Ein, Zwei, Drei - Tank Wargame Based on Very Quick Violence
Included below are links to early WWII French and German 1940 forces.
Army Building
Before each game, players build an army up to 10 points by buying tanks. These have the following costs:
Small
tank = 2 points
Medium
tank = 3 points
Heavy
tank = 4 points
The Game
Actions
Tanks each have the following actions:
Small
tank = 3 actions
Medium
tank = 2 actions
Heavy
tank = 1 action
A
tank may use its actions to move, attack or defend. These are all explained below:
Initiative
Each
player rolls 1d6 (roll one six-sided dice once) to decide who goes first and
has the initiative.
Each
player then activates a tank, taking it in turns to do so.
A
player may only activate half of their tanks in a single turn (rounding up in
the case of odd numbers).
Movement
Use the following for movement using a ruler:
Small
tank = 6 cm
Medium
tank = 9 cm
Heavy
tank = 12 cm
Tanks
cannot move through another tank or blocking terrain but can move around it. A
flexible measuring tape, therefore, works best.
Attacks
A tank may attack another tank if it is within range.
The
ranges are as follows:
Medium
tank = 12 cm
Heavy
tank = 15 cm
Note: Heavy tanks get a +1 to their
attack scores so for example, a result of a 4 of 1d6 would become 4+1=5
A tank may attack any enemy tank that is within range of it.
Tanks attack by rolling 1d6. The target (defender) also rolls 1d6. If the
attacker rolls higher, they have succeeded. If the target (defender) rolls
higher or both are a draw, then nothing happens. Each successful attack does 1
point of damage.
Tanks have the following amounts of damage they can take or
sustain:
Medium
tank = 2 damage
Heavy
tank = 3 damage
A
tank loses 1 damage point each time it is successfully attacked. A tank with no
remaining damage points is destroyed and dead and is removed from the game. The
first player to lose half of their tanks 5 points worth loses the game.
Defend
A
tank can use an action to defend at the start of its turn. Only one action can
be spent on defending. Tanks spending an action on defence get the following
modifiers to their dice roll in attacks when defending as the target.
Small
tank = +3 to defence
Medium
tank = +2 to defence
Heavy
tank = +1 to defence
Terrain
Rough ground: -2 cm to movement, no combat modifiers.
Light cover example bushes trees, small
walls etc.: Minus 4 cm to movement, minus 1 to attacker’s combat roll.
Heavy cover/obstacles example building
hills and heavy woodland etc.: No movement, you have to move around it.
Obscures line of sight and can therefore be used to hide from enemy tanks. A
river might not be able to be crossed however you would be able to fire across
it so use your common sense when it comes to terrain.
Rule Summary Table
Credits:
The
above rules were a set Arthur and I (his dad) worked on and converted from a
set called Very Quick Violence.
Links
For
other educational History wargames, they will never forget see: https://juniorgeneral.org/
The German forces:
The
Panzer III and IV would be Heavy. All other tanks would be Medium and the
armoured cars would be light. From: Matt Fritz https://juniorgeneral.org/index.php/figure/view/GermanEarlyWarArmor1
The French forces:
The
Char B1 and D2 would be heavy, the S-35, H-39,35 and AMC would be medium and al
others would be light. From: Matt Fritz https://juniorgeneral.org/index.php/figure/view/FrenchTanksandArmoredCars
Terrain:
Use
coloured paper – For example green for trees, blue for rivers, and brown square
rectangles for buildings. Make sure players know what types they are in terms
of the rules for movement and attacking.
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