Tanks are powerful armored vehicles, packed with devastating weaponry. Any serious offensive in WWII would consist of the tank as the main projection of force.

Traits  Tank, Heavy Vehicle
Movement 6
Armor Value 4
Attack VS Infantry (RANGE / FPR) 5 / 6
Attack VS Vehicle (RANGE / FPR) 6 / 8
Sturdy Being lightly damaged by enemy Op Fire does not cause a heavy vehicle to become fatigued (it does, however, immediately lose 1 movement point, and its armor is reduced by 1 for the duration of the activation, as per the lightly damaged effects).
Concussive Firepower When a tank attacks a squad located in a building hex or pillbox, the tank receives +3 firepower and +3 range.
Overrun Unlike other units, a tank may move through (but never remain in) a hex containing enemy units (even through a hex that is at the stacking limit). The movement cost for an overrun is the normal cost to enter the hex plus one movement point for each enemy unit in the hex. Immediately after the active tank leaves such an overrun hex, every enemy squad in the hex immediately becomes pinned (vehicles are unaffected, as are squads being transported in vehicles or located in entrenchments/pillboxes). Squads already pinned or disrupted are unaffected.
A tank may never end its movement in a hex containing enemy units.
A tank performing an overrun is subject to Op Fire when it enters the enemy hex. Units in Op Fire mode attacking an enemy unit in their same hex are considered to be attacking at close range. If an active tank is forced to end its movement in an enemy-occupied hex due to being heavily damaged by Op Fire, it must immediately retreat to its last enemy-free hex (at no movement cost), immediately becoming fatigued, with no enemy squads pinned as a result of the overrun.

Example: A M4A1 Sherman tank is activated to make a concentrated attack against a squad located in a building hex. The Tiger’s range against such a target is 8, and its firepower is 9 (instead of its normal range of 5, and firepower of 6).

This is the most powerful single unit available to the American commander. Mobile, heavily armored, and with impressive firepower, the Sherman must form the core of any commander's strategy when it is available for use. It is strong on both the attack and defense, excels at destroying fortified positions, and is the only asset capable of truly rivaling enemy armor.

The Sherman is not, however, without its limitations. It has only 4 armor, which is sufficient to protect it from most small arms fire (especially when combined with cover), but far from proof against enemy tanks. Although its firepower is the best available to the American commander, it is still outmatched by certain enemy tanks, and even the best trained gunnery teams firing the most powerful weapons can miss. Commanders should use the Sherman neither recklessly, allowing combined enemy fire to destroy their most powerful fighting vehicle, nor too carefully, allowing caution to prevent their tank from deploying to maximum effect.

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