Jeff Lewis
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- Jul 20, 2013
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Tank on Tank will soon be back in print with bigger and better editions. A 2nd Edition of West Front adds 6 more scenarios, revised maps, 1" counters, and rules for improved positions, armored infantry, and airstrikes.
Tank on Tank East Front has 3 maps, 2 sheets of 1" counters, plus the above new rules and other Soviet-specific rules for such things as Mass Activation.
It's a great system. It's light and easy to learn. Fun is at the forefront; you'll spend your time playing instead of looking up rules to make sure you are playing correctly. It has a wonderful Action Point mechanic:
At the start of the opponent’s player phase, a player blindly draws one of the six Command Chits from the opaque container. He keeps the number on it to himself, revealing it only when his opponent has finished expending Action Points (APs) equal to the chit. At that point, the player phase is over and the Command Chit is returned to the container. If this finished the first player phase in the turn, the other player now goes. If it ended the second player phase, advance the Turn marker and check to see if the scenario is at an end.
Regardless of how many APs a player has to spend, each unit can only move once and fire once each turn.
So you always have to weigh whether you should move a certain tank or fire on a target; only your opponent knows if you can do both. You always have at least 2 Action Points, and 4 is the maximum.
Tank on Tank East Front has 3 maps, 2 sheets of 1" counters, plus the above new rules and other Soviet-specific rules for such things as Mass Activation.
It's a great system. It's light and easy to learn. Fun is at the forefront; you'll spend your time playing instead of looking up rules to make sure you are playing correctly. It has a wonderful Action Point mechanic:
At the start of the opponent’s player phase, a player blindly draws one of the six Command Chits from the opaque container. He keeps the number on it to himself, revealing it only when his opponent has finished expending Action Points (APs) equal to the chit. At that point, the player phase is over and the Command Chit is returned to the container. If this finished the first player phase in the turn, the other player now goes. If it ended the second player phase, advance the Turn marker and check to see if the scenario is at an end.
Regardless of how many APs a player has to spend, each unit can only move once and fire once each turn.
So you always have to weigh whether you should move a certain tank or fire on a target; only your opponent knows if you can do both. You always have at least 2 Action Points, and 4 is the maximum.