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Products mentioned in this Article
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Tanker Challenge
By Tom Robertson
Have you ever had one of those club days when you all turn up with your armies, but no one has organised a game? Well, a fun and not too serious way to have an unusual game is a Tanker Challenge. A multi-player game designed to test your skill as a tank commander.
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Set-up
Players divide into two teams, in this case German or Soviet. Of course you may want to base your game around whatever models you have at your disposal, so it might be based around North Africa, Northwest Europe or the Eastern Front. Or you could just throw all your available tanks into the mix.
To begin with, each player rolls a die, the highest scoring player (continue to dice off if ties occurs) picks the table side for their team to start from. Next, each player rolls 2d6 and consults Table 1 to determine which is the first tank assigned to them. Once everybody has been assigned a tank the game can begin.
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Mid-War Soviet Tank Assignment Tables
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2d6 Dice Roll
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Table 1
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Table 2
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Table 3
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2
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KV-2
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KV-2
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KV-1s
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3
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BA-10
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KV-1e
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BA-64
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4
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M31 (M3A1 Stuart)
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T-60
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SU-122
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5
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T-26
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SU-76i
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KV-85
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6
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Mark II (Matilda II)
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T-34 (Uparmoured)
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T-34/57
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7
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M31 (M3A1 Stuart)
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T-34 (1941/42)
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SU-85
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8
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Mark IV (Churchill III or IV)
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T-34 (1941/42)
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T-34 (1942 with Cupola)
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9
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T-60
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SU-122
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SU-76M
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10
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T-34 (1941 or 1942)
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T-70
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SU-152
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11
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KV-1e
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KV-1s
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KV-85 |
12
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Roll on Next Table
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Roll on Next Table
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Re-Roll on this Table
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Mid-War German Tank Assignment Tables
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| 2d6 Dice Roll |
Table 1 |
Table 2 |
Table 3 |
2
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Panzer II
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Sd Kfz 222
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Panzer IV H
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3
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Panzer 38(t)
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Panzer III N
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Panzer II L Luchs
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4
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Panzer IV F1
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Panzer IV G
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Ferdinand
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5
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Panzer III G, H
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Panzer III L
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Panzer IV H
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6
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Panzer III G, H
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StuG D or E
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StuG III F8 or G
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7
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Panzer IV F1
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Panzer IV G or F2
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Panther D (Kursk)
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8
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Panzer III J (Early)
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StuG F
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StuH 42
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9
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Panzer II
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Ferdinand
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Tiger I E (Early)
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10
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Sd Kfz 222
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Tiger I E (Early) |
Brummbar
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11
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Panzer III J (Late)
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Panther D (Kursk)
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Captured T-34
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12
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Roll on Next Table |
Roll on Next Table |
Re-Roll on this Table |
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Start the Game
A player from each side rolls a die, the highest score being awarded the first turn for their team.
As the game progresses, those players who lose their tank roll for another
at the start of their sides next turn. The newly assigned tank re-joins the game start from their edge of the table.
When being re-assigned a new tank use the method stated below:
For the first two tanks lost - roll on Table 1
For the third and fourth tanks lost - roll on Table 2
All subsequent tanks lost - roll on Table 3
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| If you get your tank to the opponents table side you
get to roll on next table up and you may choose plus or minus 1 on the
dice (and if already rolling on Table 3 then stay on table 3 and you
may choose +/-1 on the dice roll.)
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Notes
All Flames of War tank rules apply.
i.e. Front and Side armour, Rate of Fire, Anti-tank rating, Firepower etc.
No National characteristics apply.
All tanks are rated Confident Trained.
All tanks that start on table edge after re-joining the game count as moving for that turn.
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Victory
To find the best tanker on the day, add the front armour value + Anti-tank value of each tank you destroyed.
For example, a Panzer II front armour = 3 and Anti-tank of the gun = 5
Score for killing a Panzer II = front armour value + Anti-tank value
= 3 + 5
= 8
Score for killing a KV-85 = front armour value + Anti-tank value
= 9 + 12
= 21
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| At the end of the game add up the scores and the tanker with the highest score wins the game. Refer to the
appropriate
Flames Of War intelligence handbooks for vehicle and weapon stats and vehicle special rules. |
Last Updated On Thursday, February 25, 2010 by Blake at Battlefront
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