This one-page document provides an overview of the rules for a WWII tank battle simulation game set in the Ardennes forest. It summarizes:
1) Game setup which involves randomly determining your tank's stats like guns, crew, armor and grit through dice rolls. Players also set up the grid map and place their starting tank piece.
2) Gameplay over multiple turns involving rolling for weather, choosing a road to move to a new area of the map, generating the terrain for combat, and potentially encountering enemy units to battle.
3) Combat resolution through four steps - rolling for initiative, bombardment from tank units, regular attacks from other units, and checking for victory/continuing
This one-page document provides an overview of the rules for a WWII tank battle simulation game set in the Ardennes forest. It summarizes:
1) Game setup which involves randomly determining your tank's stats like guns, crew, armor and grit through dice rolls. Players also set up the grid map and place their starting tank piece.
2) Gameplay over multiple turns involving rolling for weather, choosing a road to move to a new area of the map, generating the terrain for combat, and potentially encountering enemy units to battle.
3) Combat resolution through four steps - rolling for initiative, bombardment from tank units, regular attacks from other units, and checking for victory/continuing
This one-page document provides an overview of the rules for a WWII tank battle simulation game set in the Ardennes forest. It summarizes:
1) Game setup which involves randomly determining your tank's stats like guns, crew, armor and grit through dice rolls. Players also set up the grid map and place their starting tank piece.
2) Gameplay over multiple turns involving rolling for weather, choosing a road to move to a new area of the map, generating the terrain for combat, and potentially encountering enemy units to battle.
3) Combat resolution through four steps - rolling for initiative, bombardment from tank units, regular attacks from other units, and checking for victory/continuing
MINIATURE: (Optional). ability as a commander to lead To help you track where your men in dire WWII your tank is on the map, you may want to bring a situations.
TANK WAR ARDENNES tank miniature to place on
the map. However, this is 2.0: Gameplay Designed By not necessary. Noah Patterson 1.2: Set-up 1.0: ARDENNES
Your tank begins the game
in the bottom right corner area of the Grid Map. From there, you will move from TANK STATS: You will be area to area fighting Cadet! You are a tank assigned a tank and a crew enemies and liberating commander during the Battle before play begins. towns. A single turn of the of the Bulge in WWII. The However, not all crews are game is played as follows: Ardennes forest is a harsh battle hardened, and not all ONE: Weather: Roll D6 on climate, and the cold tanks are in top notch the Weather chart to see December timing of the battle condition. You will now roll what kind of weather you is sure to try you and your to randomly determine you currently encounter. crew. Your orders are to TANK STATS. TWO: Choose Road: Choose sweep the area for German ROLL: Determine your a road leading off your units and drive them back, Stats by rolling D3 for each current area. clearing the way for the of the 4 TANK STATS (D3 THREE: Generate Area: Roll Allies to invade Germany meaning a 3-sided dice. To D6 on the Areas chart and END THIS WAR! get a result of 1-3 roll a pictured on the game sheet six-sided die and divide the to determine what the next result by 2 rounded up). area will be. Draw that area Each stat is as follows onto the map. Areas 5 and 6 1.1: What You Need (Note the bold abbreviation are towns. The area layout for each. This is used on you rolled may be rotated in the game sheet): any direction so long as as ● GUNS (GU): The many roads as possible line mounted up with pre existing roads. weaponry/cannon on Any roads that run into your tank. trees or a map edge are ● CREW (CR): The considered dead ends. DICE: You’ll need FIVE FOUR: Roll for Terrain: Roll Six-Sided Dice. 4 should be ability of your Tank Crew in close D6 on the Terrain chart to in one uniform color and see which kind of Terrain the last one a different quarters combat. ● ARMOR (AR): Your you encounter. color (The Grit Die). FIVE: Roll for Enemy PENCIL: A good pencil with Defense Value when defending against Spotting: Roll D6 on the a usable eraser. Enemy chart to spot any GAME SHEET: A copy of german attacks. enemies in the region. Roll D3 to see how many of that from ALL your rolls before you can move on. enemy rolled are present. for the turn. Each enemy on the chart SIX: Combat: Enter into has two stats. These are: combat and kill or drive DESIGNATION: Each back the enemy in your 2.2: Terrain enemy will have either a area. SHELLS symbol (a single SEVEN: Roll for Supplies: long shell) or an AMMO Finally, once the area is symbol (two crossed guns). cleared of enemies, IF you The Shell means the enemy are in a TOWN roll D6 on is a TANK unit and attacks the Town chart to search for in the bombardment step of supplies. combat. The crossed guns means the enemy is a REGULAR unit and they 2.1: Weather The terrain in your current attack in regular combat. area will also impact your DIFFICULTY LEVEL: This rolls in combat. The terrains is the Enemy’s Level and the are as follows: number appears beneath 1. TRENCH: This the designation symbol. REMOVES one dice This number changes the from your Armor rolls number of dice you roll in for the turn. combat. For instance, if you 2. RIVER: This have 4 combat dice to roll REMOVES one dice and the enemy DL is -1, you from your Crew rolls remove 1 combat die. You for the turn. now only have 3 combat The weather in the 3. FOREST: This dice to roll. Ardennes can change REMOVES one dice quickly and drastically. from your Gun rolls During the weather step you for the turn. 3.0: Combat will roll a D6 (six-sided dice) 4. BLOCKED: This and check the result against REMOVES two dice the weather chart. The chart from your Armor rolls can affect your stats as for the turn. follows: 5. ICE: This REMOVES 1. SUNNY: This ADDS one dice from your one dice to your Crew Grit rolls for the turn. and Grit rolls for the 6. CLEAR: This area is turn. clear and has no 2. CLEAR: Has no effect on combat. effect. 3. COLD: This REMOVES one dice from your Crew rolls 2.3: Enemies The instant enemies appear, for the turn. combat begins. Combat 4. FOG: This REMOVES takes place over FOUR one dice from your steps: Gun rolls for the ONE: Initiative: You will turn. make a roll using your GRIT 5. SNOW: This stat to see who acts first in REMOVES one dice each round of combat. from your Armor rolls TWO: Bombardment for the turn. All enemies in an area must Combat: All TANK units 6. STORM: This be killed or driven back (including you) get a chance REMOVES one dice to attack (in initiative order). ● Terrain: Check the for every enemy in THREE: Regular Combat: current TERRAIN. If the area) and All REGULAR units it is -1 GR remove 1 subtract that many (Including your Crew) get a die from your dice dice from your dice chance to attack (in initiative order). pool. pool. FOUR: Victory: Check to see ● Weather: Check the ● Terrain: Check the if anyone has won the current WEATHER current TERRAIN. If battle. If there are still conditions. If it is +1 it is -1 GU remove 1 enemies, and you’re still GR add 1 die from die from your dice alive, move back to step one your dice pool. pool. again and roll for initiative THREE: Roll all the dice in ● Weather: Check the for a new round. your pool. You are trying to current WEATHER roll equal or l ower than conditions. If it is -1 3.1: Initiative your GRIT stat on ONE of GU remove 1 die from the dice in your pool. If one your dice pool. dice shows the desired THREE: Roll all the dice in result, you get to act first in your pool. You are trying to both bombardment and roll equal or lower than the regular combat steps. If not, GUNS stat on AS MANY you must act second. DICE in your pool as possible. FOUR: Every die in your 3.2: Bombardment pool that shows the desired Initiative is determined by result inflicts ONE casualty your skill as a leader using on the enemies. So each your GRIT stat. The more dice showing the proper Grit you have in battle the result kills 1 enemy. If NO better the chance you have dice show the desired result, of foreseeing your enemy’s you miss your attack. movements. To do this: ONE: Count up the number You may only attack in the SHELLS of STARS underneath your bombardment step if you When you fail a GRIT stat that are NOT bombardment roll, or are have at least ONE Shell (one unsatisfied with the results, MARKED. Take that many unfilled circle on the Shells dice for your starting dice track) remaining. When it is you may use one SHELL to pool. your turn to attack you will reroll some or all of your TWO: Apply modifiers from:. do the following. dice. Fill in one dot next to ● Enemy DL: Check the SHELLS on your TANK ONE: Count up the number STATS. Reroll as many dice the enemy’s DL (for of UNMARKED HEARTS ONLY the enemy underneath your GUNS in the pool as you wish. If TYPE in the area. Not stat. Take that many dice you still aren’t happy with for every enemy in for your starting dice pool. the results, you may spend the area) and again to reroll. However, TWO: Apply modifiers from: once your shells are subtract that many ● Enemy DL: Check dice from your dice the enemy’s DL (for depleted you won’t be able pool. ONLY the enemy to bombard again until you TYPE in the area. Not locate an ammo cache. 3.3: Regular Combat THREE: Roll all the dice in 3.4: Defending your pool. You are trying to roll equal or l ower than the CREW stat on AS MANY DICE in your pool as possible. FOUR: Every die in your pool that shows the desired result inflicts ONE casualty on the enemies. So each dice showing the proper result kills 1 enemy. If NO You may only attack in the dice show the desired result, regular combat step if you you miss your attack. When it is the enemy’s turn have at least ONE ammo to attack (on either case (one unfilled circle on AMMO When you fail a regular bombardment or regular the Ammo track) remaining. combat roll, or are combat steps) you MUST When it is your turn to make a defensive armor roll. attack you will do the unsatisfied with the results, you may use one AMMO ONE: Count up the number following. of UNMARKED HEARTS ONE: Count up the number case to reroll some or all of your dice. Fill in one dot underneath your ARMOR of UNMARKED HEARTS next to the AMMO on your stat. Take that many dice underneath your CREW for your starting dice pool. stat. Take that many dice TANK STATS. Reroll as many dice in the pool as you TWO: Apply modifiers from:. for your starting dice pool. ● Enemy DL: Check TWO: Apply modifiers from:. wish. If you still aren’t happy with the results, you the enemy’s DL (for ● Enemy DL: Check ONLY the enemy the enemy’s DL (for may spend again to reroll. However, once your ammo TYPE in the area. Not ONLY the enemy for every enemy in TYPE in the area. Not cases are depleted you won’t be able to fight in regular the area) and for every enemy in subtract that many the area) and combat until you locate an ammo cache. dice from your dice subtract that many pool. dice from your dice ● Terrain: Check the pool. SURRENDER If you can’t attack in current TERRAIN. If ● Terrain: Check the it is -1 AR remove 1 current TERRAIN. If EITHER type of combat (because you used up all die from your dice it is -1 CR remove 1 pool. If -2 remove 2 die from your dice your shells and ammo), you are forced to surrender and dice. pool. ● Weather: Check the ● Weather: Check the the game ends (See the section on Ending the Game current WEATHER current WEATHER to see how many victory conditions. If it is -1 conditions. If it is -1 AR remove 1 die from CR remove 1 die from points you earned.) your dice pool. your dice pool. If it is THREE: Roll all the dice in +1 CR add one die to your pool. You are trying to your dice pool roll equal or lower than the ARMOR stat on ONE DICE 3.5: Using Grit 3.6: Zero Dice in your pool. FOUR: If ONE dice shows the desired results, you block or dodge the attack. If NO dice show the desired result you take one damage for EACH ENEMY in the area. You MUST shade in a heart beneath one of your stats (GUNS, CREW, or If for any reason you are ARMOR--player’s choice) per reduced to 0 dice on a die damage, thus decreasing roll (from any combination your future dice pools for of modifiers or loss of that stat. If ALL of your BEFORE any attack or defense roll is made, you hearts/stars) you will still hearts are shaded in, you roll 1 die. This is called the are dead. GAME OVER. can choose to use your natural instincts and LUCK ROLL. To succeed on leadership skills to get a leg such a roll you MUST roll a ARMOR 1 on the dice. When you fail a defense roll, up in the battle. To do this, you may use your TREAD to spend 1 GRIT by marking reroll some or all of your off one of the stars on your sheet. Take out the ONE 4.0: Towns dice (This indicates making an evasive maneuver to DICE that is a different escape the hit). This works color and roll it with the in the same manner as rest. With the grit dice, you weapons, spending shells or are trying to roll equal or ammo points to reroll lower than your GRIT stat to attacks. However, once your pass the test. In attack rolls, tread is depleted, it means a success on a grit dice your tank is partly broken inflicts 2 hits. You can also down and moves slowly. choose to use Grit if you Right after combat ends in have NO shells in a an area, you must make an bombardment or NO ammo ARMOR roll to see if you in regular combat. You find After a battle is won, all break down. If you get NO an innovative way to make enemies are killed, AND IF SUCCESSES on your armor the attack work. You may you are in a town you will roll, make a also spend 1 GRIT to skip then be able to search the BACKTRACKING check to any BACKTRACKING check. town for supplies--either an see if more enemies appear. Additionally, when the official supply drop or left (See the section on weather grants you a +1 to a over items from the Backtracking for more roll and you end up with a Germans. All supplies help information Backtracking dice pool of 5 dice, treat the you in one way or another. rolls). If no enemies appear, final die as a grit dice (but SUPPLIES: will grant you move onward. If enemies without having to spend the some helpful boost as appear, enter combat again. grit). indicated by the symbols listed. ● Heart: Heal 1 heart in Sometimes, you might hit a Do this for each area you the stat indicated dead end in the trees. When revisit except the Starting (Crew, Gun, Armor, you do this, you can use Space. or Grit). GRIT to attempt to build a SURROUNDED: If you get ● Ammo Cache: new road out of the area walled into an area with no Recover 1 Shell and 1 (after an area is clear). Make way out and you have no Ammo. a Grit roll. If you pass, you Grit to attempt new road You can’t gain more hearts, or a team of engineers builds, you are captured. grit stars, or shells/ammo manage to build a new road. than are listed on your You may move into any sheet. If you don’t have adjacent area. If it is a new 6.0: GAME END immediate need of the area, generate it as normal. supplies found, you may If you fail the GRIT roll, you bring them along with you lose 1 grit (shade in one of to use later. Write it in next your stars to show this) and to the SUPPLY slot. You may don’t move. You may use only have one type of supply Engineer Tools to at a time. automatically build a road ENGINEER TOOLS: In without rolling. general heal 1 heart of armor. However, you can instead spend it to gain 1 5.1: Backtracking tread. Additionally, you may spend engineer tools to The game can end in a few automatically build a road different ways. Whenever (see 5.0 below for more ONE of any of these information on building conditions are met, the roads. game immediately ends. The DESTROYED TOWNS: game ending conditions are: Some towns will have ● COMPLETE: When already been destroyed. you have filled out When this happens, blacken ALL the spaces on the the town slightly to show grid and cleared the that it is gone. It can’t final area of enemies award you victory points at ● CASUALTY: When the end of the game. you run out of all your hearts. ● SURRENDER: You 5.0: Building Roads are captured. Either because you have no If you need to backtrack, way out of your you may turn around and current area OR you move through areas you ran out of ammo and previously visited. When you shells in combat. do this, roll a D6. On a roll ● NO ROADS: There of 5-6, new enemies appear. are no more possible Roll on the enemy chart as roads to take out of normal and enter combat. previously explored areas and you have area doesn’t count toward HIGHER STATS: during set NO GRIT to build new your VP totals). up roll D6 instead of D3 for ones. TOWNS LIBERATED: Each stats. town area you cleared ENEMIES: Only ONE enemy (liberated) is worth 1 Victory unit appears PER AREA 6.1: Victory Points Point. Destroyed towns do instead of D3. This makes not count toward VP totals. scoring higher victories SURRENDER: If you were difficult. forced to surrender, you lose 1 Victory Point. Credits