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the game sheet from these ● GRIT (​GR​):​ Your

One Page rules.


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

6.2: Victory Game Design


Determination Noah Patterson
Game Sheet Layout
You will earn victory points Noah Patterson
in the following ways.
MEDALS:​ Each time you Rules Layout
manage to kill any single Noah Patterson
enemy unit. (1 hit in
combat) you will fill in a Cover Design
bubble on the “Kills” track Noah Patterson
(starting at the top and The number of final Victory
working down). Every 9 kills Points you managed to earn Art
earns you a medal in the determines your victory WWII historical archives and
following order: status at the end of the public domain sources
- 9 Kills​: Bronze Star game:
- 18 Kills​: Silver Star - 5 or less​: No Victory One Page War
- 27 Kills:​ - 6-10​: Minor Victory. Tank War Ardennes
Distinguished Service - 11-15​: Victory. Copyright 2021 ©
Cross - 16-20:​ Major Victory. Noah Patterson
- 36 Kills​: Medal of - 21+: ​Divisive Victory.
Honor A Micro RPG Game
Each medal awards you 1 Find us at Wargame Vault
VICTORY POINT (Except the Easier Game And at
Medal of Honor​ which MicroRPG.weebly.com
awards you 2). Additionally,
if you were killed/seriously
wounded in combat (lost all
of your hearts), mark the
bubble over the Purple
Heart medal. You earn 1
point for this medal as well.
AREAS CLEARED:​ Each To make the game easier
area on the map you cleared add in these rule mods:
of enemies is worth 1
Victory Point. (The starting

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