Earlier I told you about the first two games of Tanks with our boy. Here is the rest of the day of Tanks.
Game 3, Assassination. We choose a tank that the other player has to eliminate to win. Sounds good and turned out to be more fun than expected. As in previous games, our boy rushes forward. I hang back a bit, especially my target tank. He rushes his target tank way forward and before he realizes it, BOOM. Target tank blown up. Win, Me.
Best 2 out of 3 vs our boy, WINNER: Me. 🙂
Next up, our girl…
Our girl has a tactical mind. In her words, “I have a plan with branches. When you break a branch, I make a new branch.” She adapts, as best she can, to changing game situations. She like units with firepower and maneuverability, that means Germans.
Her Army, number 1
Game 1, Assassination. My target her Tiger of course. Her target a Sherman 76mm with “War Daddy.” This was a long game with lots of maneuvering for position. She set me up a few times, positioning her tanks in a way that I could gang up on two and get shot by all three of hers. In the end, the game came down to the JagdPanther.
As an assault gun only targets directly in front can be shot. This makes position extremely important. She did her best to get the JadgPanther in position for shots and keep it from getting ganged up. Unfortunately, cumulative damage took it down. Once that happened the Tiger went down under a fusillade of fire and a lucky hit or two.
Game 2, Objective. Our girl changed her army list, she did not see the Panzer IV on the shelf.
Army, number 2
- Tiger Tank with Michael Whittman (commander)
- Panther with “Bobby” Woll (gunner) and Clever Hans (doctrine)
- Panzer IV
Upfront, she lost this game. Not due to bad play. Due to bad luck. Tanks has a high element of luck at times, mostly in the Critical Hits area. On a roll of 6, a critical hit is scored. If the critical hit is not canceled by defense, draw a critical hit card. Critical hit cards range from 0 to 3 points of damage and often come with secondary effects, such a crew bailing out or losing movement.
To illustrate, one shot on the Panzer IV resulted in three critical hits for 7 points of damage. If the Panzer with 5 Health had survived, it would have not been able to move, shot, or anything else.
She took out one of my Shermans, which was an under performance by her tanks. Normally, an unmodified Tiger takes out 2 tanks and heavily damages a third. This game, one kill.
In the end, bad luck more than bad play cost her the win. Part of bad luck is the rules themselves, a maximum of six dice can be rolled at one time. There were times due to positioning where she should have rolled 7, 8, or 9 dice to my 2 or 3 dice for defense. Suffice to say, we are working on some house rules to increase the value of positioning verse luck.