

The Measuring Arrow is used for many tasks in TANKS. These tokens are used to mark Objectives and to keep track of each vehicle’s condition. These cards are used when a vehicle scores a Critical Hit. For example, if a card like Ammo Explosion requires the player to discard all Ammo cards on the Model, this effect includes face down Ammo cards. Hidden cards still have their card types while hidden. To do so, it has to be flipped face-up for the rest of the game, though it might be revealed at any time. When the player wants to use the ability on a card, that card must be revealed. Upgrade and Crew Cards are hidden at the start of the game by placing them face-down next to their Model's card. Unlike Tanks, some Helicopters may be upgraded with multiple Ammo cards, one for each Ammo Solt on their card. They are usually hidden until used for the first time. Those are used to modify the fighting vehicles, usually to improve them. Tank and Helicopter cards are the reference cards used to keep track of player's tanks' stats and the damage they have taken. The attack helicopters are the same as in Team Yankee. Those are the exact same ones as in Flames of War. In this phase, the players mark destroyed tanks, repair their damages, check for Victory Conditions, shuffle Critical Hit cards and clear all the Speed Tokens.Ĭomponents Tank and Helicopter Models The amount of dice rolled can be increased with Upgrade Cards. Tanks vary with the amount of dice rolled for attacks - for example, Panzer IV has 4 dice rolled, while the Tiger has five dice rolled etc. The movement is carried out in their Initiative Order, starting from the tank with the lowest initiative moving on to the vehicle with the highest initiative.īasically the same as in Flames of War -the difference is that the tanks with the highest initiative start shooting, moving on to the lowest initiative vehicles. Just like in Flames of War, the player's tanks move in this phase. TANKS uses the same tank models as in Flames of War and the gameplay is also turn-based and divided between phases. 9 Missiles Special Rules (the Modern Age only).8.12 Semi-Indirect Fire (WW2 British only).

8.11 Rapid Fire (X) (the Modern Age only).8.3 Assault Gun (WW2) / Forward Firing (the Modern Age).8.1 Advanced Stabiliser (the Modern Age only).
