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"Tank Duel play testers needed" Topic

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Wolfhag Supporting Member of TMP02 Feb 2017 8:19 p.m. PST

We have been play testing Tank Duel: Enemy in the Crosshairs, the number one thing that players want to learn about is how the game works once the shells start flying. Tank Duel draws inspiration from games like Up Front, Panzer and Combat Commander, with an abstract movement system but detailed fire action resolution procedure which uses cards for multiple purposes. This article will give you some insight into what the fire action resolution procedure looks like, and how that information is spread out between the Battle Cards and Tank Boards.


Detailed description:

Date is Feb 16 at 6:00pm at Black Diamond Games in Concord, CA

Contact: Jason Carr
jason.s.carr AT

Schogun03 Feb 2017 1:32 p.m. PST

Write-ups look interesting! How close to finish do you think you are?

Wolfhag Supporting Member of TMP03 Feb 2017 2:28 p.m. PST

Looks fairly complete. I'll be one of the play testers and give a report afterwards.


Wolfhag Supporting Member of TMP20 Feb 2017 10:48 p.m. PST

The two designers were present for the play testing. We spent about 20 minutes going over the game and materials. It plays very much like the "Up Front" card game which I never wrapped my head around.

The designer seemed to be pretty knowledgeable on tank details and tactics. I was impressed.

Overall the game is a somewhat abstracted 1:1 tank engagement. When you move you "move" 200 yards closer or further away on your range scale. The gun range is your range scale + the targets range scale (200 to 1600 yards range). I think it has the right balance of abstraction and playability.

The differences on the tanks is their movement and shooting rating of 1-9. When you have a shooting or moving card it is numbered 1-9 and you can only use it if it is =< your tanks rating. That's a fairly good way to show performance differences in a card based game.


You can play an "action" card and any number of "tactical cards" using multiple cards to put together a move so there is some tactical planning, no shooting and moving in the same turn.

Example: Play a "move" card and move 200 yards closer. Play a "flank" card so your movement succeeded in flanking him. Then play a "terrain" card like woods to conceal yourself. However, your opponent may have cards that negate yours. Any movement allows a spotting check by the enemy too.

Cards are multi-purpose with values for different things. They are used to generate random numbers so there is no dice. There is a lot of variation.

Initiative is determined by each player putting one of his cards down (numbered 1-100) and low numbers go first. You can attempt to move first or last depending on your plans.

Shooting has quite a few of the normal die roll modifiers so it is never a sure thing to hit. Armor penetration is pretty variable too so no guarantees of penetration and the chance of hitting a weak spot. For a card game it is pretty well done. Gunnery and penetration are pretty detailed and playable.

Since you run 1-2 tanks the game can go into a lot of damage detail and crew WIA or KIA, putting out fires, explosions, bail outs, etc.

You could customize a game scenario by adding or taking out terrain cards.

The game does give the player a good sense of "stalking" his victim, closing the range and remaining concealed, flanking, setting up a shot and attempting to thwart the enemies attempts to do the same. Somewhat like chess as far as a move and counter move.

Overall I enjoyed it more than I though I would and was impressed with the game play and components. If you like card games like Up Front and Combat Patrol this should be of interest to you.


Wolfhag Supporting Member of TMP27 Apr 2017 8:31 p.m. PST

I saw it again at the GMT game weekend last week. Looks as if they are getting the final product ready for production. They got a lot of attention normally with 3-6 players all 4 days.

The components are above average, game play is engaging as it is a "card duel" game. You play a tactics and movement card (if you have them) and the defender can respond depending on the cards he has in his hand.

Players with no WWII tank knowledge seemed to enjoy it as the strategy and tactics in the game are engaging and intuitive. Out thinking your opponent is always fun.

What I liked best was you can actually "think" a few turns in advance as to how you'll play your hand. The way the game reflects the differences in crew and weapon platform differences is pretty cool and playable.

If you are looking for a challenging, fun and above average detailed but playable game check it out. Mike the designer knows his stuff and how to translate it into a competitive and fun game.



Wolfhag Supporting Member of TMP29 Apr 2017 6:37 a.m. PST

Latest play example:


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