TankOnTank

Tank On Tank is a low-complexity game of armored combat in the World War II.

1 Unit Stacking

Only 1 combat unit can ever be in 1 hex at a time.
There is no moving through hexes containing units.

2 Facing

A unit always faces an hexside and has a 180° Front Arc.
A unit can only shoot at enemy units located in it's front arc.
Hexes outside this arc are flank hexes.

3 Phase

At the start of a player's phase,
he's opponent blindy draw a Command Chit and keep it for himself.
When the player finishes expanding the AP equal to the value of the Command Chit,
he's opponent reveals the chit thus ends the player's turn.

3.1 Turn

Each turn consists of first then second player phase.
The scenario instructs players as to who is the first player.
At the the end of each turn, check to see if the scenario is at an end.

3.2 Action Points

A unit can only move once and fire once each turn.

4 HQ Activation

This activation is not allowed when entering on the map.
The given HQ is activated for a movement.
All unmoved adjacent units can also move for free.
The activated HQ may stay on it's original hex.
Another HQ can be activated for a movement this way,
but the later does not in turn activate adjacent units.

5 Field Promotion

An eliminated HQ can replace an on map unit of the same type.
Keep the facing, movement and fire status of the replaced unit.

6 Massed Activation

Perform a HQ activation on three HQ.
Immediatly end the player's phase if the amount of available APs is excedeed.

7 Movement

A unit can only move once each turn.
MP cannot be saved from one turn to the other.
Once it's movement is complete, a unit can face any direction.
An activated unit can at least move one hex if the movement is legal.
Woods and Town hexes cost 1 extra MP if not entering from a Road side.
Road March : a unit can spend 1 extra MP if its movement starts on, crosses and ends on Roads hexes.

7.1 Reinforcement

Reinforcement must be activated via APs.
They pay their MP cost as normal.
If they enter the map via a road they qualify for the Road March bonus.

7.2 Exit

You must spend 1 MP to exit the map.
A unit qualifies for Road March bonus if following a road to exit.

8 Combat

To fire at a target, a unit must have it in it's :

A unit can only fire once each turn.

Glossary

AP
Action Point
action_points + phase,massed_activation,reinforcement

Facing
Hexside to which points a unit
facing

Front Arc
The 180° arc described by the facing hex and the 2 adjacent others
facing + combat

HQ
Head Quarter
hq_activation + action_points,promotion,massed_activation

Line Of Sight
TODO
combat

MP
Movement Point
movement + reinforcement,exit

Range Of Fire
TODO
combat

Road March
A movement that start cross and ends on road hexes
movement + reinforcement,exit