Gale Force Nine recently announced it’s releasing Tanks: The World War II Tank Skirmish Game in April. With the rules currently online in PDF for review and a substantial preview on the
company’s website, the game looks similar in spirit and in some
mechanical elements to the popular X-wing Miniatures, Star Trek:
Attack Wing, and D&D: Attack Wing games using the
FlightPath maneuver system. At first glance Tanks looks like
an accessible, affordable gateway to the miniatures wargaming hobby.
Frequent readers know I maintain an interest in World War II
history and gaming, and have even developed my own tank-themed
miniature wargame rules for kids, parents, and newcomers to the hobby
(Panzer Kids...more on that at the end of the feature). I’m
always interested to hear about new games in this period,
particularly ones that don’t have a huge buy-in and have rules
suitable for new players (especially children mature enough to dabble
in such pursuits). So when I heard news of Tanks’ imminent
release from Tabletop Gaming News, I dropped everything to
investigate. Gale Force Nine’s website included a host of
resources previewing the game and its components: a PDF of the full
rulebook; photos and descriptions of the contents; and pages in the
“How to Play” section demonstrating core mechanics.
The featured Panther vs Sherman Starter Set shows this game
looks a lot like the popular FlightPath games mentioned above. The
boxed game lists at $24.99 at the company’s online store; compared
to $39.99 to $49.99 for starter sets for similar games, that’s a
great bargain. The starter set includes the 20-page rulebook, a
German Panther tank and two American Sherman tanks (assembly
required, painting optional), 12 dice, 2 measuring arrows, some
cardboard terrain (2 forests, 4 houses), numerous cards with stats
for tanks, crew, heroes, and upgrades, 32 damage cards, and a host of
tokens to note identification, movement, damage, and objectives. The
tank miniatures look like they’re 15mm scale (the same as parent
company Battlefront’s Flames of War models) and come
unassembled and unpainted, though they’re at least molded in
appropriate colors so painting isn’t necessary for the casual
player. Like similar games, each skirmish plays out on a battlefield
three feet to a side (as in many Flames of War tournament play
areas).
Examination of the rules, however, shows how nicely the designers
adapted core concepts from the FlightPath games for an original,
land-based tank skirmish game. Each tank has a reference card noting
the four major stats (initiative, attack, defense, damage capacity)
as well as point value for building teams and any special rules.
Tanks then move in order of their initiative stat (from lowest to
highest, like FligthPath’s pilot skill), though they don’t use a
maneuver dial or turn template, but a basic measuring arrow. They
shoot in descending initiative order. Tanks roll dice to hit other
tanks and to defend against hits, with attack rolls adjusted by crew
and upgrade cards and defense rolls modified by cards as well as the
number of moves a shooting tank made, cover considerations, range,
and flanking shots. The game looks like it comes with standards
six-sided dice instead of the proprietary dice with special symbols
other such games use. A host of cardboard tokens help keep track of
battlefield conditions on the tabletop.
Gale Force Nine plans to release “expansion packs” like other
games, adding new tanks and their related crew, heroes, and upgrades
to one’s arsenal (at $9.99 apiece). Following Battlefront’s
proven sales strategy for Flames of War (pioneered by Games
Workshop’s Warhammer line), the game and its marketing
emphasize organized play and tournaments to encourage both frequent
play and additional sales (an issue I’ve discussed before). In
addition to offering a preview of the game from numerous angles, the
website includes a forum to discuss the game and – if it’s like
Battlefront’s Flames of War website – one can expect
further articles on strategy, new releases, and tournament play.
As previewed the game offers a number of positive aspects,
particularly for players new to this historical period of gaming or
the miniatures wargaming hobby as a whole. The price point’s just
right; at $24.99 players get a box filled with three models, some
flat cardboard scenery, and tons of cards and tokens. The ability to
field different variations on tanks and enhance them with crew,
heroes, and upgrades increases the play value for the starter box.
The use of traditional, non-specialized dice also helps; if players
need more dice they can just raid their dice bag (though 12 dice
seems enough for two players). Tanks seems a better gateway
game than Battlefront’s previous Open Fire Starter Set,
which, while packing some impressive production values, still carried
the great expense, assembly and painting requirements, and rules
complexities of Flames of War.
The preview for Tanks raises a few minor concerns for me,
primarily in its ability to cater to newer players. The rules offer a
level of complexity one step greater than even the full X-wing game
rules, though the rulebook offers guidance through clear examples and
full-color photography (in keeping with Battlefront’s high
production values). As with any similar game, the rules at first seem
simple, but addition of modifiers such as crew, heroes, and upgrades
quickly enables these special instances (what some might call “power
creep”) to dominate the game. Calculating dice for attack and
defense also relies on a host of conditions that might seem
overwhelming to new players; a “quick reference” outline on the
back page helps keep track of all the rules. The instructions for
assembling the tank models seem daunting given the small size and
numerous components; the requirement to assemble the tanks means the
game isn’t quite ready to play right out of the box. While
expansions are less expensive than those for similar games, new tanks
also require assembly.
I’m on the fence about getting the game for myself. The
components and approach seem comparable to similar games. I’d love
to see a historical game like Tanks succeed using the same
model of starter set, expansions, and organized play. I could easily
see myself enjoying the starter set, then buying expansion tanks for
the theaters I enjoy (North Africa and Western Europe). (Alas, I
don’t see my beloved M3 Lees and A15 Crusaders in Gale Force Nine’s
“Depot” section highlighting upcoming releases.) But I’ll
admit Tanks remains tempting for its high production values,
intuitive gameplay, and reasonable starter set price.
I myself recently released Panzer Kids Basic, a rules
booklet for children and parents (and gaming newcomers) seeking to
dabble in World War II tank battles from the historical miniatures
perspective; I’m currently working on Panzer Kids Deluxe to
offer new options, tanks, and scenarios to gradually add to the basic
framework for greater depth of play. Why would I advocate someone
else’s tank-themed miniatures game?
I view Tanks and Panzer Kids as two very different
games on a few levels. Tanks provides a complete package for
older kids or gamers with some experience, with organized play to
perpetuate sales and encourage further play. Panzer Kids
offers a more do-it-yourself hobby experience for families interested
in exploring historical conflicts, with the basic rules forming a
foundation to which they can add, piece by piece, optional
rules that enhance the game and reflect tactical elements of the
period. Tanks has huge corporate resources behind its high
production values and a visibility in the hobby market. Panzer
Kids has one guy behind it (and some helpful supporters). Each
has its merits as products and game experiences.
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