tank. Place it on a unit to remind you of its high value. If the unit is removed, the marker is removed too.
3.0 The Map
The map is made up of distinct hexes. For example, hex A1 is at the top left, in column 'A' and row '1'. Terrain can be of four types: clear, hill, town or forest. Roads also cross the map.
3.1 Stacking
Only one unit at a time may occupy a hex. A unit may not pass through a hex that is already occupied. Markers are not units.
4.0 Facing
Units are oriented with 180° of front and 180° of flank to the rear. A unit can only fire through its front. A unit attacked from the rear is more vulnerable (see 8.4).
A unit must be activated to change facing. Once activated, the unit may change facing freely.
5.0 Sequence of Play
Each turn is made up of an Allied phase and an Axis phase. The scenario indicates who goes first. During their phase, the player may activate units to move and/or fire. However, the action points (APs) may limit this.
At the start of a player's phase, their opponent blindly draws an action point (APs) token. The opponent keeps the number secret until the active player has reached the number of actions shown. Put the token back in the cup. This ends the player's phase and begins the opponent's phase. When both players have played, advance the 'TURN' marker by 1 and check the end-of-game conditions.
Whatever the number of action points, a unit may only move and fire once per turn.
You have between 2 and 4 action points per turn. The tension comes from the fact that you don't know how many you have until you have spent them. Should you advance your tank without being sure you can fire in the same turn?
Solitaire play: if you play in solo mode, you lose this uncertainty. Instead, roll a die after spending 2 action points. On a result of 1 or 2, end your phase. Otherwise, spend one more action point and roll a die again. On a result of 1 to 3 on this roll, end your phase; otherwise spend one last action point.
6.0 Action Points
Action points are what let you act during your phase. The player who manages their action points best gains an advantage toward victory.
It costs one action point (AP) to:
- Pivot and/or move one unit (7.0)
- Fire at one target with one or more units (8.0)
- Promote a unit (6.2)
Action points may be used in any order you wish. However, the activities tied to one action point must be completed before the next action point is used.
6.1 Headquarters Bonus
When a headquarters (HQ) is activated to move, all adjacent units may move freely at the same time.
Note: units that have moved can no longer be activated for another move (or change of facing). Units that have not entered the map cannot benefit from this bonus.
An HQ can benefit from this bonus, but then cannot (or can no longer) give this bonus during the turn.
An HQ that changes facing is considered to be moving.
6.2 Field Promotion
For the price of one action point, this lets you convert a plain Sherman or Panzer into an HQ to replace an eliminated HQ.
If the new HQ has not yet moved, it may do so and benefit from the bonus associated with its new status.
7.0 Movement
When a unit is activated to move, it receives a number of movement points (MP) equal to its movement capacity. One MP is used to enter a new hex, until the MPs received are used up.
Movement points cannot be accumulated.
A unit that has moved may change facing (4.0).
- Forests and towns cost one extra MP to enter other than along a road.
- Road bonus: a unit gets one extra MP if its entire movement was along the road.
- Minimum rule: whatever its number of MPs, a unit may always move at least one hex.
- A unit may never enter a prohibited or occupied hex; the minimum rule does not change this.
7.1 Reinforcement Entry
During the game, players may receive reinforcements. They must be activated to enter the map. They pay the normal MP cost to arrive on their entry hex. They benefit from the road bonus where applicable.
7.2 Exiting the Map
Some scenarios allow units to exit the map. To exit, a unit must reach the exit hex and spend one extra MP. The road bonus may be used to exit the map.
8.0 Combat
To fire at a target, a player must (1) have a unit that sees it with its front, (2) be within firing range and (3) have a clear line of sight. All units meeting these three conditions that have not fired this turn may fire at the same target at the same time (same AP).
8.1 Firing Range
The distance between your unit and the target must be less than or equal to your range value (RNG). Distance is counted as for movement.
Increase a unit's range by 1 when it is on a hill (exception: infantry (9.2)).
8.2 Line of Sight
The line must be to the unit's front and must not contain obstacles (forest, hill, town, another unit). Note: from a hill, another unit is no longer an obstacle.
8.3 Artillery Support
Artillery does not need a line of sight if a friendly unit has a line of sight to the target.
[Translator's note: the French text reads "une unité ennemie" (an enemy unit) here; "friendly" is the evident meaning and is used above.]
8.4 Combat Resolution
Roll two dice and add the number of units taking part in the fire. Apply any modifiers and compare to the target's protection value. If the total is greater than or equal to the protection, the target is removed from play; otherwise, nothing happens to it.
- Add 1 to the total if a piece attacks the target through its flank.
- Subtract 1 if the target is in a town or a forest.
Whatever the modifiers, a 2 is always a failure and a 12 always a success.
8.5 'ACE' Marker
If a unit carries the 'ACE' marker, on a failure the player may reroll the dice a second time.
9.0 Light Units
Light units have two defense values instead of one. The first is their protection in clear terrain and the second in covering terrain (hill, forest, town). Their range and movement values are the same as for heavy units.
9.1 Move or Fire
During a turn, a light unit may fire or move, but not both.
9.2 Infantry Range Limitation
Infantry gets no range bonus from a hill.
9.3 Infantry Bonus
When attacking with an infantry unit, the -1 penalty when the target is in covering terrain no longer applies.
9.4 Infantry Advance
If an attack succeeds, infantry that took part may move (and change facing) into the vacated hex.
9.5 Anti-Tank Bonus
If an anti-tank unit fires alone at a heavy unit, the attack does not use up an action point. Note: once the player has no action points left, the anti-tank unit can no longer fire.