★ CLASSIFIED ★

FIELD MANUAL

Commander's Edition · 1939–1945
YOUR FIRST GAME IN 5 STEPS
1

Pick a Battlefield

Choose Ardennes for your first game — no special modifiers, just tanks fighting tanks. Once you know the rules, try other maps for extra chaos.

2

Draft 3 Tanks — Budget: 20pts

The draft is blind: Player 1 requisitions everything first (battlefield, 3 tanks, planes, ammo and AA), then Player 2 or the AI does the same. Neither side sees the other's picks until the battle — so both may field the same tank (you still can't take one twice). The 20-point budget also covers ammo loads, planes and AA — aim to leave ~4–6 points for air support.

BEGINNER COMBO (Allies)
Jumbo (6) + Firefly (4) + Comet (4) = 14pts
Tough, flexible, good special moves
BEGINNER COMBO (Axis)
Tiger (6) + Panzer IV (4) + Hetzer (4) = 14pts
Heavy armor, high damage output
3

Air Support & Anti-Aircraft

After your tanks, spend leftover budget on up to 2 planes (choose each plane's variant before adding it — it locks once added) — then pick an optional AA emplacement on the ammo screen that follows. The enemy's air wing is secret until the battle, so AA is a hedge. Planes fly autonomously and conduct ground strikes, dogfights, and bombing runs each turn.

⚫ AA CANNON (e.g. 88mm Flak)
Lowest hit chance (~16–18%) but 55–58% instakill chance on contact. Fires once per attack wave. The fear factor alone disrupts pilots.
🟡 AUTOCANNON (e.g. Bofors 40mm)
Balanced: ~34% hit chance, heavy 0.9 kg shells (a small chance to down a plane outright), consistent accuracy penalty on the attacker. Best all-rounder.
🔴 HMG (e.g. DShK 12.7mm)
Highest hit rate (55–60%), continuous fire suppresses attack runs every single turn. Low damage but forces pilots off their attack lines repeatedly — kills accuracy.

Vehicles also defend themselves: tanks with cupola MGs or HMGs (IS-2 DShK, Jumbo .50 cal, Pershing .50 cal) automatically fire at attackers. The AB 41/43 can use its 20mm autocannon against planes if it hasn't fired its main gun in 2+ turns.

4

Configure Ammo Loads

Each tank gets to pick how many shells to carry. Start with the Standard Load every time — it's safe and balanced. The "Full Load" options carry more shells but have a higher chance of your ammo rack exploding if hit, which kills your tank instantly. Learn the system first.

5

Battle — One Action Per Turn

Every turn you pick ONE action. Most actions cost oil (AP and HEAT shots and Rest are free, APHE costs 1) — run out and you're stuck doing nothing.

⛽ OIL COST ACTION
1 oil 🔫 Attack with APHE — explosive round, more damage but costs oil, consumes a shell and can dud
FREE 🔫 Attack with AP — solid shot, reliable damage, always penetrates or ricochets
1–7 oil ⚡ Special Move — your tank's unique ability (cost shown on each button)
3 oil 🔧 Repair — staged triage: modules and crew recover ONE stage (destroyed → damaged → operational), +10–18% HP, extinguishes fire
2 oil 🔄 Switch — pull a bench tank into the fight (4 oil on Rhine)
FREE 💤 Rest — skip your turn and gain oil: 3 while your HQ is at 75% health or more, 2 below 75%, 1 below 25% (Blockade counts one step worse; 0–1 if your HQ is destroyed; a wrecked fuel depot costs 1 more). It also rearms the resting tank (+1 per ammo type; only the emptiest type when the HQ is at 50% or less)
🏆 HOW TO WIN

Destroy all 3 of the enemy's tanks. A tank is destroyed when its HP reaches 0 — or instantly if its ammo rack detonates. Your two bench tanks slowly recover HP while waiting, so switching isn't just for fresh tanks — it's also a way to buy time.

⚠ THREE THINGS THAT SURPRISE NEW PLAYERS

1. Oil runs out fast. Spam-attacking APHE every turn drains you in 4 turns. Mix in free AP shots and special moves.

2. APHE can be a dud. On penetration: 15% perfect detonation (+55% damage), 30% dud (−35%), 55% normal. AP is more reliable — it always does its damage.

3. Destroyed gun = can't attack. A damaged cannon still fires — at −15% accuracy and −10% penetration. A destroyed cannon can't fire at all until you Repair.

🔫

Shell Types

AP — Armour Piercing
Solid shot, free. Steady damage (95-105%) scaled by how far it out-penetrates the armour; it can ricochet off a slope and is weaker than APHE against sloped plates. No explosions, no gambling. Great when you're oil-starved.
APHE — Armour Piercing High Explosive
Explosive round (1 oil per shot). On penetration: 15% perfect detonation (+55% damage), 30% dud (−35% damage), 55% normal detonation. Bursting inside the hull, it also mauls crew and modules far harder than solid shot.
HE — High Explosive
Blast round. Ignores armour — instead, the explosion forces its way in. Overpressure can kill even heavy tanks; otherwise it does 50-120 damage plus gun/track hits. Devastating against open-top vehicles and lightly armoured tanks. Mainly used by artillery/assault guns.
HEAT — High Explosive Anti-Tank
Shaped-charge round (Panzer IV, M7 Priest). It ignores slope angling. Free to fire.
⚙

Module Damage

Every hit has a chance to damage one of your tank's systems. Modules have two failure states — damaged (penalty, but fixable) and destroyed (hard restriction until repaired).

🔩 Cannon Damaged = you can still fire, at −15% accuracy and −10% penetration. Destroyed = cannot attack at all. Top priority to repair.
🎡 Tracks Damaged = can't use Angling. Destroyed = can't switch tanks.
🔧 Engine Damaged = +1 oil to all non-attack actions. Destroyed = +2 oil. Expensive long-term.
💥 Ammo Rack Damaged = weaker shots and a chance of a secondary explosion (25% HP) on each gun hit. Destroyed = may detonate at once; otherwise no attacks and you take double damage from tank guns.
⛽ Fuel Tank Damaged = your next special move costs +1 oil. Clears itself next turn.
🔄 Turret Ring Damaged = reaction specials (Trigger, Ambush) cost +1 oil. Destroyed = can't use those moves.
👨‍✈️

Crew Casualties

Each crew role has its own impact when hit. Dead crew stay dead — Repair cannot revive them (with the HQ rules, a Send to HQ trip replaces them).

🎖 Commander Dead = cannot use Repair. He coordinates everything — lose him, you can't fix anything.
🎯 Gunner Damaged = −15% accuracy. Critically damaged = −30%. Dead = −45%. Your shots start going wide fast.
🚗 Driver Damaged = +1 oil for specials. Critically damaged or dead = cannot switch, specials cost double; dead = no Repair/Ambush/Trigger/Retreat.
🏕

Using Your Bench

Your two inactive tanks slowly recover HP while resting — and every 4 turns they restock ammo from vehicle stores. The amount recovered is proportional to their chosen load (~15% of max per type, minimum 1), so a full-combat-load tank refills more rounds per tick than a lean-load tank. This makes switching a deliberate rotation strategy: pull a damaged or dry tank, let it recover, bring it back later. Rockets can't be field-restocked.

💡 Switching costs 2 oil (4 on Rhine). Don't wait until your active tank is nearly dead to start thinking about who's next.

🌡

Fire!

Hits to the fuel tank, the Crocodile's flamethrower and air strikes can set your tank on fire. A burning tank takes damage every turn. You must use Repair or Field Repairs to extinguish it, or it will eventually kill you. Don't ignore fire damage — it stacks fast.

🌲 Ardennes — No modifiers

Dense Belgian forest, December 1944. Standard conditions — all stats unmodified.

Best for: First games, learning mechanics without surprises.
Avoid if: You've already played a few games and want variety.
🌾 Kursk — Oil refills every 5 turns

The largest tank battle in history, July 1943. Supply lines keep running: both teams fully refuel every 5 turns.

Best for: Aggressive play, using expensive specials freely. Long fights are rewarded.
Avoid if: You rely on oil starvation as a win condition.
🏚 Stalingrad — −25% accuracy, random artillery damage

Urban rubble, winter 1942. Every round artillery hits every tank on the field for 10-29 (thin roofs and open tops suffer more). Accuracy is significantly reduced.

Best for: Tanks with Camouflage (T-34-85). High-HP tanks absorb random hits better.
Avoid if: You have many low-HP support tanks — random hits kill them fast.
🏜 El Alamein — Periodic sandstorms: −50% accuracy

The Western Desert, 1942. Every few turns a sandstorm rolls in and cuts accuracy by half until it passes.

Best for: T-34-85 (Camouflage ignores sandstorm). Use storms defensively — repair during them.
Avoid if: You're relying on low-accuracy APHE for massive damage swings.
🏙 Berlin — +15% accuracy, +45% damage from tank guns (AP/APHE/HEAT/20 mm), −20% armour & HP

Point-blank street fighting, 1945. Everything hits harder and more accurately — but tanks are squishier. Fights are short and lethal.

Best for: High-accuracy tanks (Jagdpanther, Firefly). Kill quickly before taking hits.
Avoid if: You brought fragile support tanks (Katyusha, AB 41) — they die in 1–2 hits here.
🌊 Rhine — Switch & Repair cost ×2

The Rhine crossing, 1945. Switching tanks and repairing both cost double oil. Commit to your active tank.

Best for: Self-sufficient tanks: Pershing (Commander-Led Repair: a chance each turn to fix a damaged module), Jumbo (Field Repairs cheaper than full Repair).
Avoid if: You planned a rotation strategy — 4-oil switches wreck your oil budget fast.

🤖 AI Commander

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