Game Info
Year
2024
Players
1
Age
18+
Playtime
120 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
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Description
Solitaire tactical-level game commanding a British tank during WWII across North Africa Italy and European theaters
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video DW9D4Z8OXJ4
Playthrough at 0:01 sentiment: positive
video_pk 68030 · mention_pk 164346
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Outstanding successes in previous missions.
- Gained experience and prestige points.
- Successful mission completion despite challenges.
- Incredible machine gun fire and great shooting from crew members.
- Successfully destroyed enemy tank and infantry.
- No counterattack at the end of the mission.
Cons
- Vulnerable to casualties.
- Missed shots occur, breaking a 'magic run'.
- Enemy fire can be dangerous.
- Infantry can use anti-tank rifles and grenades.
- Shocked by anti-tank rifle hit, causing loss of action in the next round.
- Enemy infantry can suppress and cause step loss.
- Mortar attacks can occur.
- War trophies (rations) have low value.
Thematic elements
- World War II tank combat
- desert
Comparison games
none
Mechanics (from transcript analysis)
- combat resolution — Combat involves rolling dice with modifiers for range, weather, and target status, determining hits, damage, and suppression.
- Crew skills — The crew has skills like 'laser point gunnery' and 'sixth sense' which influence gameplay.
- Dice rolling — Dice are rolled for various outcomes including mission type, weather, enemy encounters, movement, combat accuracy, and events.
- Experience points — Players can gain experience points that can be saved to improve tank or crew capabilities.
- Morale checks — Infantry units have to pass morale checks, influencing their attack type.
- Targeting modifiers — Modifiers are applied to targeting rolls based on factors like range, weather, and whether the target has been previously engaged.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- My thinking is we're pretty vulnerable. We are going to take casualties. I can't stress this enough.
- This could be a little bit tricky for us here.
- So we're going to start with me open until we knock that tank out and then we might unbutton the machine gun turret gunners to see if we can get some shots off at that infantry.
- The magic run of constant hitting is over.
- This is where it gets ugly fast. Kill or be killed kind of thing.
- Oh, this is bad.
- So we must have alerted them all to our presence here.
- We roll on the main gun or anti-tank penetration chart which is 2d6 here on the die roll.
- I had to look up a few things here, but uh we are shocked now because when hit by that anti-tank rifle, it does not cause spalling, which is a flaking of the interior of the tank.
- Yes, he's back on track. Hooian hits the M1139. This gives me a little bit of hope.
- The second suppression result wipes the infantry out.
- That was the hairiest one yet.
- Fourth mission done. Fourth mission successful.
References (from this video)
No references stored for this video.
Video 2knCA3CPhk8
Playthrough at 0:02 sentiment: positive
video_pk 67937 · mention_pk 164213
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Outstanding gunnery of Hooian and overall performance of machine gun crews.
- Ability for left and right machine gunners to fire straight ahead with one action is powerful against soft targets.
- Clear weather and open terrain on this mission.
- Infantry not being dug in makes them easier targets.
- Successful elimination of the anti-tank gun and fleeing infantry.
Cons
- Delay after last mission due to tread repairs.
- The tank itself (A9) doesn't have much good to say about it overall, except for the machine gun ability.
- Encountered an axis mortar attack.
- Having to button up the tank due to mortar attack.
- Getting suppressed by the anti-tank gun, which then returned fire.
- Close call with the anti-tank gun almost taking them out.
Thematic elements
- World War II Tank Combat
- North African desert
Comparison games
none
Mechanics (from transcript analysis)
- Crew skills — The crew has special skills, such as 'sixth sense' which allows the host to button up without risk.
- Dice rolling for combat — Attacks and other actions are resolved by rolling dice, with modifiers for factors like being buttoned up or having an acquired target.
- Event chart — Used at the end of rounds to determine random events, such as mortar attacks.
- Experience points — Crew members gain experience points that can be spent on skills like 'gunnery'.
- Machine gun fire — The A9 tank has a powerful ability for its left and right machine gunners to fire straight ahead with one action, effective against soft targets.
- Movement to contact — A mission type where players move to engage the enemy.
- Prestige points — Players can gain prestige points which can be spent on new tanks.
- Reloading — Machine gun rounds are limited, and reloading is necessary if targets are not eliminated.
- Suppression — Attacks can suppress targets, affecting their subsequent actions and potentially leading to step loss.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Our big goal is to get into a Matilda tank.
- The ability for the left and right machine gunner to fire straight ahead, both of them with one action is really powerful against soft targets.
- That anti-tank gun almost took us out.
- That was by far our closest call with death.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2