Luke at Battlefront's Articles

TANKS At PAX

 

Last weekend the team from Aetherworks attended PAX AUS (in Australia) and demo'ed TANKS. They were kind enough to send us some great photos of their stand and all the action

 
 
 
 
 
 
 

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French In TANKS: The Modern Age

French tankers have to rely on their skill and experience to overcome certain disadvantages they face on the battlefield, lacking a heavy tank option like the M1A1 Abrams or Leopard 2. To reflect this mind-set the French Platoon rule gains them an Attack bonus if they flank enemy tanks. Making French Platoons all about manoeuvre and placement, getting the most value out of clear execution of tactics on the battlefield. When deploying, it works best if you split your tanks up into two groups, sending one down each flank to maximise your chances of flanking your opponent’s tanks. 

 

French In TANKS: The Modern Age...

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West Germans In TANKS: The Modern Age

The Germans are fighting this war in their own back yard. They are fighting for their very way of life. In TANKS: The Modern Age, the German models gain a re-roll to their Defence rolls when they are not near another friendly model. On top of that you get to redeploy one of your tanks after all the tanks have been deployed, this second ability is quite good and works with abilities like Spearhead.

 

West Germans in TANKS: The Modern Age...

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British In TANKS: The Modern Age

WWIII has broken out and the British have not been caught unawares. In fact they have been drilling their troops constantly preparing them for the fight to come. This defensive training is reflected in their Platoon card. Berlin Brigade gives the British models in your platoon a +1 Defence while Stationary. In TANKS: The Modern Age being stationary, to put it simply, is awesome. Yes you do give up your movement but you gain the ability to re-roll any of your attack dice. Giving up movement in a Berlin Brigade Platoon comes with a lot more bonus then drawbacks. 

 

 British In TANKS: The Modern Age...

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Soviets In TANKS: The Modern Age

Knowing that war was inevitable, the higher command issued the orders to launch a pre-emptive strike. To reflect this, the Soviets in TANKS: The Modern Age all about aggression. Their Red Banner Platoon card gives them +1 to their Attack if that targeting a model at close range. So you want to get in close so you can hit hard.

 

Soviets In TANKS: The Modern Age...

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Americans In TANKS: The Modern Age

Being on the front line at the start of WWIII, America joined this World War on day one, and will fight until its won. In TANKS: The Modern Age the Americans have diverse selections of units they can take. Their Platoon card gives them the ability to swap out a Critical Hit for two normal hits, letting every model hit harder then you may think. The Americans like to sit back and hit targets that are racing towards them, so setting up a good firing line in a forest or another well defended position will let you get the most out of your American Platoon.

 

Americans In TANKS: The Modern Age...

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TANKS: The Modern Age Introduction

TANKS: The Modern Age puts you in command of your own tank platoon fighting in the fictional World War III. A slight twist to history, this game lets you re-enact the possible battles that could have accrued if the cold war ever went hot. You can play as British forces holding the line in Hannover to the Soviet forces invading Denmark. The war for Germany and Europe is upon us, how will you engage the enemy, will you hit them head on and match steel with steel? or will you choose to use manoeuvre and tactics to overcome superior armour? 

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European Flames Of War GT

held 13 - 14 October 2018 at The South Wales Gaming Centre, Firestorm Games, 15 Trade Street, Cardiff, CF10 5DT, UK

Just over a week to the UK GT, held at Firestorm Games on October 13-14 and we will have a cheeky peek at Modern TANKS on the Friday night. There's also the Flames Of War Mid War Tournament and plenty of awards you can win over the weekend as well as some fantastic prizes. Come along for a day of fun and gaming.

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Beasts Of War - Tanks: The Modern Age Exclusive Rulebook Download

Beasts of War has been covering the upcoming release of TANKS: The Modern Age with their previews of the different factions and tanks. This week Beasts Of War has an exclusive Free download of the Rulebook for you to check out. And if you haven't already, make sure you take a look at their previews of the US & Soviets and the British & Germans. Click the link below and follow the instructions to grab your copy today!

Beasts Of War - Tanks: The Modern Age Exclusive Rulebook Download...

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West Germans In TANKS: The Modern Age

 

West Germans
The Germans are fighting this war in their own back yard. They are fighting for their very way of life. In TANKS: The Modern Age, the German models gain a re-roll to their Defence rolls when they are not near another friendly model. On top of that you get to redeploy one of your tanks after all the tanks have been deployed, this second ability is quite good and works with abilities like Spearhead.

 
 

Leopard 2 Tank
The Leopard 2 tank cost is a high one at 32 points, but it is worth every point. There is nothing currently in the game that has stats better than the Leopard 2. Every one of its stats is above average for the game, making it a tank to be feared on the battlefield. The Leopard 2 is the perfect tank to load up with tons of upgrades and crew cards.

 
 

Leopard 1 Tank
At 15 Points the Leopard 1 tank is amazing. Its low cost gives you the ability to run up to six of these tanks in your Platoon. With Initiative of 8, Attack of 4, Defence of 1, and Damage Capacity of 6, the Leopard 1 is well worth it for its points. It may not have Advanced Stabilisers but it has the next best thing, meaning that it is still quite effective, even when on the move. 

 
 
 

Marder Tank
Marders are a great light weapon platform. Rapid Fire (5) gives it a good Anti-Air gun built in giving it a roll in most West German Platoons, especially if you know your opponent has Hinds in their collection. You also have the ability to mount a Milan missile to it using the Mounted Milan card. This is a interesting upgrade because it gives you a good Anti-Tank Attack when you need it and if you already have that covered in your platoon, you can choose not to add it and save yourself 2 points.  On top of all that the Marder has Scout, an ability that lets it double the Defence bonus it normally would get from Cover.

 
  
 

PAH Helicopter
The PAH Helicopter has a great stat line, with 7 Initiative, a 5 Missile Attack and 3 Defence. Having a low Damage Capacity of 3 makes you rely heavily on those Defence dice to keep it flying.  With the German Platoon rule, the PAH becomes even more dependable defensive rolls. Add in a crew upgrade like Defensive Pilot, and  you can be re-roll up to two of your Defence dice each time your Helicopter is Attacked. 

 
 
 

Spearhead
Spearhead may not be a West German only card, but it’s one that works well with West German Tanks. For two points this card lets your tanks move after it deploys, gaining a head start on the enemy. This ability also works well with the West German Platoon rule, Home Turf, that lets you redeploy any one West German tank. When you redeploy the tank you get to triger the Spearhead effect again. While your tank will only end up moving the same distance it moved before, it will let you fake a particular deployment plan only to change it before the game begins. 

 
 
 

Dietrich Manheim
Reveal is one of the new abilities crew cards can have in the game. Reveal is an ability that triggers when the card is first revealed during the game. So when you Reveal Dietrich you get to move after you shoot, giving you the ability to shoot from behind cover and move behind blocking terrain to prevent return fire. After Revealing Dietrich still gives you +2 Initiative during the Movement phase.

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