War of tanks game wiki


















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Vehicle comparison. After the terrain is set up, each player rolls another die, and the player with the higher result may choose whether to be the Attacker or Defender. The attacker wins all ties in Initiative while the defender chooses which side of the table they want to deploy on. The Defender now chooses a table side to deploy from. The Attacker will deploy on the opposite table edge.

The players place their tanks on the table in Initiative order. The tank with the lowest initiative is placed first, before moving up through higher initiative values. To deploy a tank place the Measuring Arrow so that it is touching your edge of the table.

Place the tank square against the tail of the Measuring Arrow. If you have Initiative ties between tanks in the same army, the owning player chooses the order in which those tanks take their actions. In the Movement Phase, both players move any or all of their tanks. The Movement Phase starts with the tank with the lowest Initiative and proceeds up through the Initiative order to the tank with the highest Initiative.

To move your tank, place the Measuring Arrow touching any part of your tank and facing in any direction. Then pick up the tank and place it anywhere along the Arrow squared up against the Tail. If your tank is moving rapidly, it can move again in exactly the same way.

The faster your speed, the harder you will be to hit, but the harder it will be for you to hit the enemy. If you leave the tank where it is, you do not gain a Speed token. Instead, your shooting becomes more effective. As a tank races across the battlefield, and dodges enemy shells, its crew find it hard to fire accurately. Only when they come to a halt can they employ their gun to full effect.

Buildings block Line of Sight to tanks hidden behind them and give Cover to tanks partially behind them. Buildings are Impassable to movement.

Woods block Line of Sight to tanks hidden behind them and give Cover to tanks partially behind them. Woods can give Cover to tanks on their edges. Tanks completely within a Wood, and anything they shoot at, are in Cover. A tank cannot end its movement in Impassable terrain.

If the Measuring Arrow crosses Impassable terrain, the. A Panther tank against two Sherman tanks. Destroyed tanks block Line of Sight to tanks hidden behind them and give Cover to tanks partially behind them. When using the cardboard terrain supplied with the game, treat the whole piece of cardboard as the terrain piece, regardless of where the illustration ends. The Shooting Phase starts with the tank with the highest Initiative and proceeds down through the Initiative order to the tank with the lowest Initiative.

The first thing to do when shooting with a tank is to pick a target. Line of Sight for tanks with the Assault Gun keyword is measured from the point the gun barrel crosses the front of the hull.

Most tanks can shoot in any direction. As an exception, an Assault Gun can only shoot at a tank if either:. When shooting, you roll Attack Dice. Each result of 4 or 5 scores a Hit, and each 6 scores a Critical Hit. Once the shooting player has made their Attack roll and any re-rolls , the target player rolls their Defence dice.

A tank can never roll more than six Defence dice. Each result of 4 or 5 cancels a Hit or Critical Hit chosen by the shooting player, and each 6 cancels a Hit or a Critical Hit chosen by the target player. Add one Defence die for each move that the shooting tank made as shown by the Speed token beside it. Add one Defence die for each move that the target tank made as shown by the Speed token beside it. Ignore terrain directly underneath the shooting tank not the whole terrain piece when determining if the target is in Cover.



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