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Tank Commander: The Eastern Front

Tank Commander: The Eastern Front Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Playing Cards
      • 2.1.1 Vehicle Cards
      • 2.1.2 AT-Gun Cards
      • 2.1.3 Infantry/Cavalry Cards
      • 2.1.4 Terrain Cards
      • 2.1.5 Equipment Cards
      • 2.1.6 Special Event Cards
  • 3.0 Preparing For Play
  • 4.0 The Sequence Of Play
  • 5.0 The "Play"
  • 6.0 The Battlefield/Set Up
    • 6.1 Terrain Card Placement
      • 6.1.1 Random Terrain Placement Procedure
      • 6.1.2 Discretionary Terrain Placement
    • 6.2 Setting Up Your Cards
    • 6.3 Position Capacity
    • 6.4 Hand Capacity
  • 7.0 Random Numbers
  • 8.0 Movement
    • 8.1 Fast And Slow Cards
    • 8.2 Force Movement
    • 8.3 Reserve
    • 8.4 Terrain Effects
      • 8.4.1 Immobilized From Movement
    • 8.5 Enemy Cards And Movement
    • 8.6 Passengers
      • 8.6.1 Towed Guns
    • 8.7 Equipment
  • 9.0 Fire
    • 9.1 Range
    • 9.2 Line of Sight
      • 9.2.1 Hills LOS
    • 9.3 Anti-tank Fire
      • 9.3.1 Special Hits and Flank Shots
      • 9.3.2 Immobilized
    • 9.4 High Explosive, Flamethrower, and Small Arms Fire
    • 9.5 Terrain Effects
      • 9.5.1 Smoke
    • 9.6 Special Events and Equipment Cards Fire
      • 9.6.1 Special Events Cards Modifications
  • 10.0 Melees
  • 11.0 Terrain Cards
    • 11.1 Stream And Swamp Terrain Cards As Interrupts
  • 12.0 Special Events Cards
    • 12.1 Instants
    • 12.2 Interrupts
  • 13.0 Equipment Cards
  • 14.0 The Drawing Deck
  • 15.0 The Discard Cards Pile
  • 16.0 Victory
  • 17.0 The Scenarios
    • 17.1 Introductory Scenario: Tank Action!
    • 17.2 Basic Scenario: Build Your Own Force
    • 17.3 Meeting Engagement
    • 17.4 Prepared Defense
    • 17.5 Defense
    • 17.6 Advanced Build Your Own Force
    • 17.7 Eliminate That Bridgehead! August 6, 1944, Vistula River
    • 17.8 Armor At Kursk, July 12,1943, Prochorovka
    • 17.9 The End is Near, April 1,1945, Hungary
  • 18.0 General Notes
  • 19.0 Card Characteristics And Official Game Errata
    • 19.1 Card Characteristics
    • 19.2 MiH's Frequently Asked Questions Sheet Errata - February 10/97
    • 20.0 Historical Scenario - ASL Hill 621
  • 21.0 Modified And Additional Cards

1.0 Introduction

Tank Commander: The Eastern Front Edition (TC: TEFE) is a two (or multi) player collectible card game covering tactical combat on the Eastern Front during World War II from 1941 to 1945. TC:TEFE has a total of 164 different cards in three different rarities: common cards, uncommon cards, and rare cards (There is also the special ultra-rare card : Tank Repair Shop. If you find this one among your cards, hurry and send it to the address given below to receive a full Tiger II platoon for free!).

You may try to acquire the complete number of cards in the Eastern Front edition by purchasing more decks or by trading cards with other TC: TEFE players. Each vehicle card represents just one tank, halftrack, armored car or truck; each infantry card represents one squad of infantry; each cavalry card one squadron of cavalry and each anti-tank gun card one AT gun and its crew. Moreover, there are cards representing typical terrain, equipment and special events. A space on the battleboard (your table top) represents roughly a 500 by 500 meter space and each shot equals five real shots. You will find that your playing time closely approximates the real time to actually fight these battles in WWII.

2.0 Game Equipment

Each Playing Deck of Tank Commander includes: 60 collectible cards representing individual tanks and other vehicles, anti-tank guns, infantry squads, cavalry squadrons, equipment, terrain, and special events, and one Rules Booklet.

[Distributor and contact addresses for replacement parts omitted.]

2.1 The Playing Cards

There are six different types of cards in TC:TEFE: Vehicles, AT-Guns, Infantry/Cavalry, Terrain, Equipment, and Special Events. Their values are described in the following sub-sections.

2.1.1 Vehicle Cards

This is the Panzerkampfwagen (PzKw) IV H. (Place Card)

2.1.2 AT-Gun Cards

This is the Soviet 45mm PTP obr42 Anti-Tank Gun. (Place Card)

2.1.3 Infantry/Cavalry Cards

This is a Soviet Guards Squad. (Place Card)

2.1.4 Terrain Cards

This card represents wooded terrain. (Place Card)

2.1.5 Equipment Cards

This card is a German Panzerfaust. (Place Card)

2.1.6 Special Event Cards

This is the Minefield Gap card. (Place Card)

3.0 Preparing For Play

Once players mutually agree upon a scenario and choose sides, be sure to follow all special instructions for the selected scenario that supersede the standard rules. Each side shuffles its cards and places them on the table top according to the "Initial Deployment" instructions. Cards not placed initially form the player's drawing deck. Both players now draw [Six-Pack variant: twelve] cards from their drawing decks. You are ready to begin normal play.

(Diagram omitted.)

4.0 The Sequence Of Play

TC: TEFE is played in game turns. A game turn is a sequence of events that must occur in a certain order. The sequence of play must be strictly followed in the order presented below.

Before the start of each scenario, initiative has to be determined. To determine initiative, roll a Random Number (see 7.0); the player with the highest Random Number has the initiative for the rest of the game, and is termed the first player while his opponent is the second player. Note that some scenarios may give an advantage to one player in the form of an initiative modifier.

Six-Pack variant: a) The first player receives two Supply points b) The first player conducts a Play c) The first player resolves any Melees d) The first player Discards. e) The second player receives two Supply points f) The second player conducts a Play g) The second player resolves any Melees h) The second player Discards.

Note: You may play interrupt cards when your opponent conducts a Play [Six-Pack variant: or Melee (see 9.5.1, 11.1], 12.2). When step [Six-Pack variant: h)] has been conducted, start a new game turn. As soon as one player has fulfilled the scenario specific victory conditions, play stops and one player is declared the winner.

5.0 The "Play"

Six-Pack variant: A Play is the heart of a TC:TEFE game turn. When conducting a Play a player must do any of the following actions, once or twice, in any order: a) spend one Supply point to move up to three cards (that have not fired) from any one position (see 8.0), or b) spend one Supply point to fire up to three cards (see 9.0) in any one position (that have not moved), or c) spend one Supply point to play an Instant card, or d) spend one Supply point to draw one card from his drawing deck (see 14.0). Cards drawn in a player's turn may be used that turn. e) forfeit any remaining Supply points and end his Play.

Generally, if a vehicle, AT Gun, infantry or cavalry card is placed on the table, it may be shot at. Cards in your reserve are immune to enemy action. In addition, the enemy's reserve position may never be entered by cards of the opposite side. You may enter positions adjacent to your reserve freely.

6.0 The Battlefield/Set Up

The Battlefield (your tabletop) consists of a minimum of [Six-Pack variant: 22] spaces that players use as a guide to move their cards. Each player has two ranks of [Six-Pack variant: five] spaces as shown and a shared No Man's Land. In addition, players have a reserve (the cards they hold in their hand). If you would like to play with more than two players or use lots of cards, you can easily allow for more than [Six-Pack variant: five] spaces per rank of cards or more ranks. However, both players must have the same number of positions.

(Layout diagram omitted.)

6.1 Terrain Card Placement

In some scenarios the terrain is set up randomly while in others the defender is allowed to place specific terrain cards before the start of play, see 17.0. There is always only one terrain card per position allowed (but see 11.0).

6.1.1 Random Terrain Placement Procedure

Six-Pack variant: In scenarios with random terrain: Each player completes his deck preparation and all card purchases. Players may choose to purchase Swamp, Stream, and Bunkers Special cards for his draw deck (at cost) as these may be played during game play. However, these cards may also be chosen as terrain for initial terrain setup. Then both players choose 10 terrain cards (no more than two of each terrain type) and any 10 non-terrain cards (dummies). Each player shuffles his 20 cards and deals one card to each of his 10 positions, face up. The dummies are then turned face down to represent Clear terrain.

If the card placed is a terrain card, it stays and represents the terrain of this position for this scenario. You may not change the terrain of a position later during play.

Six-Pack variant: Note: In addition to play as an Interrupt BETWEEN positions (on any moving enemy units), Stream may be played ON a position that does not contain vehicles or AT Guns. Swamp played as an Interrupt must be played only ON a position that does not contain vehicles, AT Guns, or Village terrain (see (11.0, 11.1).

6.1.2 Discretionary Terrain Placement

In certain scenarios, one or both players will have an opportunity to choose where some of the terrain is set up, see 17.0.

6.2 Setting Up Your Cards

Some scenarios specify which cards are in play from the start while others allow the players to build their forces, see 17.0. Place these cards onto friendly positions as specified in the scenario instructions and here in 6.0. Your other cards form your drawing deck. Shuffle this deck thoroughly before the start of play and deal out [Six-Pack variant: twelve] cards that form your reserve (your hand). You are now ready to play.

6.3 Position Capacity

Each position may hold a maximum of three [Six-Pack variant: combat cards such as armored] vehicle, AT Gun, infantry squad and/or cavalry squadron cards, one terrain card (exception: see 11.0) and any number of special event cards. Note: See 8.6 and 8.7 for special rules on passengers and equipment. In a melee situation (see 10.0) each player may have [Six-Pack variant: three combat cards (armored] vehicle, AT Gun, infantry squad and/or cavalry squadron cards**[Six-Pack variant: )]** per position. [Six-Pack variant: The stacking limit for each player is 6 unit cards, but only 3 may be combat cards, the remaining 3 cards must be trucks. Only combat units count for control of a position.]

6.4 Hand Capacity

Six-Pack variant: A player is allowed to temporarily have more cards in his hand as long as he discards the cards over twelve during his Discard Phase of the Sequence of Play.

7.0 Random Numbers

Six-Pack variant: Anytime a Random Number is needed, roll a 10 sided die. A die roll of "0" always is a "10".

8.0 Movement

In a play a player may move one, two or three units from one position to another on the board, or place them from the reserve (your hand) onto the table or vice versa. The following cards may move: vehicles, AT Guns, infantry squads, and cavalry squadrons. Other cards may not move. Equipment cards may not move by themselves but accompany infantry or cavalry cards that are carrying them, see 13.0.

Cards may move forward, back, laterally and/or diagonally across the battlefield from position to adjacent position. Of course, you may not skip positions during movement. Although each position has a capacity limit (see 6.3), you may move through positions violating this limit as long as you are not ending movement in lieu of the position capacity limit.

8.1 Fast And Slow Cards

Cavalry squadrons and most vehicles are fast while infantry squads, AT guns and a few vehicles are slow. Exception: see 8.6. A slow card may move only one position while a fast card may move two positions per play used for movement.

8.2 Force Movement

If you elect to move more than one card from a position during a play, these cards may move to different destinations. Move all the cards going to the same position at the same time.

8.3 Reserve

The reserve is adjacent to all the positions of your second rank. A card may not move into the reserve from a position and then back onto the table in the same play. To move into reserve a card must travel through a second rank position.

(Diagram omitted.)

8.4 Terrain Effects

Most of the terrain cards slow moving cards. Therefore a card has to be adjacent to terrain that slows in order to move into it regardless if it is a fast or slow card.

8.4.1 Immobilized From Movement

Six-Pack variant: All vehicles (tanks, halftracks, and trucks) that enter Woods must immediately roll for Immobilization. A Random Number 1 to 5 die roll result immediately immobilizes the vehicle according to 9.3.2. A 6 to 10 result has no effect.

8.5 Enemy Cards And Movement

Generally, you may move your cards into positions occupied by enemy cards. Exception: infantry squad, cavalry squadron, AT Gun, and truck cards may not enter a clear (without a terrain card) position occupied by enemy tank cards if they are not accompanied by at least one friendly tank card. You may not move fast cards through positions occupied by enemy cards. In other words, you have to end movement as soon as you enter a position occupied by enemy cards. However, in your next play you may leave this position; see 10.0 for exceptions.

8.6 Passengers

Infantry squads (only) may be carried by certain vehicle cards which have "May carry an Infantry Squad" printed on them. A maximum of one squad may be carried by a vehicle.

To show that an infantry squad is mounted on a vehicle, place the card directly on top of the vehicle.

When an infantry squad is mounted on a vehicle, it may not fire it weapons (either the intrinsic ones or additional ones represented by equipment cards). However, the vehicle may fire its weapon normally while carrying infantry (if it has any).

To have an infantry squad mount a suitable vehicle, simply place the squad on the vehicle in question at the start of a play used for movement. Similarly, to have an infantry squad dismount, remove its card from the vehicle and place it into the same position. It is possible to move an infantry squad directly from one vehicle to the next one in the same position if desired.

Six-Pack variant: An infantry squad may mount, be moved by a vehicle during its movement, and dismount in the same movement play. One infantry squad may be carried by 2 tanks if they all begin, move, and end movement together. Wire, Stream, and Swamp, affect the whole group traveling together the same (see 11.0).

8.6.1 Towed Guns

Six-Pack variant: AT-Guns starting their move together with halftracks or trucks may be "towed" 2 positions as if they were loaded infantry (not when assaulting into Melee).

8.7 Equipment

Equipment cards are placed on infantry squads or cavalry squadrons (as specified on the cards) during a play to enhance the capabilities of a squad or squadron. An equipment card moves together with its carrier until transferred, removed, or used (see 13.0). An infantry squad or cavalry squadron may transfer equipment to another suitable squad or squadron of the same position at the start of a play used for movement only. Simply remove the equipment card from one squad or squadron and place it on another one. Note: There may be only one equipment card of the same type per squad, e.g. only one Panzerschreck per infantry squad.

Example of Play:

A player has a truck, a Guards Infantry Squad and a T 34 M43 in position "A".

(Diagram omitted.)

He elects to use his play for movement. First he lets the Guards Infantry mount the truck (this has to be done at the start of the play!) and move to position "C" via "B". This is possible because a truck is a fast card and both positions "B" and "C" are clear and unoccupied by enemy units. The T 34 M43 then moves to position "D". He would have liked to move to position "E", however, the Woods terrain position "D" slows. Furthermore, even if position "D" would have been clear the T 34 M43 would have had to stop because "D" contains enemy cards.

9.0 Fire

Vehicle, infantry squad, cavalry squadron and AT gun cards may fire at enemy cards within range. All cards in one position may fire when selected during a Play; in addition, fire is conducted during Melee, see 10.0.

There are basically four different kinds of fire: Antitank (AT), High Explosive (HE), Flamethrowers (FT), and Small Arms (SA). With several exceptions, AT fire is effective only against tanks and armored fighting vehicles, and HE, FT and SA fire is effective against AT-guns, infantry squads, cavalry squadrons and trucks.

9.1 Range

There are two ranges for firing purposes in TC: TEFE: Short Range and Long Range. Short Range is when you are firing into an adjacent position. You fire at Long Range when you are firing at a target two positions away. You may never fire at a target more than two positions away. Firing diagonally is allowed.

(Diagram omitted.)

9.2 Line of Sight

In order to fire at a target you not only have to be in range of it but also need a unblocked Line of Sight (LOS) to it. Only terrain blocks Line of Sight, never any other cards. Terrain which blocks the Line of Sight has the remark "blocks LOS" printed on the card. You may fire into a position with terrain that blocks the LOS but never through it. Example: the PzKw I11 J in position "A" may fire into the Wheatfield terrain in position "B" but not into position "C" behind it because the Wheatfield blocks the Line of Sight.

(Diagram omitted.)

9.2.1 Hills LOS

Six-Pack variant: All units have LOS to and from Hills terrain over all adjacent terrain, except other Hills terrain which still blocks LOS.

9.3 Anti-tank Fire

All cards with anti-tank fire capabilities (see 2.1 for card descriptions) may fire anti-tank (AT). You fire AT against enemy cards with Armor Protection ratings (see 2.1).

Procedure:

  1. Select a firing card and a target card.
  2. Determine the range to the target - either Short Range or Long Range, see 9.1.
  3. Determine whether the "shot" hits [Six-Pack variant: or Immobilizes (9.3.2)] the target at the range indicated. To do this, you have to [Six-Pack variant: roll] a Random Number equal to or less than the Hit Number of the firing unit at the indicated range. Note: Terrain and other factors may modify the Hit Number needed. If you do not hit [Six-Pack variant: or Immobilize] the selected target, the firing procedure is over, otherwise continue with step 4.

Six-Pack variant: 4. Determine if the hit has penetrated the Armor Protection of the target. Subtract the target Armor Value (use Flank if 9.3.1 applies) from the firing card Penetration Value. Roll another Random Number and determine the result on the following To Kill Table (no modifiers):

To Kill Table (Six-Pack variant)

Firing Card Penetration Number Less Target ArmorRandom Number For Kill
<= -31
-22
-13
04
+15
+26
+37
+48
>= +59

Six-Pack variant: Note: A die roll of 10 is always No Effect.

A Kill the destroys the target and the card is removed from play onto the Discard pile (see 15.0). If a Kill does not result nothing happens to the target as the shot was a dud or deflected.

Normally the Front Armor Protection is used in firefights. See 9.3.1 below for instances when Side/Rear Armor Protection is used.

9.3.1 Special Hits and Flank Shots

Normally the Front Armor Protection Rating is used in firefights. However, there are two occasions when the Side/Rear Armor Protection Rating is used instead.

Six-Pack variant:

  1. You roll a natural Hit Number (before modifications) of 1 (1 or 3 in Melees – a 2 is Immobilized by 9.3.2).
  2. You play a Flank Shot card before you roll a Hit Number.

If you roll a natural Hit Number of 1 after you have played a Flank Shot card (1 or 3 in Melees - see 10.0), halve the Side/Rear Armor Protection Rating of the target (rounded down, minimum Armor Protection Rating of 1).

9.3.2 Immobilized

Six-Pack variant: When checking for a Hit on a vehicle only, if you roll a natural Hit Number (before modifications) of 2, the Hit results in Immobilizing the vehicle. No further roll is made on the To Kill Table. The vehicle may fire but not move unless a Repair card is played on it. A natural 2 rolled for fire on non-vehicle cards does not immobilize the target card. A vehicle can also be immobilized during movement by entering Woods (8.4.1).

9.4 High Explosive, Flamethrower, and Small Arms Fire

All cards with High Explosive (HE) Fire capabilities (see 2.1 for card descriptions) may fire HE. All cards with Flamethowers (FT) may fire FT. TC: TEFE includes several flamethrowing tanks plus flamethrowers used by infantry squads. All infantry squads and cavalry squadrons fire Small Arms (SA). Many vehicles have SA fire capabilities with their machinegun(s) as well:

You may fire HE at infantry, cavalry, AT guns, and trucks.

You may fire FT at infantry, cavalry, AT guns, and all kinds of vehicles.

You may fire SA at infantry, cavalry, AT-guns, and trucks.

The following range restrictions exist:

Six-Pack variant: HE may be fired by all HE capable cards at Short Range and Melee at full Value. HE may be fired by all HE capable cards at Long Range with a +2 die roll modifier.

All AT guns have a minimum HE capability of 4 (even if less than 4 or zero is shown on the card). Long Range HE with a +2 die roll modifier.

FT may be fired only in a melee.

SA may be fired in a melee or at Short Range.

Procedure:

HE, FT, and SA fire is conducted in a similar way.

  1. Select a firing card and a target card.
  2. Determine if you may fire at this range.
  3. Determine whether you hit the target. To this, you have to [Six-Pack variant: roll] a Random Number equal to or less than the Hit Number of the firing unit. Note: Terrain and other factors may modify the Hit Number needed. If you have hit the selected target, it is destroyed and its card removed from play. If you have [Six-Pack variant: rolled] a Random Number higher than the Hit Number, you have missed and the target is unharmed.

9.5 Terrain Effects

Terrain cards will **[Six-Pack variant: a]**ffect the Hit Numbers in fire fights. The numbers after the kind of fire are modifications to the Hit Numbers. For example, if you fire AT at a tank in Hills terrain, you have to add +2 to your Random Number and then see if you hit the target. So your Marder II which normally hits at 5 or less at Long Range, hits only on a 3 or less.

Terrain only modifies fire into, never out of a position. Note: the abbreviations Art and Air stand for Artillery Barrages (including Rocket Artillery) and Air Strikes.

Six-Pack variant: TERRAIN CARD FIRE MODIFIER TABLE. Benefits of terrain against attacks, LOS, and movement:

TypeATHESAAirArtLOSMovementNotes
Hills+2+1+2+1+1BlocksSlows
Balka+3+3+3+2+2BlocksSlows
Walls+2+2+20

9.5.1 Smoke

Six-Pack variant: a) A new Special card is created called Smoke. It is a new card made using Modified And Additional Cards (21.0) and is an Interrupt card worth 5 points purchase cost. b) Smoke is removed at the end of your opponents next turn (same turn if played as Interrupt in opponent's turn). c) Smoke blocks LOS and adds a +4 die roll modifier to all fire into and out of the position smoked. d) Smoke adds a +2 die roll modifier to all Melee fire in the position smoked. Smoke card must be played at start of Melee before combat, and cannot be played within Melee. e) Air attack or artillery barrage Special cards can automatically place Smoke instead of FFE on the position it hits. You must declare if it Smoke or FFE before playing. f) Smoke may be attempted to be placed as a fire by any gun that is HE capable by rolling its HE value or less against the position (no terrain modifier). There is no die roll modifier for Short Range and the normal +2 die roll modifier for Long Range HE fire applies. Units may attempt to place Smoke in Melee.

9.6 Special Events and Equipment Cards Fire

Some Special Events and Equipment cards may "attack" your cards. Equipment cards always need an infantry squad or cavalry squadron in order to function; they never do anything by themselves. Moreover, you have to decide to use the equipment or the intrinsic weapons, you never can use both.

Example: You want to attack a T 34 M41 with your infantry squad in a melee situation. The squad has a Panzerfaust card added. You can only use the Panzerfaust or the Tank Melee Value of the infantry squad, never both in a single round of combat. The descriptions of the cards tell you how the cards in question fire/attack.

9.6.1 Special Events Cards Modifications

Six-Pack variant: In addition to the new Terrain card TEM, the characteristics of the following cards have been changed (see Modified And Additional Cards 21.0 for details).

Tactical Advantage: (modification - replace all card characteristics with) "Interrupt. Fire first in Melee this turn. Opponent takes damage before returning fire. Discard after use.".

Panic: (modification - replace all card characteristics with) "Interrupt. Play at Melee start. If new assault with 3 combat units containing both tanks and infantry, defender must retreat from position at Melee start before combat. Retreat to first open position, through fully stacked positions if required. Discard after use".

Coordination: (modification - replace all card characteristics with) "Instant. Provides one additional Supply point for use this turn. Can use up to 3 supply points this turn. Discard after use."

9.7 Infantry And Cavalry And Range Restrictions

Six-Pack variant: Deleted as it is covered under 9.4.

Examples:

  1. A PzKw III L is firing at a T 26 M39 in Walls terrain at Short Range. The PzKw III L normally needs a 8 or less to hit at Short Range. However, the Walls modify this by [Six-Pack variant: +2] so a [Six-Pack variant: 6] or less is needed. The German player [Six-Pack variant: rolls for] a Random Number. It is a 5 so the PzKw III L has hit the T-26 (5+[Six-Pack variant: 2= 7]; still less than the 8 or less needed to hit). Having neither played a Flank Shot card before drawing a Random Number nor received a natural 1 [Six-Pack variant: (Flank shot)] or 2 [Six-Pack variant: (Immobilized)], the Front Armor Protection Rating of the target is consulted. The T-26's Armor Protection Rating is a 4 [Six-Pack variant: vs.] the PzKw III L's Penetration Value of 8, [Six-Pack variant: for a difference of 4. The To Kill Table shows an 8 or less needed for a kill for a difference of 4 (To Kill Table in 9.3). A Random Number is rolled and gets a 5 for a kill.] The T-26 is destroyed and placed on top of the Discard pile.
  2. A Soviet Line Infantry Squad has surprised a 8.8 cm PaK 43/41 and its crew and fires Small Arms at it. The Soviet player [Six-Pack variant: rolls for] a Random Number. It is a 6, more than the Hit Number of 4 of the Soviet Line Squad. Therefore the PaK and its crew are lucky; they are unharmed.

10.0 Melees

Melees occur between opposing cards occupying the same position. Either player may add or remove forces from a melee as desired as long as the Position Capacity Limit (see 6.3) is observed; units are not "locked" in a melee simply because they occupy the same position. However, the units which entered an enemy occupied position and so initiated a melee, may only leave the position by going back to the position they came from. Neither side engaged in a melee gains the benefit of terrain modifiers from one another. Exception: Infantry Squads still get the benefit of Foxholes and Bunkers. Cards in a different position firing in still apply all terrain modifiers normally.

Procedure:

If you have melees in more than one position, resolve them one at a time (the player who is currently having his turn may select the order).

All cards in the melee position may fire once, according to the following priorities:

  1. Infantry squads and cavalry squadrons must fire at enemy infantry/cavalry before they can fire at vehicles and AT guns.
  2. Tanks must fire at enemy tanks before they can fire at infantry, cavalry, or AT Guns.

All fire effects occur simultaneously, therefore the firing order is not important. Even a card just "destroyed" may fire.

Six-Pack variant: All To Hit fire is normal with flank hits only occurring under 9.3.1 Special Hits and Flank Shots (eg. with play of a Flank Shot card), but flank hits occur on a natural To Hit roll of 1 or 3 (2 is Immobilized by 9.3.2).

Infantry squads and cavalry squadrons have a special Tank Melee value (see 2.1 for card descriptions). This value represents Molotov Cocktails and bundling grenades a la Hollywood and allows infantry/cavalry to engage enemy tanks without other equipment. You need a Random Number [Six-Pack variant: <= to the Tank Melee Value] to destroy a tank in this manner.

Six-Pack variant: When tanks are not supported by friendly infantry/cavalry, infantry/cavalry may fire in Melee against armor units using their Tank Melee Value modified by +0 DRM for troops of 8 and 10 point value, -1 DRM for troops of 12 point value, and -2 DRM for troops of 14 point value.

11.0 Terrain Cards

Terrain cards simulate the predominant terrain of a position. Normally, there may be only one Terrain card per position. The only exceptions are Foxholes, Bunkers, [Six-Pack variant: Streams,] and Swamps.

Generally, Terrain cards are placed before the start of the scenario (see 6.1.1, 6.1.2 and 17.0). Again, the only exceptions are Foxholes, Bunkers, [Six-Pack variant: Streams,] and Swamps which may be placed after play has begun.

Terrain cards are never removed. They stay in a position during the whole game. If your opponent seizes a position, his cards get all the benefits of the protecting terrain. The exceptions are Foxholes and Bunkers.

Foxholes and Bunkers may be placed in addition to any other original Terrain cards in a position either during initial setup or [Six-Pack variant: during your Play (eg. Foxholes plus Woods)].

Six-Pack variant: Foxholes and Bunkers:

One Foxholes or Bunkers card protects all friendly Infantry Squads in a position and their defensive effects on Fire are added to the underlying Terrain card values.

If you place a Bunkers card on a position that has Foxholes, immediately discard the Foxholes. The infantry now is protected in a better way, by the Bunkers.

Foxholes and Bunkers are removed from a position as soon as the last Infantry Squad leaves a position. Moreover, the opponent may not take over Foxholes and Bunkers when he takes a position in a Melee and does have infantry present.

Placing a Foxholes or Bunkers card does not constitute a Play. You may place Foxholes or Bunkers card(s) at the start of your Play for free.

Six-Pack variant: You cannot play 2 of the same kind of Terrain on a position. (eg. a Bunker card cannot be played on another Bunker card, Stream on Stream etc.).

Stream or Swamp:

Stream or Swamp can also be an initial setup terrain choice, but it must be the only Terrain card for that position.

No vehicles or AT Guns are allowed to enter a Stream position until Bridge or Ford cards are played on that position, removing the Stream card.

No vehicles or AT Guns are ever allowed to enter a Swamp position.

The different values on Terrain cards depict the benefits of the card against enemy attacks by AT, HE, SA, Artillery, and Air [Six-Pack variant: (see 9.5)]. In addition, most terrain cards block the Line of Sight (see 9.2, [Six-Pack variant: 9.2.1, 9.5]) and slow fast cards/units down (see 8.4, [Six-Pack variant: 9.5]).

11.1 Stream And Swamp Terrain Cards As Interrupts

Six-Pack variant: Must be placed during your opponent's Play phase only (not in Melee).

Stream may be placed ON any position as an Interrupt provided it does not contain vehicle or AT Guns. No vehicles or AT Guns may enter that position until Bridge or Ford cards are played on that position, which removes the Stream card.

Stream cannot be played on Stream or Swamp played on Swamp.

Stream or Swamp played as an Interrupt on Clear terrain add their defensive effects on Fire to the zero values for a basic Clear terrain card. However, if Stream and Swamp are played as an Interrupt on any terrain except Clear terrain, their defensive effects on Fire are NOT added to the basic Terrain card values, only the original Terrain value applies.

If Stream or Swamp is played on a position as an Interrupt that an enemy is just moving into, all AT Gun and vehicle forces (including those carrying infantry) must return to position just left and end movement there. Infantry not being transported continues into the Stream or Swamp position.

Swamp may not be placed on a Village terrain.

12.0 Special Events Cards

TC: TEFE comes with lots of Special Events cards. Special Events cards are either Instants (see 12.1) or Interrupts (see 12.2).

12.1 Instants

Instant cards are played as a player's play or in addition to a play (e.g. Coordination). Place them on the battlefield and resolve their effects as stated on the cards.

12.2 Interrupts

Interrupts may be played by both players at any time during the game [Six-Pack variant: (Exception: Smoke in Melee 9.5.1)]. It is possible to counter the effects of an Interrupt by another Interrupt card. Moreover, you may play more than one Interrupt at the same time. If you do this, you have to declare the order of their placement. This is important for resolving the effects of Interrupts. An Interrupt may remove other Interrupts placed before.

Example: Player A intends to move a tank from a position [Six-Pack variant: during his Play]. Player B places a Breakdown card on it. Player A immediately plays a Repair card, removing the Breakdown. Player B now places a Stream and Player A cannot move his tank.

13.0 Equipment Cards

Infantry squad and Cavalry squadron cards already contain their standard weapons like carbines, pistols, hand grenades, machine guns etc.. Equipment cards represent the extra and special weapons that could be handled to infantry or cavalry. Equipment cards are placed on top of the infantry or cavalry card that is supposed to receive the extra equipment. Placing equipment on a card is not considered a Play. Example: You have a Panzerschreck in your hand. During your turn you place it on a Veteran German Squad and move it afterwards (as [Six-Pack variant: a Play]). It is impossible to "capture" equipment from the opponent. If you destroy an enemy infantry squad in a melee, his entire equipment is discarded as well. Before a Play used for movement only, you may give any number of equipment cards to another friendly infantry or cavalry card in the same position. Likewise, you may discard equipment cards at will. However, it is not possible to simply put equipment back in your hand/reserve. To do so, infantry or cavalry has to move (as [Six-Pack variant: a Play]) back to the reserve. In the reserve equipment and infantry/cavalry does not have to stay together.

Six-Pack variant:

13.1 Panzerfausts/Panzershrecks

The Hit Number for Panzerfausts and Panzershrecks against Armor in Melee is its SA number (upper left box, 6 for Panzershreck, 5 for Panzerfaust). Both may also be used as HE fire against all other units in Melee. Its HE value is the same SA number but if used as HE it must take a +2 die roll modifier. There is a limit of 1 per infantry squad.

13.2 Heavy Machine Gun:

Using Modified And Additional Cards (21.0), a new equipment card is created called Heavy Machine Gun, worth 10 points purchase cost.

It can only be attached to infantry (maximum one per squad) adding +2 Small Arms Value and enabling Long Range fire with a Small Arms Value of 2. All other enemy infantry, cavalry, AT-guns, and trucks in the target position (Long, Short, or Melee) are fired at immediately after the target card with a Small Arms Value of 2 (penetration or spraying fire) with separate die rolls. In Melee, the HMG cannot be used by assaulting infantry in the first round of Melee, only by defending infantry.

14.0 The Drawing Deck

Both players each have a drawing deck. It consists of the cards you may get during the course of the scenario. The drawing deck is placed face down on the playing surface. Each time you draw a new card, take the top card from the drawing deck and put it into your reserve for inspection. If you "build" your Drawing Deck for a certain scenario, you may put into it any number of the same vehicle, infantry, cavalry, AT Gun, or [Six-Pack variant: playable] terrain card**[Six-Pack variant: s]**. However, you may put only two identical Special Event cards into it [Six-Pack variant: (unless specified by the scenario).]

15.0 The Discard Cards Pile

Besides the positions on the battlefield, the reserve/hand, and the drawing deck, a player has a discard pile. You place all of your cards that are destroyed or [Six-Pack variant: discarded] (eg. a Panzerfaust that has been used) during a scenario in the discard pile, face up. Cards in the [Six-Pack variant: Discard] pile are out of the game for the whole scenario.

16.0 Victory

Six-Pack variant: Unless specified by the scenario victory conditions, victory is awarded to the first player the instant he controls 3 positions of his opponent's second rank. Control means occupying the position with at least one combat unit (infantry/cavalry, AT Gun, armored vehicle) with no enemy combat units present (enemy trucks may be present).

17.0 The Scenarios

TC: TEFE includes nine different scenarios. First, players choose which scenario they will play. They then select the side (Soviet or German) they will command. Finally, the players follow the scenario instructions for set up and any special rules. See also 14.0.

17.1 Introductory Scenario: Tank Action!

This is a scenario for players new to TC: TEFE. It introduces players to movement and AT fire. Experienced players may want to skip it.

The only cards used in this scenario are any vehicles with AT fire capabilities and AT-Guns.

Before the start of your game, both players secretly select any [Six-Pack variant: 10] tanks and/or AT-Guns they possess. These are the only cards used in this scenario; there is no terrain as well. You do not draw new cards during the scenario, skip this part of sequence of play.

Only AT fire is allowed in this scenario, even cards capable of different kinds of fire may not use it.

[Six-Pack variant: Roll] a Random Number to determine which player has to place his cards on the battlefield first, low number has to start. You may divide your cards on your positions of the battlefield as you like. Cards may start in the reserve. The player that had to place his cards first, is the first player and goes first.

If one player does not have any of his cards left on the battlefield, he loses the scenario.

17.2 Basic Scenario: Build Your Own Force

This is the basic Build Your Own Force scenario. Because you only have a limited number of Build Points available, you should be able to play it with a very limited number of cards.

Build Points available per player (see the Point Values on the cards): [Six-Pack variant: 200]

With these Build Points you "buy" any cards you want to use in the scenario, including [Six-Pack variant: playable] terrain.

You may set up cards only in your second rank of positions on the battlefield (the one closest to your reserve) or in your reserve.

**[Six-Pack variant: Roll]**a Random Number to determine which player has to place his cards on the battlefield first, low number has to start. Cards may start in the reserve. The player that had to place his cards first, is the first player and goes first.

Victory: the first player to [Six-Pack variant: control 3] positions of the enemy's second rank (the one closest to his reserve), is the winner.

17.3 Meeting Engagement

Soviet and German forces unexpectedly clash at a point of the front.

Build Points available per player (see the Point Values on the cards): [Six-Pack variant: 300]

With these Build Points you "buy" any cards you want to use in the scenario, including [Six-Pack variant: playable] terrain.

You may set up cards in any and all of your positions on the battlefield or in your reserve.

[Six-Pack variant: Roll] a Random Number to determine which player has to place his cards on the battlefield first, low number has to start. Cards may start in the reserve. The player that had to place his cards first, is the first player and goes first.

Victory: the first player to [Six-Pack variant: control 3] positions of the enemy's second rank (the one closest to his reserve), is the winner.

17.4 Prepared Defense

The attacker tries to break through a prepared defender.

First, determine an attacker and defender by **[Six-Pack variant: roll]**ing a Random Number. The attacker then decides if he is German or Soviet.

Build Points available for the attacker (see the Point Values on the cards): [Six-Pack variant: 330]. The attacker may not choose any [Six-Pack variant: playable] terrain, [Six-Pack variant: or any initial terrain].

Build Points available for the defender( see the Point Values on the cards): [Six-Pack variant: 200]

In addition, the defender receives [Six-Pack variant: one each of] the following terrain cards: Woods, Wheatfield, Village, Hills, Foxholes. He may buy more [Six-Pack variant: playable] terrain and may distribute the [Six-Pack variant: playable] terrain before the start of play as he sees fit. Determine initiative by **[Six-Pack variant: roll]**ing a Random Number. The attacker gets a +3 modifier.

Victory: The attacker has to [Six-Pack variant: control at least 6 of the 10] enemy positions at the same time in order to win.

17.5 Defense

The forces of the defender are under attack. However, reinforcements are promised...

First, determine an attacker and defender by **[Six-Pack variant: roll]**ing a Random Number. The attacker then decides if he is German or Soviet.

Build Points available for the attacker (see the Point Values on the cards): [Six-Pack variant: 300].

Build Points available for the defender( see the Point Values on the cards): [Six-Pack variant: 170 + 170]. The first [Six-Pack variant: 170] points worth of cards are the start group, the cards with which the defending player begins the scenario. In addition to this group, the defender preselects a reinforcements group and puts it aside.

Determine initiative by **[Six-Pack variant: roll]**ing a Random Number. The attacker gets a +3 modifier.

As soon as the defender puts a Reinforcements card on the table, he receives the preselected reinforcement group in his reserve. He may temporarily have more than [Six-Pack variant: 12] cards in his reserve at the end of [Six-Pack variant: his Discard phase] in the sequence of play. At the end of his next turn, he must have brought his hand size down to a maximum of [Six-Pack variant: 12] cards.

Victory: The attacker has to win fast. He has to [Six-Pack variant: control at least 6 of the 10] enemy positions at the same time in order to win. When the defender has received his reinforcements, the attacker has only three complete game turn remaining to accomplish this or the defender is the winner. (Mark the passage of these three game turns on a scratch piece of paper)

17.6 Advanced Build Your Own Force

Although this is basically a "free for all" Build Your Own Force Scenario, the time frame restrictions put some limits on your choice of cards.

Build Points available per player (see the Point Values on the cards): 500

With these Build Points you "buy" any cards you want to use in the scenario, including [Six-Pack variant: playable] terrain.

You have to determine in which year of the war (e.g.1943) the scenario takes place. Take a look at the cards to determine if the unit in question was available at the time of the scenario. Obviously, a card saying" in service 1944-45" may not be used in a scenario taking place in 1942.

You may set up cards only in your second rank of positions on the battlefield (the one closest to your reserve) or in you reserve.

[Six-Pack variant: Roll] a Random Number to determine which player has to place his cards on the battlefield first, low number has to start. Cards may start in the reserve. The player that had to place his cards first, is the first player and goes first.

Victory: the first player to [Six-Pack variant: control 3] positions of the enemy's second rank (the one closest to his reserve), is the winner.

17.7 Eliminate That Bridgehead! August 6, 1944, Vistula River

In early August 1944 the Red Army was expanding its bridgehead on the Vistula River in Poland. With the help of the "Hermann Goering" Panzer Division, the Germans tried to erase this bridgehead.

The German player is the attacker. He places his cards down first in his second rank of positions on the battlefield (the one closest to his your reserve) or in his reserve and has the initiative.

The Soviet player is the defender. He places his cards down second in any of his [Six-Pack variant: 10] positions or in his reserve.

The following cards are available at the start of the scenario:

German: **[Six-Pack variant: 5]**x German Line Squad, **[Six-Pack variant: 5]**x German Veteran Squad, **[Six-Pack variant: 2]**x Heroic Squad Leader, **[Six-Pack variant: 2]**x Panzerschreck, **[Six-Pack variant: 2]**x Truck, **[Six-Pack variant: 2]**x SPW 251, **[Six-Pack variant: 3]**x PzKw VI B, **[Six-Pack variant: 2]**x PzKw IV H.

Soviet: **[Six-Pack variant: 7]**x Soviet Line Squad, **[Six-Pack variant: 7]**x Soviet Guards Squad, **[Six-Pack variant: 3]**x AT Rifle, **[Six-Pack variant: 3]**x Foxholes, **[Six-Pack variant: 2]**x 57mm PTP obr 43, **[Six-Pack variant: 2]**x JS-2.

Remove all other infantry, cavalry, vehicle, AT- Gun, and equipment cards from your Drawing Deck. In fact, the cards listed above are all your available forces for the scenario. You may place additional [Six-Pack variant: playable] terrain or Special Events.

Victory: The German player has to erase the Soviet bridgehead; in game terms he has to [Six-Pack variant: control 8 of the 10] enemy positions in order to win.

17.8 Armor At Kursk, July 12,1943, Prochorovka

During Operation "Zitadelle" the largest tank battle of World War II took place when SS Panzer Korps hit 5th Guards Tank Army.

This is a meeting engagement. The player with the initiative sets up his cards first in any of his [Six-Pack variant: 10] positions or in the reserve.

Then the other player sets up his cards in any of his [Six-Pack variant: 10] positions or in the reserve.

The following cards are available at the start of the scenario:

German: **[Six-Pack variant: 5]**x PzKw III L, **[Six-Pack variant: 5]**x PzKw IV F, **[Six-Pack variant: 5]**x PzKw VI E, **[Six-Pack variant: 2]**x PzKw III N, **[Six-Pack variant: 3]**x StuG III G

Soviet: **[Six-Pack variant: 8]**x T-70, **[Six-Pack variant: 8]**x T 34 M41, **[Six-Pack variant: 8]**x T 34 M43, **[Six-Pack variant: 4]**x SU-122, **[Six-Pack variant: 3]**x SU-76m

Remove all other infantry, cavalry, vehicle, AT Gun, and equipment cards from your Drawing Deck. In fact, the cards listed above are all your available forces for the scenario. You may place additional [Six-Pack variant: playable] terrain or Special Events.

Victory: the first player to [Six-Pack variant: control 3] positions of the enemy's second rank (the one closest to his reserve), is the winner.

17.9 The End is Near, April 1,1945, Hungary

The remnants of 6th Panzer Armee are driven back by Third Ukrainian Army towards the Austrian border. Sometimes rearguards are ordered to buy time for the retreating and beaten forces.

The Soviet player is the attacker. He places his cards down first in his second rank of positions on the battlefield (the one closest to his your reserve) or in his reserve and has the initiative.

The German player is the defender. He places his cards down second in any of his [Six-Pack variant: 10] positions or in his reserve.

The following cards are available at the start of the scenario:

Soviet: **[Six-Pack variant: 7]**x Soviet Line Squad, **[Six-Pack variant: 4]**x Soviet Guards Squad, **[Six-Pack variant: 3]**x JS-2, **[Six-Pack variant: 2]**x T 34/85, **[Six-Pack variant: 3]**x JSU-122, **[Six-Pack variant: 2]**x SU-85

German: **[Six-Pack variant: 7]**x Waffen SS Squad, **[Six-Pack variant: 2]**x Panzerschreck, **[Six-Pack variant: 2]**x SPW 251, **[Six-Pack variant: 5]**x PzKw V G, **[Six-Pack variant: 2]**x Tank Ace

Remove all other infantry, cavalry, vehicle, AT- Gun, and equipment cards from your Drawing Deck. In fact, the cards listed above are all your available forces for the scenario. You may place additional [Six-Pack variant: playable] terrain or Special Events.

Victory: the Soviet player has to [Six-Pack variant: control 3] positions of the enemy's second rank (the one closest to his reserve) in order to win.

18.0 General Notes

Obviously, Tank Commander is not the last word in simulation realism, it was never intended to be. Instead, in the card gaming environment it is supposed to be a quick playing fun item that players turn to when their playing time (or space) is limited and they want lots of action. In addition, with all the tanks painted with their camouflage patterns, Tank Commander is a great reference work on tanks in World War II for the collector or military enthusiast.

Designer's Notes

Though Tank Commander is designed to be quickly learned and played, the research is based on several years worth of work in designing, of all things, rules for a miniatures game. We decided to stay away from the great quantity of technical detail (where exactly the shot hits, and what exactly happens to the tank) found in many games covering armored warfare at the tactical level simply because, in the overall scheme of things, they're not important. In the basic game of Tank Commander a tank is assumed to be either combat ready or it's not, an assumption that is not entirely off base given that crews don't stick around in heavily damaged vehicles. Later, more advanced versions of the game will allow for die-hard crews, various levels of vehicle damage, campaign rules and so forth. Instead, Tank Commander concentrates on those aspects of armored warfare that were (and are) important to tank unit leaders and tank crews such as getting a flank shot, using available terrain to optimum advantage, exploiting the advantages of your particular tank vis-a-vis the enemy, coordinating with infantry and artillery units, and overcoming obstacles to accomplish your mission. We feel the randomness characteristic in card play lends itself very well to the chaos of armored combat. While admittedly not the last word in simulation, we sincerely hope you come away from your TC experience with a better understanding of armored warfare and, most of all, have fun in the process. Finally, Tank Commander is a very good scenario generator. If you ever wanted to simulate the actions described in your favorite Eastern Front book or movie, you can do so easily with the cards of this set. Enjoy!

[Designer credit line omitted.]

19.0 Card Characteristics And Official Game Errata

Six-Pack variant: The card characteristics below are reproduced as printed in the Six-Pack document. Values are shown exactly as displayed on the game cards; column headings and codes are as printed. The compiler's "Assembled by" line and the publisher copyright and permission lines are omitted.

19.1 Card Characteristics

                                Hit   Pen   Armor              1st Last
VEHICLES                        S  L  S  L  F S/Fl HE  SA  FT  Yr  Yr  Pts Sp
--------                        ----  ----  ----   --  --  --  ------  --  --
129  R  PzKw 35(t)              5  3  3  2  3  2    4   3      41  41  14  F
42   C  PzKw 38(t) A            5  3  4  2  4  2    4   3      41  42  15  F
78   U *PzKw 38(t) E            5  3  4  3  4  2    4   3      41  42  16  F
127  R  PzKw II A               6  3  2  1  2  2    0   3      44  45  12  F
76   U  PzKw II F               6  3  2  1  3  2    0   3      41  43  13  F
77   U  PzKw II L               6  3  2  1  3  2    0   3      42  45  13  F
128  R *PzKw II (Fl)            -  0  3  2  0  0    0   3   7  41  42  15  F
90   U  PzKw III F              5  3  4  2  4  3    4   3      41  41  16  F
79   U  PzKw III G              5  3  5  3  4  3    5   3      41  42  18  F
130  R  PzKw III H              5  3  5  3  5  3    5   3      41  42  19  F
43   C  PzKw III J              8  4  8  5  5  3    5   3      42  43  22  F
80   U  PzKw III L              8  4  8  5  6  4    5   3      42  44  23  F
81   U  PzKw III N              7  3  4  2  6  4    6   3      42  45  18  F
131  R  PzKw III (Fl)           -  0  0  0  6  4    0   3   7  43  45  17  F
89   U  PzKw IV F               7  3  4  2  7  4    6   3      41  43  19  F
44   C  PzKw IV G               8  5 12  9  8  4    6   3      42  44  26  F
45   C  PzKw IV H               8  5 14 11  9  5    6   3      43  45  28  F
46   C *PzKw IV J               8  5 12  9  9  5    6   4      44  45  29  F
82   U  PzKw V D                8  5 16 12 15  6    6   3      43  43  34  F
47   C  PzKw V G                8  5 16 12 15  6    6   3      44  45  34  F
83   U  PzKw VI E               8  5 14 12 12  8    6   3      43  44  32  F
134  R *PzKw VI B (P)           8  5 14 12 12  8    6   3      44  44  32  F
132  R *PzKw VI B               8  6 20 17 15  9    6   3      44  45  38  S
84   U  StuG III B              7  3  4  2  5  3    6   0      41  43  16  F
48   C  StuG III G              8  5 12  9  6  3    6   2      42  45  23  F
133  R  StuPz IV                8  5 12  9  7  4    8   3      43  45  27  F
136  R  PzJg II 7.5 cm PaK 40   8  5 12  9  3  2    6   0      42  45  19  F
85   U  PzJg 38(t) 7.5cm PaK40M 8  5 12  9  4  3    6   0      43  45  20  F
137  R  PzJg 38(t) 7.5cm PaK40H 8  5 12  9  4  3    6   3      42  45  21  F
138  R  PzJg III/IV             8  6 20 17  7  4    6   0      43  45  30  F
135  R  PzJg Tiger              8  6 20 17 16  9    6   0      43  45  38  S
86   U *JgPz 38 (t)             8  5 12  9  7  3    6   2      44  45  30  F
87   U  JgPz IV                 8  5 12  9  9  5    6   2      44  45  31  F
88   U  JgPz IV/70 (V)          8  5 16 12  9  5    6   2      44  45  32  S
139  R  JgPz V                  8  6 20 17 15  6    6   3      44  45  36  F
140  R  JgPz VI                 8  6 26 22 17 10    6   3      44  45  42  S
51   C  Truck German            0  0  0  0  0  0    0   0      41  45   5  F
49   C  SPW 250                 0  0  0  0  1  1    0   3      41  45   6  F
50   C  Mittlerer SPW           0  0  0  0  1  1    0   3      41  45   6  F
110  U  Leichter Pzrwgn (2cm)   6  3  2  1  2  1    0   2      41  43   6  F
161  R  Schwerer Pzrwgn (6 Rad) 6  3  2  1  2  1    0   2      41  42   6  F
162  R  Schwerer Pzrwgn (8 Rad) 6  3  2  1  2  1    0   2      41  44   7  F
9    C  BA-20                   0  0  0  0  2  2    0   3      41  42   6  F
93   U  BT-5                    5  3  4  2  2  2    3   3      41  41  13  F
94   U  BT-7                    5  3  4  2  3  2    3   3      41  41  14  F
143  R  BT-7A                   7  3  3  1  3  2    6   3      41  41  14  F
53   C  T-26 M33                5  3  4  2  3  2    3   3      41  41  14  F
54   C  T-26 M39                5  3  4  2  4  2    3   3      41  42  15  F
144  R  T-28                    7  3  3  1  4  2    6   4      41  41  15  F
145  R  T-28 E                  7  3  3  1  5  3    6   4      41  41  16  S
95   U  T-34 M40                7  3  6  4  8  5    5   3      41  41  23  F
55   C  T-34 M41                8  4  7  5  9  6    5   3      41  44  24  F
56   C  T-34 M43                8  4  7  5 10  6    5   3      42  45  25  F
57   C  T-34/85                 8  5 13  9 11  7    6   3      44  45  30  F
148  R  T-35                    7  3  3  1 12  8    6   4      41  41  20  S
91   U  T-37                    0  0  0  0  2  2    0   3      41  41  10  F
141  R  T-40                    0  0  0  0  3  2    0   4      41  41  11  F
147  R  T-44                    8  5 13  9 12  8    6   4      45  45  31  F
92   U  T-60                    6  3  2  1  4  2    0   3      41  43  13  F
52   C  T-70                    5  3  4  2  7  5    3   3      42  45  19  F
156  R  SU-57                   7  4  7  5  2  1    4   0      43  45  14  F
58   C  SU-76 M                 8  4  7  5  5  2    5   0      42  45  20  F
153  R  SU-76 i                 8  4  7  6  5  2    5   0      43  44  20  F
100  U  SU-85                   8  5 13  9  9  6    6   0      43  45  29  F
155  R  SU-100                  8  5 15 11  9  6    6   0      44  45  31  F
101  U  SU-122                  7  3  9  5  9  5    7   0      43  45  25  F
107  U  SU-152                  8  5 14 10 15 10    8   0      43  45  33  F
154  R  JSU-122                 8  5 18 16 15 10    7   0      44  45  35  F
106  U  JSU-152                 8  5 14 10 15 10    8   0      44  45  33  F
98   U  JS-2                    8  5 18 16 15 10    7   3      44  45  36  F
99   U  JS-2m                   8  5 18 16 16 11    7   3      44  45  37  F
149  R  KV-1 M39                7  3  5  3 11  7    5   3      41  41  22  F
97   U  KV-1 M41                8  4  7  5 12  8    5   3      41  43  25  S
150  R  KV-1S                   8  4  7  5  9  6    5   3      42  45  24  F
151  R  KV-2                    7  3  9  4 10  7    8   3      41  41  25  S
152  R  KV-85                   8  5 13  9 12  8    6   3      43  44  31  F
60   C  M3A1 Scout Car          0  0  0  0  2  1    0   4      43  45   6  F
102  U  M3A1 Stuart III         8  5  4  2  4  3    3   3      42  43  16  F
103  U  M3 Lee                  8  5  4  2  8  4    6   3      42  43  20  F
96   U  M4A2 (76)               8  4  7  5  9  5    6   3      44  45  24  F
104  U  Matilda II              8  5  5  2 12  8    4   3      41  43  21  S
105  U  Valentine II            8  5  5  2 13  8    4   3      41  43  22  S
157  R  Churchill III           8  5  6  3 11  7    4   3      43  43  22  S
146  R  OT-34                   8  4  7  5  9  6    5   3   8  42  45  28  F
142  R  OT-133                  -  0  0  0  4  2    0   3   7  41  41  16  F
24   C  Truck USSR              0  0  0  0  0  0    0   0      43  45   5  F

* February 10/97 Errata:
128  R  PzKw II (Fl)            -  0  2  2  0  0    0   3   7  41  42  15  F
46   C  PzKw IV J               8  5 14 11  9  5    6   4      44  45  29  F
134  R  PzKw VI b (P)           8  6 20 17 15  9    6   3      44  44  38  S
132  R  PzKw VI b               8  6 20 17 15  9    6   3      44  45  38  S
86   U  JgPz 38 (t)             8  5 12  9  7  3    6   2      44  45  24  F
78   U  PzKw 38(t) E            5  3  4  2  4  3    4   3      41  42  16  F

                                Hit   Pen   Armor           1st Last
ANTI-TANK GUNS                  S  L  S  L  F S/Fl HE  SA   Yr  Yr Pts
--------------                  ----  ----  ----   --  --   ------ --
39   C *3.7 cm PaK 35/36        5  3  3  2  0  0    0   1   41  42  5
40   C  5 cm PaK 38             8  4  8  5  0  0    0   1   41  45 11
126  R  7.5 cm PaK 97/38        8  4 10  6  0  0    5   1   42  42 13
73   U  7.62 cm PaK 36 (r)      8  4 10  6  0  0    5   1   42  45 13
41   C  7.5 cm PaK 40           8  5 12  9  0  0    5   1   42  45 15
75   U *8.8 cm Flak 36/37       8  6 20 17  0  0    5   1   41  45 22
74   U  8.8 cm PaK 43           8  6 20 17  0  0    5   1   44  45 22
125  R *37 mm PtP obr.30        5  3  3  2  1  1    0   0   41  42  5
34   C  45 mm PTP obr.37        5  3  4  2  0  0    0   1   41  43  6
35   C  45 mm PTP obr 42        5  3  5  2  0  0    0   1   42  44  7
36   C  57 mm PTP obr.43        7  4  7  4  0  0    0   1   43  44 10
37   C  76.2 mm P obr.39        8  4  9  5  0  0    5   1   41  45 12
38   C  76.2mm P obr.36         8  4 10  6  0  0    5   1   41  45 13
72   U  85 mm P obr.44          8  5 13  9  0  0    5   1   44  45 16
71   U  100 mm PTP obr.44       8  5 17 10  0  0    6   1   44  45 20

* February 10/97 Errata:
125  R  37 mm PtP obr.30        5  3  3  2  0  0    0   1   41  42  5
75   U  8.8 cm Flak 36/37       8  6 15 11  0  0    5   1   41  45 22
73   U  7.62 cm PaK 36 (r)      8  4 11  8  0  0    5   1   42  45 13
39   C  3.7 cm PaK 35/36        5  3  4  2  0  0    0   1   41  42  5

                                Type     1st Last
AIR & ARTILLERY                          Yr  Yr  Pts
---------------                 -------  ------  ---
108  U *Stuka Air Strike        -        ?   ?   18
159  R  Tank Buster             Instant  43  45  10
65   U  Rocket Artillery German Instant  ?   ?   15
109  U *Sturmovik Air Strike    -        ?   ?   18
64   U  Rocket Artillery Soviet Instant  ?   ?   15

* February 10/97 Errata:
108  U  Stuka Air Strike        Instant  ?   ?   18
109  U  Sturmovik Air Strike    Instant  ?   ?   18

INFANTRY                       SA TMV  PTS
--------                       -- ---  ---
6    C  German Recruits Squad   3  1    10
7    C  Luftwaffenfeld-Squad    3  1    10
8    C  German Cavalry          3  1    12
5    C  German Line Squad       4  1    12
3    C  Veteran German Squad    5  1    14
112  U  German Fallschirmjaeger 5  1    14
4    C  Waffen-SS Squad         5  1    14
14   C  Partisan Group          2  1     8
13   C  Soviet Militia Squad    2  1     8
12   C  Soviet Recruits Squad   3  1    10
9    C  Soviet Cavalry          3  1    12
11   C  Soviet Line Squad       4  1    12
111  U  Soviet Paratrooper      5  1    14
10   C  Soviet Guards Squad     5  1    14

                                Hit   Pen   Armor              1st Last Pts
EQUIPMENT                       S  L  S  L  F S/Fl HE  SA FT   Yr  Yr
---------                       ----  ----  ----   --  -- --   ------   ---
1    C *Panzerfaust             5  0  0  0 20 20    0   0      43  45    5
61   U *Panzerschreck           6  0  0  0 22 22    0   0      44  45    6
113  R  Flammenwerfer 41        0  0  0  0  0  0    0   0  7   41  45    8
62   U *Anti-Tank Rifle PTRS-41 4  2  0  0  2  1    0   0      41  45    2
114  R  Flamethrower ROKS       2  0  0  0  0  0    0   0  7   41  45    8

* February 10/97 Errata:
1    C  Panzerfaust             5  0 20  0  0  0    0   0      43  45    5
61   U  Panzerschreck           6  0 22  0  0  0    0   0      44  45    6
62   U  Anti-Tank Rifle PTRS-41 4  2  2  1  0  0    0   0      41  45    2

SPECIAL CARDS                   Type       Pts
-------------                   -------    ---
2    C  Anti-Tank Mine          ?           1
15   C  Woods                   Terrain    12
16   C  Hills                   Terrain    12
17   C  Village                 Terrain    14
18   C  Foxholes                Terrain     6
19   C  Bunkers                 Terrain    12
20   C  Minefield               Interrupt  10
21   C  Stream                  Interrupt   6
22   C  Bridge                  Interrupt   6
23   C  Ford                    Interrupt   5
25   C  Walls                   Terrain    10
26   C  Wheatfield              Terrain    10
27   C  Balka                   Terrain    10
28   C  Swamp                   Terrain    12
29   C  Path                    Interrupt  12
30   C  Minefield Gap           Interrupt  10
31   C  Wire                    Interrupt   5
32   C  Counterbattery Fire     Interrupt  10
33   C  Artillery Barrage       Instant    16
63   U  Air Strike              Instant    16
66   U  Flank Shot              Instant    20
67   U  Weapon Malfunction      Interrupt  16
68   U  Breakdown               Interrupt  16
69   U  Repair                  Interrupt  16
70   U  Aircraft Interception   Interrupt  10
115  R  Tank Ace                Instant    12
116  R  Reinforcements          Instant    10
117  R  Recon                   Instant    12
118  R  Sniper                  Instant    12
119  R  Heroic Squad Leader     Instant    12
120  R  Coordination            Instant    16
121  R  Withdrawal              Instant    10
122  R  Tactical Advantage      Instant    10
123  R  Panic                   Instant    10
124  R  Confusion               Interrupt  15
158  R  Forward Observer        Instant     8
160  R  Special Ammunition      Instant    10
163  R  Mine Dogs               Instant     5

ULTRA RARE
----------
164  UR  Tank Repair Shop

19.2 MiH's Frequently Asked Questions Sheet Errata - February 10/97

Six-Pack variant: These are already included in the Rules above, but reproduced for use with original rules booklets and the FAQ's.

Six-Pack variant:

  1. Errata to [2.1.1 and 2.1.2] of the rules booklet for tanks and AT-Guns. Instead of speaking of the Armor Penetration value, the top values on the right side of the cards should be: Armor Protection, frontal (left)/side rear (right).
  2. [In] the rulesbooklet, 2.1.5 Equipment card: the value on the right side is for Armor Penetration, not for Short Range. Moreover, the Armor Penetration Value should really be on the left side, lower row.
  3. Why can't I increase the number of ranks in play beyond two? If you like, you can do anything with this game. We chose the number of ranks according to the standard size of a table. However, feel free to increase the number of ranks. TC is so simple and flexible that you can add almost any number of optional rules...
  4. [8.7 Equipment] - a squad or squadron may carry only one equipment card of the same type.
  5. [9.0 Fire] - it is allowed to fire diagonally.
  6. [9.5 Terrain Effects] - terrain only modifies the fire into it, never out of it.
  7. [10.0 Melees] - If the attacker wants to move out of a melee, he has to move back to the position he came from.
  8. [11.0 Terrain Cards]: Swamp is another terrain type which may be placed after the start of a scenario.
  9. Scenarios: the build points you get are for your starting forces (including cards in your reserves). You may get more cards during a scenario unless the scenario instructions forbid this.
  10. Panzerfaust, Panzerschreck & Soviet AT-Rifle cards: the Armor Penetration numbers should really be on the left side, lower row and a "0" on the right side, top row.

20.0 Historical Scenario - ASL Hill 621

Six-Pack variant: Revision 4, September 4, 2002. The copyright notice for this scenario and its Avalon Hill / Canadian Wargamers Journal attribution are omitted.

Scenario: Hill 621 - July 1, 1944 (see copyright notice at end)

Description: The Soviet offensive against Army Group Center near Minsk. The Stolbtsky Highway was a key German retreat route, running behind a series of low ridges to cross the Berezina River south of Minsk. German 170th Infantry Division survivors retreating from the village of Letornovski attempt to maintain control of one of these ridges, and the Stolbtsky Highway beyond. They are again faced with a determined Russian attack with only scattered German armor reserves available.

Game Length: 16 Turns

Victory Conditions: The Russian player wins by occupying, at the end of Turn 16, all 3 adjacent hill positions (Hill 621) with infantry squads or tanks only (can be defending in Melee). Otherwise the German wins.

Scenario Special Rules:

  1. Battlefield Setup: 6 x 6 positions - North is "up" at German Reserve. Path-Village route at North represents Stolbtsky Highway. Treat Path cards as Clear terrain.
G1 German Reserve R8
G2 Woods Path Path Path Woods Path R7
G3 Village Hills Hills Hills Path Hills R6
G4 Wheat Woods Woods Clear Woods Clear R5
G5 Clear Wheat Clear Clear Wheat Clear R4
G6 Clear Wheat Walls Clear Wheat Clear R3
G7 Hills Hills Woods Village Village Hills R2
G8 Russian Reserve R1
  1. German sets up first and moves first.
  2. Six Pack Variant Rules - Rev 1 April 14, 2002 for Tank Commander in effect.
  3. No draw deck is used. No cards are allowed beyond those specified below for starting and reinforcing forces. Once placed, cards cannot return to reserve.
  4. Reinforcements arrive only in the Turn indicated, overstacked on the positions indicated, with infantry/AT guns loaded on or being towed by transports. Their initial placement and movement counts as only one Turn Supply Point and one movement position for fast units. Fast units in these positions may continue to move that turn. Overstacking rules apply at turn end.
  5. German Special Ammunition represents a limited supply of C7 Canister. It provides a +5 SA value addition in Melee when played on any PzKw IIIN only. C7 remains attached to PzKw IIIN (for subsequent SA Melee fire) but is removed after any unmodified To Hit fire die roll of 1-5.
  6. Russian SU 152's have limited AP supply so only their first AT fire is at card Penetration Value. All subsequent AT fire is at 3/2 Penetration Value to reflect a large HE shell only.
  7. New cards in use: Smoke and Heavy Machine Gun (see 21.0).

Starting and Reinforcement Forces:

German Start (place one infantry and one Foxholes in each Woods position of German Rank 4 - HMG & Panzershrecks are attached: 3 Line Squad, 3 Foxholes, 1 Heavy Machine Gun, 2 Panzershreck (1/Infantry). German Reserve: 1 Heroic Squad Leader, 1 Smoke, 1 Forward Observer, 2 Artillery Barrage, 1 Sniper.

German Reinforcements #1: German Turn 6 - (all arrive overstacked on any number of Rank 2 Path positions): 3 PzKw IVG, 1 Line Squad, 1 7.5cm PaK 40, 1 SPW 250. German Reserve: 1 Heroic Squad Leader, 1 Weapon Malfunction, 1 Tank Ace.

German Reinforcements #2: German Turn 11 - (all arrive overstacked on any number of Rank 2 Path positions): 3 Waffen SS, 3 Panzerfausts (1/Infantry), 2 Heavy Machine Gun, 2 Mittlerer SPW, 1 SPW 250, 1 5cm PaK 38, 2 StuG IIIG, 2 PzKw IIIN. German Reserve: 1 Heroic Squad Leader, 2 Artillery Barrage, 1 Forward Observer, 1 Flank Shot, 3 Smoke, 1 Repair, 1 Special Ammunition (C7 = +5 SA), 1 Tactical Advantage, 1 Coordination.

Russian Start (place anywhere on Russian Rank 2 - HMG's attached - stacking limits apply): 14 Line Squad, 2 Heavy Machine Gun. Russian Reserve: 4 Smoke, 1 Heroic Squad Leader.

Russian Reinforcements #1: Russian Turn 5 - (all arrive only on both Rank 2 Village positions): 6 T34 M43. Russian Reserve: 1 Tank Ace, 1 Weapon Malfunction, 1 Breakdown, 1 Coordination, 1 Panic (must use Panic before Turn 11).

Russian Reinforcements #2: Russian Turn 8 - (all arrive only on both Rank 2 Village positions): 6 Guards Squad, 6 Trucks, 1 Heavy Machine Gun, 3 SU 122, 2 SU 152. Russian Reserve: 1 Repair, 1 Flank Shot, 1 Coordination.

Historical Result: The German defense briefly stopped the Russian advance, but were soon overwhelmed by the Russian advance, yielding both the ridges and Stolbtsky Highway by July 2nd. Russian forces entered Minsk on July 3rd.

Play Balance: German+: Reinforcements #2 in Turn 10. German-: In Turn 12.

21.0 Modified And Additional Cards

Six-Pack variant: The additional cards and modifications to existing cards used in the Six-Pack Variant are best implemented by playing with card protectors. Ultra-Pro Deck Protectors for cards are available from most gaming stores. Get the clear ones.

Slide an unused TC card with the new card printout or notes modifying a card inside the card protector. The illustrations below are 2 examples of the inserts to be used for new and modified cards. They are available in the separate attached file "TC_Cards_R3_1.zip" and "TC_Cards_R3_2.zip".

You can make Smoke cards, inserts for the new TEM for Terrain cards, and all the Additional and Modified Cards with any unused card and a color printout from the attached file.

Also included in the file are a Terrain Effects Modifiers Table, a To Kill Table, and a Sequence Of Play and Play Options, all designed to print out within the size of a card. Print them and put one on each side of a card protector with an unused card between for a handy reference during play.

Examples: [Card illustrations omitted.]

Sections 22.0 ("Six-Pack" Tank Commander Article Reprint) and 23.0 (Author's Comments) of the Six-Pack document are omitted. They are the designer's magazine article reprint and commentary rather than rules text, and the variant rules they discuss are transcribed in place above. Section 24.0 (Copyright Notices) is omitted. The Six-Pack document's "Rule Book Changes" instruction list, which only describes how to apply the red text to the original booklet, is also omitted for the same reason.

  • 9.7 Infantry And Cavalry And Range Restrictions
  • 0
    Blocks
    Slows
    Woods+3+2+3+3+1 (A) / 0 (I)BlocksSlows+1 Art vs. Armor; 0 Art vs. non-Armor; 0 Art vs. Inf. in Bunker
    Wheat00+100LOSFast
    Village+2+2+4+2+3BlocksFast
    SwampN/A+3+2+1+3LOSSlowsNo vehicles/AT allowed
    StreamN/A+1+1+1+1LOSSlowsNo Vehicles/AT allowed
    Bunkers0+2+3+3+3LOSFastOnly for Infantry + other terrain
  • 37mm PTP obr.30: the "1" on the right side, top row should be in the lower row, right position. A "0" should be in the top row.
  • Stuka & Sturmovik Air Strike: Both cards should say "Instant".
  • German PzKw II (F1): The correct Protection Value is "2/2".
  • German PzKw VI B: The "b" has to be non-capital; the picture is swapped with the PzKw VI b (P).
  • German PzKw VI B (P): The "b" has to be non-capital; the picture is wrong. The ratings have to be the same as the German PzKw VI B.
  • The T-34/85 card shows a T-34/76.
  • The point value of the JgPz 38(t) Hetzer is incorrect. It should be "24".
  • The PzKw 38(t)E Armor penetration and protection values are switched.
  • The PzKw IV J should have the stats for the 75mm Kwk 40 L/48 gun. Therefore the Armor Penetration values should be 14/11.
  • [Question:] The stream card is displayed with an Interrupt on it, does this mean it can be played as an Interrupt or is it just a terrain card? [Answer:] It can be played as an Interrupt.
  • The performance of the 8.8 cm FlaK 36/37 should be probably lowered to 15/11.
  • The performance of the 7.62 cm PaK/Anti-Tank Gun should be probably increased to 11/8.
  • The performance of the 3.7 cm PaK/Anti-Tank Gun should be probably increased to 4/2.
  • [Question:] Is a "minefield" terrain, can it be played in addition to a terrain card? [Answer:] A minefield is not terrain per se; the card is discarded after used once.
  • Both "Gap" and "Path" cards are discarded after played out by the owner; a "Bridge" or a "Ford", however, remains in place and can be used by both sides.