World War II: Tank Combat
World War II: Tank Combat Rulebook
Table of Contents
Table of Contents
- Introduction
- Setup
- Unit and Unit Card
- Game Turn
- Special Rules
- Orders
- 1. Defend (Оборона)
- 2. Suppressing Fire (Огонь на подавление)
- 3. Fire (Огонь)
- 4. Attack (Атака)
- Close Combat (Ближний бой)
- Running Out of Ammunition (Отсутствие боеприпасов)
- Withdrawal from Close Combat (Отход из ближнего боя)
- 5. Ambush (Засада)
- Possible Orders for a Unit in Ambush
- Detection of Ambush (Обнаружение засады)
- Special Orders
- Movement Orders
- Special Abilities
- Supply Depot (Склад)
- Terrain (Местность)
- Concluding Note
Introduction
Several basic principles help with learning the game quickly.
- Players act simultaneously in each phase of the game. They give orders to their units at the same time and carry out identical orders at the same time. Naturally, some actions are performed by the players one after another, for example the dice rolls when two units fire at each other. Even so, those units are still considered to fire simultaneously. If two units are ordered to move into the same hex, they move simultaneously, on the "hex by hex" principle.
- Each unit in the game has its own unit card, which lists every order that can be given to that unit and all of its possible special properties and states. A unit cannot receive an order whose symbol is not on its card. For example, if the card has no "Fire on the move" order symbol, that unit cannot receive the "Fire on the move" order.
- The game is built on realism in depicting combat on the tabletop. Naturally, a tabletop game cannot account for every nuance and subtlety.
But in this game, as in real combat, the basic rules that apply to any commander hold true. They can be treated as tactical advice for players:
- Try to anticipate your opponent's actions.
- Bluff, try to mislead your opponent.
- Conduct reconnaissance.
- Make skilled use of terrain features.
- Concentrate fire and attacks on the main targets and objectives.
- Preserve your troops; do not expose them to enemy fire.
- "Great Patriotic War" is an expandable game system. The starter sets contain the units needed to learn the rules and play several simple scenarios. The system is continually supplemented with new sets of infantry, artillery, tanks and aircraft, sold separately. Each set includes a unit card with that unit's unique properties and possible orders. Information about all additional sets and game expansions can be found on the website www.art-of-tactic.com, which is updated regularly.
- You may create your own scenarios or download new scenarios from our website www.art-of-tactic.com. The scenario library is constantly updated, and you can take part in adding to it.
"Tank Combat" is a small part of the core rules of the second edition, based only on battles between tank platoons.
The second edition of the Great Patriotic War rules for the Art of Tactic system includes the rules of the first edition, taking into account the additions and changes of version 0.01, as well as a number of new additions and rules.
The second edition rules were written taking into account suggestions and amendments from active players. With the arrival of new units in the game, special properties and abilities were added to the rules.
The main set of additions and changes was added to the rules following active discussion of the game system by experienced players on the official game forum at www.art-of-tactic.com/ru/forum.
Setup
The game is played on a game board made of hexagonal cells, hexes, each showing a particular type of terrain. Every hex has its own number, which is used in the orders given to units.
When separate sections of the game board are joined, some hexes may have two or more numbers. In that case, any one of the numbers is used in an order.
Choose one of the scenarios. Beginning players are advised to choose from the scenarios included with the learning rules.
Prepare the game board as the scenario specifies.
Carefully separate the parts from their sprues and assemble the unit models as shown in the assembly diagrams. Place the units according to the chosen scenario.
The game is for two or more players. For a two-player game, each player commands a different army. For more players, the units of one army are divided among the players.
Unit and Unit Card
A unit is the basic element of the game, represented by a model on the game board and a card with its characteristics, properties and available orders. The same number must be written on the unit card and on the unit's flag.
Front of the Card
All of the unit's characteristics and properties are listed on the front of the card.
1. Unit Type
The unit's membership in a particular type.
In the box, write the same number as on the unit model's flag.
The game includes several unit types:
- Light tanks
- Medium tanks
- Heavy tanks
(The rulebook shows an icon for each type of unit; the icons are not labelled in the text.)
2. Unit Symbol
The symbol matching the card to the unit model.
3. Unit Strength
The maximum strength of the unit.
For each point of damage received, one symbol is crossed out.
When the last symbol is crossed out, the unit is removed from the game board.
4. Unit Stamina
Stamina is the combined measure of the soldiers' fighting spirit, the training and experience of the command staff, cooperation and mutual understanding between soldiers and commanders. This value determines how the unit behaves in critical situations.
The Stamina box shows the rule for taking a Stamina test, the unit's starting Stamina value, and the reduction of Stamina for each point of damage. Write the new Stamina value when it changes.
- Stamina test rule: the number of dice to roll for a Stamina test is shown on the card (the card's icon reads "2 × die").
- Starting Stamina value: the value the unit begins with (the card shows 9).
- Reduction: each point of damage reduces Stamina by 1 (shown as −1 on the card).
5. Defence
Defence is the combined measure of the unit's protective equipment (armour, for tanks) and the training level of its crew. For example, a T-34 unit with an ordinary crew has less Defence than the same tanks with a Guards crew.
The unit's own Defence value is shown on the card. The field in which the new Defence value must be written is also on the card.
Some orders, engineering structures and terrain types increase (or decrease) a unit's Defence. All Defence values are added together.
For each hit received during the turn, the unit's Defence is reduced by one point. Hits received by a unit during the turn are added together.
If Defence becomes 0, each new hit counts as damage.
At the start of each turn, the unit's Defence returns to its starting value.
Example. During one turn, a T-34 platoon was the target of the orders Suppressing fire by a Pz.Kpfw.II platoon, Fire by a Pz.Kpfw.III platoon and Fire on the move by a Pz.Kpfw.III.
All hits that the T-34 platoon receives are added together. The T-34 platoon has Defence 3 and, since it is in a hex with light woods, an additional +1 Defence. Total Defence 4.
Carrying out the orders:
Suppressing fire. The Pz.Kpfw.II platoon scored 1 successful hit. The T-34 platoon's Defence became 2, plus +1 for terrain. Total 3. No damage was received, but since the unit was the target of a Suppressing fire order, it must still pass a Stamina test. The T-34 platoon passes the Stamina test successfully.
Fire. The Pz.Kpfw.III platoon scored 2 successful hits. The T-34 platoon's Defence became 0, plus +1 for terrain. Total 1. No damage was received, so no Stamina test is needed.
Fire on the move. The Pz.Kpfw.III platoon scored 2 successful hits. Since the T-34 platoon's Defence is 1, this platoon loses one unit of strength. The unit has received damage and must now pass a Stamina test. The T-34 platoon does not pass the Stamina test and must move to the Suppressed state.
In this state, the unit cannot receive an order and does not get the additional Defence; in this case the unit will not get the +1 Defence from light woods in the next turn.
Even though in this turn the T-34 platoon used up all of its Defence and even received damage, in the next turn the unit's Defence returns to its starting value. Total Defence of the T-34 platoon will be 3.
If the unit had passed the Stamina test, its Defence would have been 4.
6. Special Abilities and Unit Properties
Special abilities and unit properties are listed in this box of the card. The rulebook gives this item as a card graphic only; the rules for the abilities and properties that appear in the game are in the sections on Orders and Special Rules below.
7. Unit Status
The states the unit can take. When a unit moves into one of the states, a mark is made in the corresponding box. The unit may remain in the adopted state for the next turn.
8. Ammunition
The maximum ammunition of the unit.
The unit of ammunition is the image of one clip.
When carrying out some orders, the number of ammunition units stated in the order description must be crossed out.
When ammunition is replenished, the marks are erased.
9. Cost
Used when building armies before the start of the game.
10. Unit Firepower
Range and accuracy. The first hex is the hex the player's own unit is standing on. The value in the first hex is used only in Close Combat. The other hexes show at what distance an enemy unit can be hit.
In each hex, the maximum value that must come up on the dice to score a hit during a Fire test is shown.
Fire intensity. For each target type there is a separate fire intensity scale. In each box of the scale, depending on the unit's strength, the number of dice for a Fire test is given.
(The fire intensity table on the card has seven rows, one per target type, each marked only by an icon; the rulebook text does not name the rows, so the rows are not named here.)
Target type (Тип цели). The types of units to which damage can be inflicted. A unit cannot designate as its target an enemy unit whose type is not shown on its card.
As a unit loses strength, its fire intensity decreases.
Example. When firing at light tanks, a full-strength unit (3 tanks) rolls 12 dice; an under-strength unit (1 tank) rolls 10 dice.
Back of the Card
The back of the card shows the symbols of the orders the unit can carry out. A unit cannot carry out any order whose symbol is not shown on the back of its card. Detailed descriptions of the orders are in the section "Orders" (pp. 6–9).
Game Turn
The game lasts several turns according to the scenario.
One turn of the game (a tank battle) consists of three phases:
- Giving orders;
- Carrying out orders;
- Stamina tests.
A phase of the turn is considered complete when all players have finished their actions.
Until the first phase is finished, nobody may begin the actions of the second phase.
Phase 1. Planning and Giving Orders to Units
Players must give orders to all their units secretly from the opponent.
In this phase, players must not see which orders are being given to the opposing units.
A single unit cannot receive several orders at once.
To give an order to a unit, put marks in the corresponding boxes of the order.
If a player, for whatever reason, has not given an order to a unit, that unit is considered for this turn to be carrying out the order Wait (p. 8).
After an order has been given to a unit, its card must be placed face up.
When the players have given orders to all their units, the turn moves on to the next phase.
Phase 2. Carrying Out Orders
Players must turn the cards of all their units face down, so that opponents can see each other's orders.
After this, no order may be cancelled or replaced by another.
Orders are carried out by the players in a strict sequence, following the order of precedence of the types of orders.
Orders of the same type are carried out simultaneously.
When carrying out orders, the players perform the necessary actions in turn, but in the game situation these actions are considered simultaneous.
Interrupting a Long Order
If a unit is carrying out a long order, one that takes more than one turn, the player may interrupt that order. At the start of a turn, instead of the mark for continuing the order, the player may give a new order. Marks in the interrupted order are not erased. At any turn, the player may resume carrying out the interrupted order.
Order of Carrying Out Orders
Tank Combat only
- Order Defend
- Order Suppressing fire
- Order Fire
- Order Attack
- Order Ambush
- Movement orders
Phase 3. Stamina Tests
Units that were in the Suppressed state for the whole turn must pass a Stamina test.
If the Stamina test was passed, then in the next turn, in the planning and order-giving phase, an order can be given to the unit.
If the Stamina test was not passed, the unit remains in the Suppressed state for the whole of the following turn and must again take a Stamina test.
If a unit only took the Suppressed state during this turn, then at the end of the turn it does not take a Stamina test.
At the end of the turn, make a mark on the turn record card to show the completion of the current game turn.
Special Rules
Stamina Test
A Stamina test is carried out immediately if:
- the unit was the target of a Suppressing fire order;
- the unit received damage;
- the unit was the target of an Attack order and was attacked in the flank or rear.
When taking a Stamina test, roll the number of dice shown in the unit's Stamina table (see "4. Unit Stamina" above).
For a successful test, the sum of the dice values must not exceed the unit's Stamina value at the moment of the test. (The printed sentence ends with a stray "9" after "the moment of the test". It is transcribed as printed; the rulebook text gives no further meaning for it.)
If the Stamina test is not passed, the unit moves to the Suppressed state.
Suppressed State (Огневое подавление)
If a unit fails its Stamina test, it moves to the Suppressed state.
- On the front of the card, make a mark in the Suppressed box of the unit status.
- All orders that have not yet been carried out this turn are cancelled.
- The unit may only return fire in Close Combat. The accuracy of its return fire equals the value shown in the Suppressed box.
- A unit in the Suppressed state has a visibility range of 1 hex.
- The unit does not receive additional Defence from terrain.
On the following turn:
- In the unit's Stamina table, the flag symbol is crossed out on the card.
- The unit cannot receive an order.
- At the end of the turn, in Phase 3, the unit must pass a repeat Stamina test.
If the repeat Stamina test is passed, from the start of the next turn the unit is no longer Suppressed and can receive an order.
If the repeat Stamina test is not passed, the unit remains Suppressed for the following turn. In Phase 3 the unit must again take the repeat Stamina test.
If a unit only entered the Suppressed state during this turn, it does not take a Stamina test at the end of the turn.
Line of Sight (Линия видимости)
The game uses the concept of line of sight.
This is a line imagined as drawn between the centre of the hex on which the player's unit stands and the centre of the hex on which its target stands.
(The rulebook diagram shows one arrow for "No line of sight" and one for "Line of sight".)
Units of the player and units of the opponent are not obstacles to line of sight.
When determining line of sight, it is recommended to use a thread stretched between the centres of the hexes.
The line of sight for all unit types is no more than 6 hexes.
A target further than 6 hexes away is considered invisible to the unit.
Units in the Suppressed state have a visibility range of 1 hex.
Units in Close Combat have a visibility range of 1 hex (see Close Combat, pp. 6–7).
For a target to be visible, there must be no hexes with terrain that gives an obstacle to line of sight on this line. Which types of terrain are obstacles to line of sight is stated in the terrain descriptions (pp. 9–10).
Fire Test (Тест на стрельбу)
- Determine the line of sight and the distance to the target.
- Determine the target type.
- On the fire intensity scale, determine the number of dice to roll, according to the strength of the firing unit.
- Roll the dice.
- Compare the dice results with the accuracy of the firing unit for that distance to the target.
- Remove the results that exceed the firing unit's accuracy.
- The remaining results count as hits.
- Remove a number of hits equal to the target's Defence, including additional Defence. If several units fire at one target, all their hits are added together. Only after this is the number of hits equal to the target's Defence removed, and marks are made on the target's card for the reduction of Defence. All hits received during the turn from different orders are taken into account.
- The remaining hits count as damage.
- For each point of damage, one unit of strength is lost, and one symbol is crossed out.
Firing Arc (Сектор стрельбы)
All units that have a firing arc differ only in the range of fire.
These units may fire at an enemy unit only if it falls within their firing arc. In other directions they cannot fire.
Flanks and Rear (Фланги и тыл)
A firing arc may be directed toward only one of the sides of the hex. All other sides of the hex are considered the unit's flanks and rear. A unit that does not have a firing arc also has no flanks and no rear.
If a unit was designated the target of an Attack order on its flank or rear, it must pass a Stamina test before Close Combat is resolved.
If, on the same hex as a unit that has flanks, there is a unit that has no flanks and rear, then the flanks and rear are considered covered, and no Stamina test is needed when that hex is attacked. Close Combat in this case is resolved under the general rules (see Close Combat, pp. 6–7).
Collision (Столкновение)
If, during any movement orders, the movement routes of opposing units cross, the units must stop on the hexes adjacent to the hex where the routes cross. The "hex by hex" rule of unit movement must be taken into account.
If the movement routes of the opposing units are directed toward each other, the units must stop on the adjacent hexes.
If the last hex of the movement routes of opposing units is the same, then to determine which unit moves onto it, the players must roll one die for each of their units. To each rolled value, add the Stamina the unit has at that moment. The player with the larger result continues carrying out the order with that unit and moves onto the specified hex.
If one player has several units moving onto the same hex as the opposing units, a die is rolled for each unit. Only the units whose values are greater than the opponent's move onto the specified hex. Units whose values are lower than the opponent's break off their movement order on the adjacent hex. With equal values, the opposing units remain on adjacent hexes. The "hex by hex" rule of movement must be taken into account.
Example. Two Soviet army units and three Wehrmacht units have the same final hex in their movement route. All units must roll one die each and compare the results with their Stamina added. The Soviet army units with Stamina added score 5+7=12 and 3+7=10. The Wehrmacht units with Stamina added score 2+8=10; 3+5=8 and 4+7=11. Only one Soviet army unit, with the value 12, moves onto the final hex. The Soviet army unit with the value 10 does not move onto the hex, because the opponent has a unit with the value 11. All Wehrmacht units have values lower than the Soviet unit's 12, so none of their units moves onto the final hex of the route.
Orders
1. Defend (Оборона)
Uses one unit of ammunition.
Fire is carried out only once per turn.
The card shows: the unit's Defence increases by +1; the unit gets a firing arc; a mark in the order box; the number of the hex to which the firing arc is directed; the zone of hit, in hexes, not exceeding the unit's firing range (the distance at which the player wants to let the opponent approach before firing at it).
The zone of hit cannot have a distance of 0.
The unit must start firing at an opponent if, within its zone of hit and on line of sight, the opponent carries out any movement order (except the order Wait) or the order Attack, even if the opposing unit is only starting its movement from a hex inside the zone of hit.
If several opposing units inside the zone of hit carry out movement orders, the player whose unit is on Defend chooses which opposing unit to fire at.
If the opponent suffered losses, it must take a Stamina test.
If the test is passed, the opposing unit must continue carrying out its order.
If the opposing unit did not pass the Stamina test, it immediately moves to the Suppressed state and cannot continue carrying out its order.
2. Suppressing Fire (Огонь на подавление)
Uses three units of ammunition.
The card shows the mark of the order and the number of the opposing unit that will be fired on.
The order may be given only if the opponent is on line of sight and within firing range.
When carrying out the order Suppressing fire, half of the fire intensity value for the same target type is added to the unit's fire intensity, rounded up.
After being fired on, the opposing unit must take a Stamina test, even if it received no damage. If the opposing unit did not pass the Stamina test after being fired on, it cannot carry out any order given to it this turn, except the order Suppressing fire.
Suppressing fire by all units takes place simultaneously.
Losses are removed from the game only after all players have carried out their Suppressing fire orders.
3. Fire (Огонь)
Uses one unit of ammunition.
The card shows the mark of the order and the number of the opposing unit that will be fired on.
The order may be given only if the opponent is on line of sight and within firing range.
Firing by all units takes place simultaneously.
Losses are removed from the game only after all players have carried out their Fire orders.
4. Attack (Атака)
Only by carrying out this order can a unit move onto a hex occupied by the enemy, in order to enter Close Combat with it.
Exception: moving through a hex on which an enemy unit is in ambush (see Ambush, p. 7).
Close Combat is resolved using the Fire Test rule.
In Close Combat, units of the same type (except units in the Suppressed state) have the same effect from terrain, regardless of when and from which hex they entered Close Combat.
The card shows: a mark in the order box; the maximum movement range; the number of the opposing unit that will be attacked.
In the Route of movement, the player must indicate the hexes along which the unit will move.
Last, the number of the hex on which the attacked enemy unit stands must be given.
Head-on Attack (Встречная атака). If opposing units have been given the order Attack and must attack each other, the players must roll one die each to determine which unit moves onto the hex of its opponent.
The player who rolled the higher value moves their unit onto the hex of the opponent.
Close Combat (Ближний бой)
- One unit of ammunition is used by all units taking part in Close Combat.
- Units in Close Combat may be the target of the order Attack.
- If at the end of a turn opposing units remain on one hex, then all units taking part in that Close Combat may not receive any new order in the following turn, except the order Withdraw, and must continue Close Combat at the same time as other Attack orders are carried out. Such units are considered engaged in combat. Engaged units must write on their unit card the number of the opposing unit that will be attacked.
- Units in Close Combat have a line of sight of 1 hex.
- If a headquarters is in Close Combat, its properties Air Strike Call-in (Вызов авиации) and Fire Adjustment (Корректировка огня) do not apply.
Running Out of Ammunition (Отсутствие боеприпасов)
If a unit in Close Combat has no units of ammunition left, that unit is considered captured. The unit model is removed from the game board.
Withdrawal from Close Combat (Отход из ближнего боя)
- Units may withdraw from Close Combat.
- The unit must receive any movement order.
- A unit may withdraw only to an adjacent hex.
- The unit being withdrawn from is attacked in Close Combat as usual.
- A unit that is withdrawing from Close Combat does not carry out an attack on the opponent.
- If damage was received during the withdrawal and the Stamina test was not passed, the unit does not move to the adjacent hex and immediately moves to the Suppressed state.
5. Ambush (Засада)
The card shows: the number of the hex on which the unit is located; Defence increases (+1); the unit gets a firing arc; a mark in the order box; the zone of hit, in hexes, from 0 up to the maximum firing range; the number of the hex to which the unit's firing arc is directed.
If the firing range is 0, the unit has no zone of hit, firing arc, flanks or rear.
When carrying out this order, make a mark in the Ambush box of the unit's status.
Ambush by armoured vehicles and tanks. Carrying out the order Ambush by armoured vehicles, light, medium or heavy tanks takes two turns. The unit moves into the Ambush state on the second turn of carrying out the order, in the phase of Special orders.
Possible Orders for a Unit in Ambush
Change of firing arc (Смена сектора стрельбы). The unit changes its firing arc as usual (see the order Change of firing arc, p. 8), but remains in Ambush. The range of its zone of hit remains unchanged.
Change of zone of hit range. In the Ambush order the player must state the new range of the zone of hit. The unit remains in Ambush.
Detection of Ambush (Обнаружение засады)
When detected, the unit ceases to be considered in Ambush. The unit model is returned from its card to the game board, to the hex where the Ambush was set up.
A unit in Ambush may be detected in several ways:
- If the unit in Ambush fires at an opposing unit that carries out a movement order inside its zone of hit.
- If the movement route of an opposing unit passes through the hex on which the unit in Ambush stands.
The opposing unit that is moving breaks off its movement order on the hex where the Ambush was set up.
The unit that was in Ambush and the unit that was moving enter Close Combat.
Even though the Ambush is considered detected, in Close Combat the unit that was in Ambush has the additional Defence stated in the order.
If the zone of hit of a unit in Ambush is 0, then +1 is added to the value that must come up on the dice, in the same way as when firing from ambush.
If an opposing unit enters the hex where the Ambush is set up from a side that is not the zone of hit, then for the unit in Ambush this counts as an attack on the flank (p. 5). In this case the +1 to the value that must come up on the dice is not added.
Firing from Ambush (Стрельба отряда из засады)
Uses one unit of ammunition.
When firing from Ambush, +1 is added to the value that must come up on the dice.
The unit must begin firing at the opponent if, within its zone of hit, the opponent carries out any movement order (except the order Wait) or the order Attack, even if the opposing unit is only starting its movement from a hex inside the zone of hit. The target must be on the line of sight of the unit in Ambush.
If several opposing units inside the zone of hit carry out movement orders, the player whose unit is in Ambush chooses at their own discretion which opposing unit to fire at.
If the opponent suffers losses from firing from Ambush, it must immediately take a Stamina test.
If the test is passed, the opposing unit must continue carrying out its order.
If the opposing unit did not pass the Stamina test, it immediately moves to the Suppressed state and cannot continue carrying out its order (p. 4).
On the supply depot card, cross out as many units of ammunition as were received by the unit.
Special Orders
Change of Firing Arc (Смена сектора стрельбы)
This order may be carried out by a unit that is in the Ambush state.
When carrying out the order Change of firing arc, the Ambush is not considered detected.
The card shows a mark in the order box and the number of the hex to which the unit will be directed.
Assemble (Сбор)
Several incomplete identical units may join together into one unit.
Only units with identical cards may join together.
When units join, all units to be joined must receive the order Assemble.
All units must be on the same hex.
The total number of strength units of the units being joined must not exceed the strength of one full unit.
The ammunition of the new unit becomes equal to the ammunition of the unit that has the largest number of ammunition units.
On the game board, the model of only one unit remains.
For the new unit, use the card and the number of one of the units that carried out the order Assemble.
When assembling, calculate and write on the card the Stamina value for the new unit's strength (see Stamina, pp. 2, 4).
Resupply (Получение припасов)
A unit may receive supplies from a supply depot.
To receive ammunition, the unit must be on the hex where the supply depot is located.
The player does not have to load the whole ammunition allowance.
Marks from spent ammunition are erased according to the number of ammunition units received.
A unit cannot receive more ammunition units than are shown on its card.
The card shows a mark in the order box and the number of turns needed to carry out the order.
(The rulebook gives the turns-needed box as a card graphic without a number.)
Movement Orders
Road March (Походное движение)
The card shows: the maximum movement range; a mark in the order box.
In the Route of movement, the player must indicate the hexes along which the unit will move.
(The rulebook's example route runs through hexes 43 and 44.)
For the terrain effects on this order, see the Terrain section below (the road and bridge rule and the terrain movement penalties).
Wait (Ожидание)
A unit may remain for the whole turn on the hex it stood on when it received its Orders, without carrying out any actions.
The card shows a mark in the order box.
Any unit in the game may carry out this order, even if the order is not shown on its card. If there is no picture of this order on the card, no action needs to be taken to assign it.
If a player, for whatever reason, has not given an order to a unit, that unit is considered for this turn to be carrying out the order Wait.
Fire on the Move (Стрельба в движении)
Uses one unit of ammunition.
When giving the order Fire on the move, the target of the fire must be on line of sight.
When firing on the move, the unit's fire intensity is reduced, as stated on the front of the unit card in the Fire on the move box. (The card graphic in the rulebook shows the reduction as "−2 × dice".)
The card shows: a mark in the order box; the maximum movement range; the number of the opposing unit that will be fired on.
In the Route of movement, the player must indicate the hexes along which the unit will move. The number of the hex from which the fire is carried out must be underlined.
Fire is carried out under the general rules, but in the phase of carrying out movement orders. If the target of the order Fire on the move entered Close Combat during the carrying out of Attack orders, the unit carrying out the order Fire on the move carries out the movement but does not fire. Fire at units in Close Combat is impossible. If the target of the order was destroyed during the carrying out of the orders Suppressing fire or Fire, the unit carrying out the order Fire on the move carries out the movement and spends one unit of ammunition.
Special Abilities
Barbed Wire Breakthrough (Прорыв колючей проволоки)
If a unit with this ability passes through the side of a hex on which barbed wire is located, the barbed wire is considered destroyed. It must be removed from the game board. The unit's movement is not slowed.
Supply Depot (Склад)
The hex number on which the supply depot is located must be written on the depot card.
The depot card must be placed on the table so that all players can see it.
A supply depot may hold ammunition for only one of the armies.
A supply depot cannot be captured and used by the opponent.
Replenishing Ammunition (Пополнение боезапаса)
Units standing on the hex where the supply depot is located may, when carrying out the order Resupply, replenish their ammunition. The player must erase from the unit's card as many marks as the player has decided to receive from the depot.
On the depot card the player must cross out as many ammunition units as were transferred to the unit.
The player does not have to replenish the whole ammunition allowance.
A unit cannot receive more ammunition units than are shown on its card.
Several units may receive the order Resupply from one depot at the same time, if they are on the same hex.
Terrain (Местность)
Terrain affects the movement of units only at the moment a unit enters a hex. Leaving a hex does not affect a unit's movement.
Plain (Равнина)
Carrying out the order Ambush is impossible for any unit type.
Not an obstacle to line of sight.
Scrub (Кустарник)
An obstacle to line of sight.
Carrying out the order Ambush by tank units is impossible.
Swamp (Болото)
Not an obstacle to line of sight.
Carrying out the order Ambush is impossible for any unit type.
Movement through a swamp by tank units is impossible.
Ploughed Field (Пашня)
Not an obstacle to line of sight.
Carrying out the order Ambush is impossible for any unit type.
When carrying out any movement order, the number of hexes that units can move is reduced: Light tanks −1, Medium tanks −2, Heavy tanks −2.
The minimum distance a unit can move across ploughed land is 1 hex.
Light Woods (Редколесье)
An obstacle to line of sight.
Carrying out the order Ambush is possible for all unit types.
Defence +1.
Units of light, medium or heavy tanks, when carrying out one of the movement orders through light woods, move one hex less.
Forest (Лес)
An obstacle to line of sight.
Movement through a forest by tank units is impossible.
Forest Clearing (Лесная просека)
An obstacle to line of sight.
Defence +2 for all unit types in a forest.
Defence +1 for all unit types in light woods.
Carrying out the order Ambush is possible.
A firing arc is possible only toward the sides of the hex into which the clearing leads.
(The rulebook diagram key for this terrain reads: a white arrow — line of sight is possible for all units; a yellow line — firing arc is possible for all units; a red line — line of sight and firing arc are impossible for all units except infantry.)
Ravine (Овраг)
Not an obstacle to line of sight.
Carrying out the order Ambush is impossible for any unit type.
Movement through a ravine, for units of all types that can cross a ravine, is possible only one hex per turn.
Movement along a ravine without a penalty to the movement range is possible for units of all types only in the directions of the hex sides into which the ravine leads.
Units that are on a hex with a ravine are not considered to be in line of sight.
Units that are on a hex with a ravine are considered visible only from an adjacent hex. Units that are on a hex with a ravine also do not have line of sight.
Village (Деревня)
An obstacle to line of sight.
Carrying out the order Ambush is possible for all unit types.
Defence +1 for all unit types.
Movement follows the rules for roads.
Road (Дорога)
An additional terrain element.
A road lies on one of the types of terrain, whose properties are retained.
When carrying out the order Road March, units may move an additional number of hexes: Light tanks +2, Medium tanks +2, Heavy tanks +1.
Lake (Озеро)
Not an obstacle to line of sight.
Movement through a lake by tank units is impossible.
Stones (Камни)
Not an obstacle to line of sight.
Carrying out the order Ambush is impossible for any unit type.
Concluding Note
Art of Tactic «Great Patriotic War» is an expandable game system. The Tank Combat game presents rules only for tank battles, but battles can involve all possible branches of service represented in the game by different unit types.
The full version of the rules can be downloaded from the game's website, art-of-tactic.com.
(The printed closing page also advertises the game's starter sets, expansion sets and unit releases, along with a contents page. These are product listings rather than rules and are not transcribed.)