Tank Duel Scenario 2: Hold the High Ground – Round 2

Situation Map at start of Round 2:

Round 2

As the SU-100 Commander looks around the battlefield, trying to spot other enemy units, the roar of the T-34/76’s cannon makes him flinch – the first shot of the battle has been fired! Looking at the Stug in the distance, the SU-100 Commander sees the shell impact into the side of the STUG superstructure, just below the German Commander. The German Commander is blown out of his hatch, and there’s some smoke coming from the superstructure! Great shot! The Russian Commander hopes to see the Stug burst into flames, but as he watches the Stug, the smoke stops and the Stug starts to retreat, eventually climbing into some Rubble. The Stug is still visible, barely. The T-34/76 still has him flanked – come on, reload and fire!

Tank Duel Scenario 2: Hold the High Ground – Round 1

As the Russian Commander prepares his crew to move out, his German counterpart already has tanks on the move. It comes as a shock when the Russian commander spots what looks like a Stug moving to his right in order to capture a hill, but it suddenly lurches to a halt before reaching it. Probably hit a patch of Mud… Lucky break for us, but luck only goes so far…To the Commander’s left, the T-34/76 moves forward and to the side to set up a flanking position on the Stug –nice maneuver though he hasn’t found any cover and stops in a field to set up a shot. The Commander’s SU-100 and the T-34/85 are still warming up their engines when another German tank is spotted moving towards the hills – a PZ IV, that drops into a shallow gully before reaching another hill. The Russian Commander’s heart starts pounding in his chest and his mouth is dry as he sees that the Germans are gaining an early advantage. He needs to be able to advance and find cover before the Panzers start shooting at him…  

Come on, we need to move! There are other tanks out there! Move!!!!

Tank Duel Scenario 2: Hold the High Ground – Setup and Introduction

The Russian commander looks out from the cupola of his SU-100, surveying the ground before him. His orders are to advance to the low hills approximately 400m away and hold them against a suspected German tank force in the area until reinforcements arrive. An uneasiness grips him, for he knows the Germans also want to capture the hills a bit further away, and that whoever holds the high ground will have a commanding view on the neighboring areas and be able to halt any further advance.

He knows this area well, having fought here just a few weeks ago. There are a few buildings, brush and woods in the area, crisscrossed with shallow gullies here and there. With the recent rain, some areas will probably be mud – he will need to keep an eye out for that. The Hills are a mix of brush and woods, finding cover will be key to helping fend off the Germans. 

The commander looks to his right and left, confirming that a couple of T-34’s are there to protect his flanks. Excellent, we have a T-34/85 in addition to the older T-34/76. He’d like some infantry support as well but none are ready to move out now. He looks over and gives the command to start engines, load ammo and prepare for action…

Tank Tales #4: Building a Solitaire Bot for a Fast Action Card Game

As recently announced, Tank Duel: Enemy in the Crosshairs has a full Solitaire play system included. I have been working closely with Designer Mike Bertucelli to develop this system, and I’m excited to share a little bit more information about the design and how the Solitaire “Bot” works.

Tank Tales #3: Advanced Command Pt. 1

In our last post, we discussed the detailed Fire Action Resolution Procedure in Tank Duel: Enemy in the Crosshairs. While that example is typical of normal play, there are many different options available to Commanders who wish to outwit the enemy. In the next two articles, we will use a series of examples, each building on the last, to more fully explore the possibilities of a Tank Action, and see the consequences of our actions play out through the Administration Phase of the game.

Tank Tales #2: Ready, Aim, Fire!

As we have been playtesting Tank Duel: Enemy in the Crosshairs, the number one thing that players want to learn about is how the game works once the shells start flying. Tank Duel draws inspiration from games like Up Front, Panzer and Combat Commander, with an abstract movement system but detailed fire action resolution procedure which uses cards for multiple purposes. This article will give you some insight into what the fire action resolution procedure looks like, and how that information is spread out between the Battle Cards and Tank Boards.

Tank Duel: Enemy in the Crosshairs – A Grudge Match

NOTE: All photos and art are play test versions.

GMT Weekend at the Warehouse, October 2016. Across the table from me is Mike Bertucelli. Mike has become a close friend, tested through the wars developing Liberty or Death. We have been gaming together since we met 4 years ago and he is a great guy to play with. That’s true with one exception: when we play Tank Duel. As a tank commander, Mike’s football coaching lineage comes to the surface. He seems to beat me every time we play and does a victory dance over my smoking hulk. My intent is revenge and I have been practicing my victory dance.

Tank Tales #1: A First Look at Tank Duel: Enemy in the Crosshairs

tankduelbanner1

Jason Carr is a member of the Tank Duel design team and will be writing a series of articles describing the concepts, gameplay, strategies, and history behind Tank Duel: Enemy in the Crosshairs. Each article will focus on a different part of the game through an extended example of play. The focus of this first article is the level of detail in the Tank Duel system, and the overlapping constraints that the design team has taken into account when designing the game. Enjoy!

“Tank Tales” is an article series appearing on InsideGMT periodically. It features articles from the Tank Duel development team regarding the game’s design, development and upcoming release.