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FLAMES OF WAR “WORLD OF TANKS”

SETUP
SELECT A TANK CLASS
Both players decide on the tank class to use for the battle, then each player selects a single tank of
that class.

The classes are as follows:

- Heavy Tank
- Medium Tank
- Light Tank
- Artillery

* Tank Destroyers are counted as being in the class closest to their armour values and can be
selected instead of a standard Heavy, Medium, or Light Tank.

ROLL FOR GAME TYPE


One player then rolls a D6 and consults the chart below to see what the game type will be.

The Game Types are as follows:

1-2: Encounter Battle

Encounter Battles have a single objective placed near the centre of the board. To win the game a
player must either destroy all of the opposition’s Tanks or capture the objective.

3-4: Standard Battle

To win the game a player must destroy all of the opposition’s Tanks.

5-6: Assault

One player rolls a D6, on a 1-3 they are the Defender, and on a 4-6 they are the Attacker. The
Defender then places a single objective within their Deployment Area.

The Defender wins the game by either destroying all of the opposition’s Tanks, or by stopping the
Attacker from taking their objective for 10 turns.

The Attacker wins the game by either destroying all of the opposition’s Tanks, or by capturing the
objective.
FLAMES OF WAR “WORLD OF TANKS”
RULES
Use all of the normal Flames of War rules, with the following exceptions:

1. Motivation tests are not used, there is no bailing out, last stands, etc.

2. All Tanks have a number of Hit Points based on what class they are in:
a. Heavy Tanks have 10 Hit Points
b. Medium Tanks have 5 Hit Points
c. Light Tanks and Artillery have 3 Hit Points

3. All Tanks have a Skill rating of GREEN 5+ and an Is Hit On rating of RECKLESS 2+, unless they
have increased this via Skills/Upgrades.

4. At the start of a player’s turn they can attempt to repair a single Critical Hit on their Tank. To
do this roll a single D6, on a 5+ the Critical Hit is fixed and no longer affects the Tank.

5. Firepower checks are not used, instead use the following rules:
a. If the save roll was equal to the Anti-tank value, the Tank takes 1 Hit Point of
damage.
b. If the save roll was less than the Anti-tank value, the Tank takes 1 Hit Point of
damage plus a Critical Hit. The shooting player then rolls 2D6 on the Critical Hit chart
below, a successful Critical Hit causes an additional 1 Hit Point of damage to the
targeted Tank, and applies the listed condition to the targeted Tank. Make a note of
any Critical Hits against your Tank to keep track of affects, etc.

6. At the end of the game each Tank receives Experience based on their performance:
+1 Experience for a Loss.
+2 Experience for a Win.
+1 Experience for each enemy Tank killed by the player’s Tank.
+1 Experience if the player’s Tank took part in successfully capturing an objective.

7. Each player should then follow the After Game rules to handle any crew losses, take
Skills/Upgrades, etc.

CAPTURING AN OBJECTIVE
To capture an objective a Tank or team of Tanks must capture and hold the objective for 2
consecutive turns.

For a capture to count:

- A friendly Tank must start its turn within 4”/10cm of the objective marker.
- There must not be an opposing Tank within 4”/10cm of the objective marker, at the start of
the turn.
- The friendly Tanks must not have taken damage in the opponent’s turn.

If any of these requirements is not met, then the capture counter will be reset, and the
requirements can be checked in the next turn.
FLAMES OF WAR “WORLD OF TANKS”
For example, Player 1’s Tank starts its turn within 4”/10cm of the objective marker on turn 3 and
doesn’t move outside of that radius. If the Tank is still within the radius, and has not taken any
damage at the start of the player’s turn 5, then the objective is captured and the player wins the
game. However, if the Tank is damaged by the opponent in the opponent’s turn 4, the counter is
reset and Player 1 would have to restart the capture in their turn 5.

CRITICAL HITS
Roll 2D6 and consult the chart below:

2-3: No Critical Hit. The Tank takes no additional damage.

4: Driver Hit. (Crew Hit) The Tank cannot move in its next turn.

5: Gunner Hit. (Crew Hit) The Tank has a -1 penalty on all To Hit rolls for the rest of the game.

6: Loader Hit. (Crew Hit) The Tank can only fire at ROF 1 for the rest of the game.

7: Commander Hit. (Crew Hit) The Tank cannot use Movement Orders for the rest of the game.

8: Main Gun Hit. (Tank Hit) The Tank must re-roll all successful To Hit rolls for the rest of the game.

9: Track Hit. (Tank Hit) The Tank can only turn the hull of the Tank 45 o per turn for the rest of the
game. If a second Track Hit Critical is taken, the Tank is immobilised and cannot move for the rest of
the game.

10: Turret Traverse Hit. (Tank Hit) The Tank cannot turn the turret for the rest of the game.

11: Ammunition Hit. (Tank Hit) The Tank cannot fire in its next turn.

12: Engine Hit. (Tank Hit) The Tank loses 4”/10cm from all movement speeds for the rest of the
game. If a second Engine Hit Critical is taken, the Tank is immobilised and cannot move for the rest
of the game.

AFTER GAME
CREW LOSES
If there are any Critical Hits lists as Crew Hit still affecting the tank the player must roll a save for
crew member, to do this roll a single D6.

On a 1 the crew member is too badly hurt and either dies or is evacuated and a replacement crew
member is assigned to the Tank. All skills related to the lost crew member are also lost and should
be removed from the stats sheet.

On a 2+ the crew member recovers and there are no lasting effects.


FLAMES OF WAR “WORLD OF TANKS”
SKILLS/UPGRADES
The player may exchange 2 Experience Points for a single Skill or Upgrade from one of the below
categories, make note of these on the stats sheet.

Tank Upgrades
- Protected Ammunition. This upgrade provides a 4+ save against an Ammunition Hit Critical.
If the Tank receives this Critical, roll a single D6 and on a 4+ the Critical effect is ignored, but
the Tank still takes the additional damage.
- Skilled Crew. This upgrade improves the Skill rating and Is Hit On rating of the Tank. This
upgrade can be taken twice.
- Trained Mechanic. The Tank may re-roll failed Critical Hit repair rolls for Tank Hit Criticals.
- Trained Medic. The Tank may re-roll failed Critical Hit repair rolls for Crew Hit Criticals.
Commander Skills
- Veteran Commander. The Tank may re-roll failed Skill checks.
Gunner Skills
- Skilled Gunner. The Tank may re-roll failed To Hit rolls.
- Sharpshooter. The Tank ignores the penalty to To Hit rolls for being at Long Range.
Loader Skills
- Slick Loader. The Tank increases its ROF by 1.
Driver Skills
- Off-roader. The Tank decreases its Cross Check roll requirement by 1, e.g. 3+ becomes 2+.
- Eagle Eye. The Tank increases its Tactical Speed by 4”/10cm.
FLAMES OF WAR “WORLD OF TANKS”

TANK
SPECAIL RULES ARMOUR
FRONT
SKILL SIDE/REAR
IS HIT ON TOP

TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS

WEAPON RANGE ROF ANTI- NOTES


HALTED MOVING TANK

SKILLS / UPGRADES

TANK
SPECAIL RULES ARMOUR
FRONT
SKILL SIDE/REAR
IS HIT ON TOP

TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS

WEAPON RANGE ROF ANTI- NOTES


HALTED MOVING TANK

SKILLS / UPGRADES

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