Ok, I gave another run to Tanks.
Forces:
Axis = 1x Jagdpanther, 1x StuG
Allies = 2x Sherman Firefly
50 pts each side, simulated critical damage deck, Germans on offensive.
Mission: King Of The Hill
The field was open in the center, a small hill on W, 2 woods separated by a small impassable swamp on E, another wood on NW, and 2 small woods on N and S edges.
The jagdpanther tried to stay in the center, to scare the americans, while the StuG moves in the nearest wood. The yankees separates to avoid the Jagdpanther, one hide behind the hill and the other passes around a wood, in order to fire on the StuG.
There's some damage trading, and the the germans "blitz" in new positions, from where they can engage 1 sherman without fearing retaliation from the other one.
The tactic succeeds, but a very poor defense roll makes the StuG knocked out.
The other sherman desperately tries to return in game hurrying toward the occupied wood, but the Jagdpanther again "blitzes" out of his sights. Now it's just a matter of cunning movements: the shermans have more dice to fire in one turn, but one on one they can't challenge the german TD.
Shermans courageously separates to try to sneak around the angry Jagdspanther, but the enemy commander is a veteran, so he uses all the available cover to deny the sides to at least one sherman. The 88mm sets ablaze one american tank, while the other is unable to fire back because he has no LOS. Another "blitz" places the Jagdpanther in the corner.
The last Sherman tries a desperate attack, but the Jagdpanther's gun ends this game.
The victory is for the Axis.
Another fast&funny game. Not more than 25 minutes of adrenalinic gameplay! In an evening you can play 4 or 5 games! With such a gametime, tournaments can be made of 5 or 6 matches instead of 3.
Again, the "blitz" ability is invaluable for TDs, and "Gung Ho" gives Shermans a good survivability without taking away too much offence capability.
A rule for impassable terrain should be added. My swamp was impassable, so the movement arrow must not cross any part of it. It worked well, as a house rule. With current rules, you can cross a river or a antitank ditch just by "flying" over it with the arrow.
It's proved that moving is necessary if you want to survive. A steady "defense 2" tank can be wiped away in 1 turn by a "attack 5" tank with a bit of luck. Keep those tracks moving!
I'm waiting (patiently... more or less) for the starter set, to make a full game. I'd like to post pictures of the battlefield and models, but this forum doesn't allow me to. Pity.