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 5
Armor Value 6
Attack VS Infantry (RANGE / FPR) 5 / 6
Attack VS Vehicle (RANGE / FPR) 8 / 10
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.
Thick Armor When a unit with Thick Armor is attacked, the owner of the unit may automatically change any one of the defense dice into a “6” result after the dice are rolled.

Example: A Tiger I 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).

The Tiger I is the most powerful war machine commanders of any nation are likely to see. While slower than the other tanks and with no greater anti-infantry capability, it is incredibly well-armored and has enough firepower to destroy any target. Its thick armor ability combined with its naturally high armor value make it difficult to destroy even when caught in the open, and even when firing at half-strength due to moving the Tiger I deploys firepower comparable to most other tanks. When entrenched in a defensive position with a commanding field of fire, the Tiger I is nearly impervious to harm.

Of course, such a powerful war machine is never seen in large numbers and is only dispatched to a commander likely to need its firepower and armor to accomplish his objectives. Losing a Tiger I to combined enemy fire is possible, and perhaps even more likely given the tank's relatively low speed is the chance of being unable to effectively deploy its superlative firepower. Place and use the Tiger I carefully – it may be the difference between victory and defeat.

With a clear understanding of the strengths and limitations of the men and materiel under his command, a commander is well-equipped to accomplish his mission objectives. Using assets to their best effect is the core of any sound strategy – every casualty taken by a squad inappropriately deployed and every damaged vehicle that must be abandoned is a wasted resource. Keep this in mind when you forge your battle plans.

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