My son's homework was to create a maths game so what better than a tank version of these rules...
Ein, Zwei, Drei - Tank Wargame Based on Very Quick Violence.
Army Building
Before each game, players build an army up to 10 points by buying tanks. These have the following costs:
Small tank = 2 points
Medium tank = 3 points
Heavy tank = 4 points
The Game
Actions
Tanks each have the following actions:
Small tank = 3 actions
Medium tank = 2 actions
Heavy tank = 1 action
A tank may use its actions to move, attack or defend. These are all explained below:
Initiative
Each player rolls 1d6 (roll one six-sided dice once) to decide who goes first and has the initiative.
Each player then activates a tank, taking it in turns to do so.
A player may only activate half of their tanks in a single turn (rounding up in the case of odd numbers).
Movement
Use the following for movement using a ruler:
Small tank = 6 cm
Medium tank = 9 cm
Heavy tank = 12 cm
Tanks cannot move through another tank or blocking terrain but can move around it. A flexible measuring tape, therefore, works best.
Attacks
A tank may attack another tank if it is within range.
The ranges are as follows:
Small tank = 9 cm
Medium tank = 12 cm
Heavy tank = 15 cm
Note: Heavy tanks get a +1 to their attack scores so for example, a result of a 4 of 1d6 would become 4+1=5
A tank may attack any enemy tank that is within range of it. Tanks attack by rolling 1d6. The target (defender) also rolls 1d6. If the attacker rolls higher, they have succeeded. If the target (defender) rolls higher or both are a draw, then nothing happens. Each successful attack does 1 point of damage.
Tanks have the following amounts of damage they can take or sustain:
Small tank = 1 damage
Medium tank = 2 damage
Heavy tank = 3 damage
A tank loses 1 damage point each time it is successfully attacked. A tank with no remaining damage points is destroyed and dead and is removed from the game. The first player to lose half of their tanks 5 points worth loses the game.
Defend
A tank can use an action to defend at the start of its turn. Only one action can be spent on defending. Tanks spending an action on defence get the following modifiers to their dice roll in attacks when defending as the target.
Small tank = +3 to defence
Medium tank = +2 to defence
Heavy tank = +1 to defence
Terrain
Rough ground: -2 cm to movement, no combat modifiers.
Light cover example bushes trees, small walls etc.: Minus 4 cm to movement, minus 1 to attacker’s combat roll.
Heavy cover/obstacles example building hills and heavy woodland etc.: No movement, you have to move around it. Obscures line of sight and can therefore be used to hide from enemy tanks. A river might not be able to be crossed however you would be able to fire across it so use your common sense when it comes to terrain.
Rule Summary Table
Credits:
The above rules were a set Arthur and I (his dad) worked on and converted from a set called Very Quick Violence.
Links
For other educational History wargames, they will never forget see:
https://juniorgeneral.org/The German forces:
The Panzer III and IV would be Heavy. All other tanks would be Medium and the armoured cars would be light. From: Matt Fritz
https://juniorgeneral.org/index.php/figure/view/GermanEarlyWarArmor1#The French forces:
The Char B1 and D2 would be heavy, the S-35, H-39,35 and AMC would be medium and al others would be light. From: Matt Fritz
https://juniorgeneral.org/index.php/figure/view/FrenchTanksandArmoredCarsTerrain:
Use coloured paper – For example green for trees, blue for rivers, and brown square rectangles for buildings. Make sure players know what types they are in terms of the rules for movement and attacking.
Still hoping to hear what the teacher thinks of it - hopefully they are playing it on the last day of school...