Monday, 17 September 2018

Tank rules for the first world war

These rules cover the tanks of 1917-1918. Not including the Russian Mendeleev heavy tank or German  K-Wagen.

MOVEMENT:
MK I-IV - 10cm
MK A Whippet - 15cm
Char Schneider - 10cm
Saint Chamond - 10cm
Renault FT-17 - 10cm
A7V Sturmpanzerwagen - 15cm
Going over hills and rough terrain movement is reduced to 5cm.
 A moving tank may make a maximum of 2 90 degree turns during its turn. At the start of each game a dice must be rolled for each tank to see if it starts up succesfully. If it rolls a 1 or 2 the tank doesn't start. Roll the dice the next turn every time it starts up.

FIRING:
Once the tank has selected a target (an enemy tank in this case) and is within firing range a dice is rolled for that tank's main gun/s. The shot will miss if a 1 or 2. If a hit then another dice must be rolled to see how much damage the shot caused:
1 or 2 - No damage
3 - Nearest track is broken
4 - Gun, turret or gunner knocked out
5 - Engine fire
6 - Destroyed

3 4s will destroy the tank
2 5s will destroy the tank
1 6 will destroy the tank
Tanks armed with machine guns have a firing range of 25cm. To fire a machine gun is different to firing a cannon. When firing MGs you continue to roll dice until you get a 1, at which point the gun jams or is out of ammo. MGs can only penetrate tank armour if they roll a 5 or 6. The damage system is the same as the cannon rules above.
Any tanks with armour thicker than 25mm cannot be penetrated by MG fire.

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