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v2 Tanks English Version
v2 Tanks English Version
Cliffs: impassable
Marshes: impassable
Only vehicles with at least 50% of the body hidden by this cover
are covered. For example, a Hetzer will easily be covered while a
Mauss will not.
Walls, walls, dragon teeths: Units behind a wall/wall receive a
cover bonus. The bonuses can be added up according to the
number of walls/murts the attacker's fire must pass through. A
unit can only be targeted if part of the vehicle protrudes
beyond the wall/mmuret. A tank can only fire over this cover
when its gun protrudes beyond the scenery element (the
figurine is proof). A vehicle located just behind a wall/murret
will benefit from the cover but its target will not benefit from
the malus normally applicable to this cover.
Artillery: Vehicles that benefit from this skill can fire at any unit
that has cover not exceeding their height. If the height is
exceeded the fire is not possible (strafing or parabolic fire). The
target must be visible (or revealed by an ally, including from the
air) by the shooter in order to be aimed. For more realism and in
order to simulate the action of adjustment of the coordinates of
shooting the artillery can either move or shoot on a turn but will
not be able to carry out the two actions.
Minefields :
Each team can decide to use a minefield. After choosing sides,
the minefield must not be placed on the game table at the
beginning of the game, but must be noted on a battlefield map,
even if only briefly drawn. Its location must appear clearly and
unambiguously on the map. A minefield may only be laid on
open ground of the plain/field type.
The location of the minefield can only be revealed when a unit
passes over it during its movement phase (also during the
command phase). The player owning the minefield must present
his battlefield map to his victim to avoid any misunderstanding.
A unit passing over a minefield is immediately stopped and fired
5 shots. The now visible minefield will remain active throughout
the game. It is represented by a 15cmx10cm square.
If the vehicle hit by a minefield survives it will be able to move
normally from the next turn on (except for critical damage which
stipulates the opposite).
Somua S35 13 B1 Bis 16
4 4 1 4 3 4 2 6
Heavy tank: Do not susbtract
Tough: This tank can roll one any defence dice when this tank
failed defense die per turn. is the traget of a side shot.
Assault gun: for the targets in
front of it, this tank wins +1
2 3 1 3 7 3 0 3
Fast : Tank may make up to
three moves,.
Tough: This tank can roll one Reconnaissance : +1 while
failed defense die per turn. gaining the cover bonus.
Wheeled : When moving into or
from terrain you may only make
a single move.
tough tough
3 3 0 3 3 3 0 3
Tough: This tank can roll one Tough: This tank can roll one
failed defense die per turn. failed defense die per turn.
Somua Sau 40 13
3 5 1 4 Aerial Reconnaissance 8
At the end of the Movement Phase, the
player holding this card declares to his
Tough: This tank can roll one opponent that he chooses to conduct
failed defense die per turn. aerial reconnaissance. The card will be
discarded and can no longer be used.
The airplane tries to spot hidden units.
For each concealed enemy unit, the
aircraft rolls a d6. On a result of 4 to 6
the unit is spotted.