Tanks by Gale Force 9 is an excellent skirmish World War 2 miniatures game.
The starter set Panther vs Sherman priced from 21 to 25 dollars is an excellent deal. Everything necessary is included in the box: 1 panther and 2 sherman tank models (assembly required); rulebook, cards, dice, and cardboard terrain.
The models are the same models used in Flames of War, meaning you can use the illustrated instructions at the back of the rulebook or you can go online for some very detailed and interesting variation assembly instructions. The Panther can be constructed as a Panther tank (recommended) or a JadgPanther. The Shermans have one body style and two turret variations (75 and 76 mm). This means in one box you get 1 German tank and 2 types of American Tank-place desired turret on body). Details are nice and assembly is a breeze especially for experienced builders.
If you have played any of the Attack Wing games then you have played Tanks. Using a modified Attack Wing system of movement games are extremely quick and to the point. Instead of movement dies and movement templates, each player has a movement arrow. Place the arrow against the tank in the desired direction you want the tank to move and move the tank. Tanks can move twice in a turn.
Shooting is rolling attack dice; 4, 5, and 6 are hits with 6’s becoming critical hits. The defending player rolls defense dice; 4, 5, and 6 cancel hits with 6’s canceling critical hits. A hit does one point of damage. A critical flips a damage card that has an effect, such as crew bailing and a damage amount from 0 to 3.
A turn is based on the initiative of the tanks and their commanders. Starting with movement, lowest initiative to highest. Then shooting, highest initiative to lowest. Ending with command phase where repairs are attempted and counters are cleaned up for the next turn.
When a take runs out of damage points, the tank is destroyed.
See, really quick and to the point.
We played best out of three games in under an hour. My girl (8-years old) loves tanks. She wanted a Tiger tank because…you know Tiger, but that was not in the box. So she choose the Shermans 76 mm. I got the Panther. I expected victory.
Game 1: Lucky hit causes my crew to bail out of the tank causing me a turn. Using that turn she blew up my tank with her tanks.
Game 2: Clever maneuvering on my part sends her tanks to the scrap yard. This game we use crew cards-add-ons to tanks increasing stats or making other actions easier, such as my commander who gave me a re-roll to crew bailing out. All crew and equipment cards require careful reading, as my commander bumped my attack stat to the point where other equipment I chose was unnecessary.
Game 3: Pissed, my girl demonstrates she is listening to my tactical lessons when she moves her tanks to cover each other. A slip up in movement allows me to get between her tanks and blow up one of them. A lucky shot to the ammunition on my tank gave her the win.
Today…her Tiger arrived in the mail…I sense a lot of losing in my immediate future. 🙂