(My review of the first two expansions is here.)
Move Over, Gunther
Designer: Mike Bertucelli
Player count: 1-8
Publisher: GMT Games
While
the concept of war conjures up many different images and indeed has inspired an
onslaught of movies, no martial element seems to fuel the collective
imagination quite as effectively as the tank. Sure, war planes go faster and ships
offer their own alloy of might and elegance, but tanks are much more relatable.
For one thing, they work hand-in-hand (so to speak) with the infantry, the
basic building block of any army. For another—and this may be the crux of the
fascination they hold over us—the fact that tanks operate on land brings them
vertiginously close to the everyday vehicles we’ve all grown accustomed to.
Cars, trucks, big rigs… There’s an immediacy that pulls tanks within our reach.
In a bind, we’re pretty sure we could drive one of those steel behemoths.
Yet,
strangely, few games have tackled those mechanical beasts head on. Oh, there’s
always a handful of tank counters in your run-of-the-mill wargame, but how
often do you find yourself in the thick of things, maneuvering your metal fortress
across treacherous terrain while trying to spot an enemy tank—and get off a
shot before he does?
This
is exactly what designer Mike Bertucelli and publisher GMT are proposing with Tank Duel, a title that mixes the old
with the new in an exciting and volatile package.
In
this first volume, Russia clashes with Germany as both sides control a handful
of tank lining up for the carnage. Each tank is represented by a large player
board, loaded with weapons stats, stations for crewmen, range indicators, and
more. On that board are logged a tank’s successes, using the victory point
track, but also its failures—usually in the form of wounded or dead crew
members.
Let’s
get one essential bit of info out of the way right now: there is no game board
in Tank Duel, and movement is completely
abstracted. Range is relative to what is imagined as the middle of the
battlefield, meaning that if Tank A is marked at 400 meters and Tank B at 200
meters, both are 600 meters away from each other. (Older gamers might be
reminded of Avalon Hill's Up Front,
and they wouldn’t be wrong.) No lines of sight, no zones of control, no
movement point allowance—the system feels strange at first but quickly becomes natural
and fades in the background when the shells start to fly.
The
beating heart of Tank Duel is a deck
of Battle Cards, each of which features a Battle Number (from 1 to 100), one or
more card effect, possible terrain effects, and a series of icons, triggers and
markings. Each turn, a player must manage all of his tanks using a single hand
of cards, which means that not all of his machines will be able to move or
fire. First, each tank gets assigned a face-down initiative card. That card’s
action will be disregarded: only its Battle Number is considered. Then tanks
act in order, from lowest initiative to highest. When a tank’s turn has come—after
going through a quick procedure to figure out whether a blazing tank survives
or goes from bad to worse, or whether a demoralized crew rallies or decides to
bail out without ceremony—its controller selects one of his remaining cards and
launches the beast into action.
A Move card allows the tank to get 200m
closer to of farther from the middle of the battlefield—with two Moves played
together making that distance 400—but only if the Move card shows a number that
is equal to or lower than the moving tank’s Move Level. (You used that Move 4
as an initiative card? Too bad.) Playing a Flank card while moving makes it
possible for the tank to flank a spotted enemy, thus gaining access to more
vulnerable armor. Playing a Terrain card after moving will stop that tank
behind a building or in a wood, while not playing such a card will keep the
tank in motion and make it harder to hit—unless the opponent plays a Terrain
card on his turn, which could halt
the moving tank in the middle of an open field, or worse, in a muddy bog.
A Smoke card hides the active tank behind
an impenetrable curtain, provided the tank is actually equipped with a smoke
dispenser, of course.
A Leadership card can conceal the active
tank, spot an enemy, or steal a random card from an opponent’s hand.
Discarding
any card enables a wide array of
minor actions, which includes loading special ammunition (for that extra kick
we all crave), and rearranging crew seating after Gunther the driver got more
than he bargained for.
With
a Fire card, the active tank can
take a shot at an enemy they’ve previously spotted.
And
that’s when things start to go boom.
First,
the Fire card’s number needs to be equal to or lower than the active tank’s
Fire Level. (Again, you should have thought twice before you used that Fire 3
as an initiative card.) Then the player declares his target and looks up his
to-hit number based on the active tank’s ordnance chart: the closer you stand
to your target, the bigger punch you deliver.
To
that base number are added several modifiers, such as +20 for the play of a
Leadership card, -20 for a Tactics card, +10 if target is flanked by the firing
tank, plus size modifier, cover modifier, and so on. The player flips the top
card of the battle deck and looks—intently—at its Battle Number: if it’s equal
to or lower than the modified to-hit number just arrived at, the target is hit
(but keep in mind cards 96 through 100 are automatic misses). If the attack was
successful, another card flip determines the exact location of the hit. (Alternatively,
the firing player could have played two Fire cards together, which enables him
to select the hit location without resorting to the randomness of a card flip.)
Two
similar checks are then executed for penetration and damage—the latter relying
on the top card of the damage deck. Depending on whether damage was light, heavy,
or perhaps critical (!), the ensuing destruction can go from a wounded crewman
to tracks getting blow away (that tank’s moving days are behind it), to the
outright explosion of that poor machine.
Following
the fireworks, crewmen might have to bail. When that happens, a battle card is
flipped for each man trying to get out the hell out of there: if that card
features an icon that depicts the reason for the attempted escape (fire or explosion
being the usual culprits), the crewman is killed. Of course, wounded crew must
flip two battle cards and survive
both—nobody said life would get any easier with shrapnel embedded in your right
leg.
This
procedure may seem lengthy but is in fact very intuitive and becomes second
nature by the time you’re mourning the loss of your second T-34.
Whenever
a crewman dies or a tank gets blown up (or, less spectacularly, abandoned), the
opponent earns points. And the more important the crew member, the higher the
point reward. The game ends after a number of “deck shuffles” as specified by
the scenario, at which point the player or side with the most points wins.
WAR PRODUCTION
The
deep game box is stuffed to the brim with counters and markers of all kinds,
several decks of thick, reliable cards, a mountain of player aids… but the real
stars of the show are the 16 double-sided tank dashboards. Ever dreamt of
sitting at the controls of a 1943 Tiger, or a massive IS-2m? Now’s your chance.
They’re even printed on cardboard as thick as steel plates.
It’s
a beautiful package, with exciting board art and attractive card backs I don’t
mind spending hours staring at while blowing away my friends.
RULES OF ENGAGEMENT
The
rules to Tank Duel are pretty simple,
and the 20-page rulebook does an excellent job of laying them out in an organized
and methodical manner. It’s one of those elusive rulebooks that are both
excellent teaching machines, but also efficient reference tools—with an index
at the back!
The
much more voluminous playbook rides in with reinforcements in the form of a 20-page
tutorial (that you probably won’t need—and that’s a positive thing), advanced and
optional rules (hello infantry and anti-tank guns), a handful of scenarios,
solitaire rules and example of play, plus a nifty card index and designer’s
notes.
Overall
the game is easy to learn and exciting to get into gear. Easy enough, in fact,
for you to teach it to your buddy in about 20 minutes—something that can’t be
said of many wargames.
FUN FACTOR
Without
reaching for the cheapest pun within range, Tank
Duel is a blast.
What
it is not is a serious simulation or
an intellectual exercise in armor command. You (abstractly) move around, get an
enemy tank in your sights, try to find the best angle of attack, and fire away.
The fun lies in trying to outflank your opponent, getting one of your tanks
closer to the front for some scenario points (and the ability to draw more cards!),
while using the rest of your armored machines to keep would-be attackers in
check, and blasting away until everything on their side of the battlefield is ablaze.
Multiple
options on each card force players to make deliciously difficult choices. Will
you use your only Fire card to simply shoot at your opponent, or would it be
more valuable to move your infantry forward, or perhaps open fire with one of
your anti-tank guns in an advantageous position—or just use the low Battle
Number to give yourself an edge when the initiative phase comes around?
Things
also get hairy (i.e. interesting) when crewmen start to kick the
steel-reinforced bucket. A dead driver will immobilize his tank until you spend
an action moving someone else to his seat. (And depending on who takes his
place, your tank might not move as well as it previously did.) The same goes
for your gunner, your loader—and God forbid your commander should get hit.
Multiplayer
is possible, with several players on each side, but I vastly prefer the
head-to-head match: it forces you to operate your entire complement of tanks
with a single hand of card, which in turn creates agonizing and game-changing
decisions.
The
game comes with a card-driven AI that makes for a nice enough adversary. However,
it requires that you constantly recalculate whether enemy tanks have high or
low quality shots, which wasn’t to my liking. It became too cumbersome for me,
but your mileage may vary.
PARTING SHOTS
The
only real beef I have with the game lies with its scenarios. Most of them are
of the sandbox type where you’re given a basic situation and asked to pick your
favorite tank match-up, along with a more or less experienced crew, as you see
fit.
Me?
I want historical scenarios (or plausible hypotheticals) that force me into unenviable positions and
scream that I have to get myself out of them. The playbook proposes two such
scenarios, which is not nearly enough. Give me more! I’d happily buy a scenario
booklet in a ziplock bag.
Everything
else about Tank Duel puts a large
smile on my face.
One
of my favorite aspects is how a game ends: while the “shuffle” card is always
shuffled in the bottom half of the battle deck, the “game end” card—upon the
very last reshuffle of the game—goes anywhere
in the deck, leaving opponents no room to breathe, no margin of error. The
skirmish might end at any time now, and if you don’t make up for lost time (and
points) with your next two or three actions, that’s it, you’re toast.
Of
course, you can then just play another match.
And
I know you will.
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