What exactly are tanks good for?

  • '16

    Soviets? Don’t think you’ll find any such thing in this game.

    I don’t think Germany will pick off France really easily. I’m sure France can hold its own for a little while until it gets reinforcements. And hey, even if Germany is sending all of its units to France… that doesn’t mean that they will win. Russia would probably be doing fairly well in such a scenario.

  • Customizer

    @ch0senfktard:

    Soviets? Don’t think you’ll find any such thing in this game.

    There will be in MY house rules.


  • until it gets reinforcements

    And that where tanks comes in as they preform best killing multinational defenders that cant attack back.

  • Customizer

    But remember that ALL the enemy powers get a turn before your next one. That gives them plenty of chances to target your scrap metal shell magnets.


  • Tanks will more or less pay for themselves after two rounds of offense by saving two infantry.  Even more so sense you the saved infantry are already on the front line and need not be moved from the capital.  I don’t foresee them making a huge impact though, they won’t see combat until turn 5 at the earliest.

  • Customizer

    Mmm, it does seem late given American entry is a turn earlier.

    I might HR that the U.K. can build tanks turn 3 (i.e. 1916), everyone else turn 4.

    Could even make this a turn earlier, so that the first attack by tanks is turn 3.


  • Tanks absorb hits, and tanks absorb IPCs.


  • It’s hard to tell without playing the game but given certain scenarios I am sure tanks are far from useless. Yes they are expensive but remember, tanks are useful in there own right.  They can take out neutrals without any causalities saving important pieces that you will need to defend against America.


  • The fast that landcombat lasts only one turn makes the tank even stronger.


  • 2 hit unit on attack that only takes one spot on a transport.

  • Customizer

    So is an infantry. And that defends at 3.

    @NuclearNebula:

    2 hit unit on attack that only takes one spot on a transport.


  • He means that when you transport tanks you have three to four"hits" in a single transport.
    IE:  two transports landing 3 tanks and an obligatory infantry can take 7 hits before being wiped out(3 of which are ignored)
    With infantry only there are no free hits, and 4 hits wipe them out.

    Bottom line:  Tanks are economical to transport if an amphibious assault is in the plans.

    On the note of soaking up hits.  Since a tank is less effective than an infantry in combat, and costs twice as much, it must soak up two hits and still survive before it has “earned it’s cost”.  This means at least two attacking rounds.  If tanks are bought turn 4, and see combat turn 6(assuming it takes a minimum of two turns to get somewhere useful), it would take till turn 8 before a single tank on the board could have earned it’s cost.  I feel the game’s fate may already be decided at that point.

    In the end it may only be a good investment for the States and Britian due to the transport advantage, and britain can likely transport them off the factory to a frontline spot in a turn.

    My current predicition is that if there is a 2nd edition tanks will either decrease in cost an IPC or gain +1 to attack and/or defense.


  • I thought a tank can soak up 1 infantry hit-  if there are 3 tanks and 1 infantry, it only soaks up 1 hit since there is 1 infantry?


  • Tanks can’t absorb a hit when coming out of a transport.


  • Why not, Einstein ?


  • @Razor:

    Why not, Einstein ?

    Thought Larry made that clear- because they were being beached or transported ashore or something.  ::looking in rulebook::


  • My mistake, page 22, tanks can not nullify a hit from the preemptive artillery barrage, but can nullify hits in the following combat as normal.


  • @oztea:

    My mistake, page 22, tanks can not nullify a hit from the preemptive artillery barrage, but can nullify hits in the following combat as normal.

    Got it. Thanks.

  • Customizer

    In my next game I will move tank production forward:

    UK can build tanks turn 2, they go into action turn 3 (1916)

    Everyone else can copy the technology and build tanks turn 3, into action turn 4 (1917)


  • @Flashman:

    In my next game I will move tank production forward:

    UK can build tanks turn 2, they go into action turn 3 (1916)

    Everyone else can copy the technology and build tanks turn 3, into action turn 4 (1917)

    It sounds like the Allies already have the advantage in this game, why do you want to make the advantage a little bigger?

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