The starter set comes with three 15mm kits to allow two Shermans and a Panther to be be built and used in the provided scenarios. There are cards for a selection of common Allied, German and Russian tanks, These show the initiative, attack dice, defence dice and damage capacity. A central plank of the game is the measurement arrow. This determines how far a tank moves; the angle of turns; short range and distance between terrain during set up.
For the first game, we decided just to do tank on tank without the crew and upgrades cards. I took a Sherman, which the Pershing stands proxy for and Neil took a Stug III. The terrain was laid in initiative order.
|First move of the first trial game. The Pershing represents a Sherman, the Stug, a Stug!|
|Cat and mouse during the first game.|
|An example of a critical hit. In this case, no damage but damage to optics, which means two less attack die.|
|First move of the second game. The two Shermans close on the Panther.|
|The Panther hides in the wood as the leading Sherman makes use of an upgrade that allows an extra movement to close the range.|
|The two Shermans combine fire on the Panther.|
|Two critical hits destroy one Sherman.|
|A close range duel ends with the destruction of the Second Sherman.|