This weekend I finally had a chance to not only thoroughly read the What a Tanker! rules but also play my first game. This was a solo playtest featuring just two tanks and a lot of terrain. Despite selling most (but thankfully not all) of my 15mm WWII stuff a few years ago I kept a lot of the terrain that I had and, combined with my new mat from DeepCut Studios, I was able to quickly throw together an interesting scenario.
For this initial test of the rules the game is set in 1944, deep in the Normandy bocage. The roads here are often hemmed in by steep banks crowned with ancient hedgerows making this terrible tank country. Through this nightmare environment a lone Cromwell tank stalks a Panzer Mk IV in the fields surrounding a deserted french farmhouse.
|Entering by opposite ends of the table the German Panzer IV H on the left and the British Cromwell entering on the right. The initiative and command system mean that each turn can progress very differently which keeps the game fresh and interesting.|
|The Panzer IV gets to move first and having rolled three movement command dice quickly moves up to the cross roads and was able to take up a good position in partial cover.|
|The Cromwell meanwhile moves slowly (rolling fewer movement dice) and has to cautiously edge forwards.|
|The Panzer takes full advantage of the steep banks to gain partial cover and take up a commanding position dominating the road that the Cromwell is approaching.|
|The Panzer commander has just enough time to exclaim "Mein gott!" when the first of three Armour Piercing shells slam into its thin rear armour. The third shot results in a catastrophic explosion destroying the Panzer and killing the crew instantly.|
|The explosion blows the Panzer's turret completely off and it lands in an adjacent field.|
At first the game seemed to go quite slowly as each tank pounded away at the other with little effect. But as soon as one tank was able to get a side shot in the game changed completely and from that point onward the Panzer was hounded to its death. The rules are quick to understand and the game play was fast, varied and exciting. I can easily see how multi tank, multi player games could be great fun and I'd quite like to take this to the Shed-o-War to see what the other Rejects think of it.