Rules of Play: Tank Battle at Prokhorovka 12 July 1943
Rules of Play: Tank Battle at Prokhorovka 12 July 1943
RULES OF PLAY
The game-system is based on TANKS! which appeared in Vae Victis Magazine, # 30, janfeb 2000 but considerable changes were made.
Youll need several different types of dice : 6-, 8-, 10- and 12-sided. A die-roll is noted as :
1dx with x the type of die. E.g. 1d8 means one die-roll with a 8-sided die. A 0 is read as a 10.
Youll also need some markers to indicate certain properties of units. Colored beads are best
for this. Black cotton might come in handy to mark destroyed tanks.
Sequence of Play
Per Turn :
1.
2.
3.
4.
Gameplay
Each player has control over a formation in the game (usually a division or corps). Each
formation consists of a number of 6 mm tank-stands. This can vary between 8 to 15 per
formation. A stand has a long side of 1 inch and a short side of 0.5 inch. (Command Decision)
The scenario rules give the composition of the formations an the characteristics of the
different types of tanks.
Each type of tank is rated for the following characteristics :
-
Each tank is always in one of two movement modes : moving or at standstill. Standstill is
marked with a green bead near the tank.
TURN Phases
1. Check number of possible movement-points
For each formation roll a 10-sided die subtracting one for each tank eliminated. This is the
number of movement-points (MP) a formation receives for the whole turn. (keep track with
the 10-sided die) The minimum of MPs received per formation is 2.
Each time a tank voluntary changes movement mode (from moving to standstill and vice
versa) a movement-point is expended. Once all points are expended no unit may change
movement mode for the duration of the turn. No MPs may be transferred to other formations.
A tank can be put to standstill by enemy fire. This costs no MPs.
The movement mode is indicated per tank by a green bead with a green bead present meaning
that the tank is at standstill. A tank in movement mode has no green bead.
2. Draw Action Card
Game mechanics are determined by the consecutive random drawing of 6 Action Cards : 3
German and 3 Allied. On each card is indicated which tanks with which Class of mobility can
move and which tanks with which Rate of fire can fire. All units of the side of the Action Card
may take a recovery-action. Note that a tank may only do one of the three.
For example in the card below German units with Class of Mobility 2 and 3 may move and
tanks with a Rate of fire of 2 and 3 may fire. All German tanks may recover.
Short
Medium
Lang
30
10
20
50
15
45
80
25
60
100
Hit at (*) :
2/3/4/5
3/5/6/7
4/6/8/9
If the modified die roll is equal of bigger than the hit number the target must make a saving
die roll. This dr is always a 1d8. It is modified by the following DRM :
- non frontal impact : - 2 (all fire coming from the back of the target)
The effect of the Saving Die Roll is :
2 or less :
34:
5 or more :
A tank can suffer more than one stunned result (and thus have several yellow beads on them)
but when an already immobilised tank suffers an additional immobilised result it is destroyed.
Example of Fire
A Tiger Tank at standstill (range D, fire 1d10, veteran crew) fires at a moving T-34 (armor
class normal) on the front side at a distance of 62 cm. For a Tiger this means he is firing at
medium distance. The fire roll with a 10-sided die is 6 which is modified by +1 (because of
the veteran Tiger crew) and 1 (because of the moving target) to yield a 6. The hit number at
medium distance for a medium armoured target is 5 so the Tiger scores a hit. The Russian
player then rolls a saving die roll (8-sided die) of 4. The T34 is immobilised and a red and
yellow marker is put neat is. It can no longer move but it still can fire once a recovery action
takes away the yellow bead.
Recovery
Each time an Action card of your side is drawn all tanks with yellow beads can remove ONE
yellow bead in stead of movement. (remember, as long as a yellow bead is present a tank can
not fire)