When You Activate A Tank You May Choose One Of Four Actions: -Move the tank
-Fire on another tank -Move the tank and fire on another tank
-Leave the tank in its current position to ambush passing tanks At the end of the previous turn each tank was either in movement, preparing an ambush or firing on another tank. If a tank fired on another tank this turn or chose to wait in ambush it will automatically be in a stationary position.
If your tank was only in movement during a turn, you may choose to leave it stationary in the hexagon it finishes in or leave it "in movement". You can indicate your choice to leave it "in movement" by placing a D4 behind the tank at the end of its turn.
IF YOUR TANK STARTS THE TURN FROM A STATIONARY POSITION
- You may fire on another tank. (See Below)
- You may move your tank. Roll a 4-sided dice (D4). You may move your tank a number of hexagons equal to the number rolled. Don't forget to take away any movement restriction modifiers printed on the game card!
- You may leave the tank in its current position.
IF YOUR TANK STARTS THE TURN "IN MOVEMENT"
- You may move your tank. Roll two D4s. You may move your tank a number of hexagons equal to the number rolled. Don't forget to take away any movement restriction modifiers!
- You may move your tank and then fire on another tank. Roll two D4s. Take away any movement restriction modifiers that tank has. To move and fire will cost you 3 movement points from the number rolled on your two D4s. (You may also move and fire on another tank if you started the turn in a stationary position, however you may roll only one D4. Good luck!) If you started the turn in movement, you are not required to use all movement points generated but you are required to move at least one hexagon if you roll a movement dice.
Your tank is always positioned facing a corner of the hexagon it is on. You may turn your tank from one corner to the next to allow your tank to go in a different direction than the one it is initially facing. This action costs 1 movement point. Movements within the same hexagon of two or three positions cost 2 movement points.
A tank always moves into one of the two hexagons directly in front of the tank.
Diagram 1: Choose the hexagon you want to move onto.
Diagram 2: Position your tank.
Diagram 3: Move your tank onto the chosen hexagon.
Diagram 4: Choose from one of the two points now facing the tank and repeat this process for each move.
A tank can reverse following the same rules as a forward movement. You may not reverse if you have already moved forward during that turn, nor can you move forward if you have already reversed that turn. A tank that reverses is automatically considered to be stopped at the end of turn.
FIRING ON ANOTHER TANK
To fire on a tank controlled by an opponent your tank needs to be able to "see" the opponent's tank. A tank is visible to another tank if you can show at least two straight lines from the cannon of the firing tank to the hexagon of the target tank. (See Line of Fire Diagram)
The lines intersect points denoting a part of the target tank's armour: Front, Side or Rear (See Armour Diagram).
If one of these lines passes through an obstacle, the target tank benefits from a bonus during that combat because it is protected by the obstacle. (See Diagram)
After firing, a tank may not move again that turn even if there are movement points remaining.
ATTACKS OF OPPORTUNITY
A tank that has not yet been activated that turn, or a tank which was left in position to ambush opposing tanks, may launch an attack of opportunity. This may be done only while an opponent is in the process of moving their tank and only on the moving tank.
You cannot launch an attack of opportunity unless the target tank has moved at least one hexagon. A tank that launches an attack of opportunity is considered to have been activated that turn and may not subsequently shoot or be moved.
The player launching an attack of opportunity may do so when they wish but must signal their intention to do so. Try to keep the game flowing.
CALCULATING THE POINT OF IMPACT OF A SHOT
To calculate the point of impact of a shot fired on another tank, look at the position of the firing tank in relation to the target tank. The fields of point of impact are shown in this diagram.
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