From: Doug Murphy Subject: Review: Tank Commander: The Eastern Front Edition TC is a collectible card game covering tactical combat on the Eastern Front during WW2 designed by John Desch and Ulrich Blennemann and published by Moments in History in 1996. It was purported to be followed by future editions (now on hold) covering North Africa, the Western Front ('44-45 and '40) and a catch-all final grouping with Japanese and "minor" nation tanks, Pacific terrain, and more special events cards. Each deck contains 60 cards, a tiny 56 page rule book (don't gasp -- you can grasp play concepts in seconds) and costs between $6-10 each depending on from whom purchased. Two decks are the minimum required for play: I purchased five for about $32 and have more than enough cards. Each card, designed by Beth Queman, represents a vehicle, (tank, half-track, armored car, truck) infantry or calvary squad, AT gun and crew, special equipment (like a Panzerfaust), terrain type and special events. There are a total of 164 different card types in 3 different levels of rarity. There's some minor card errata (nothing serious) and a list of all types on Web-Grognards. Each card has a color picture, short description, and different numbers representing game factors. I've found this game to be very interesting, amenable to all kinds of home-chrome rules, playable solitaire as well as by multiple players, and an outstanding tool to introduce others to wargaming. While not intended as the last word in simulation realism, it is both quick playing and very fun. Walter O'Hara posted some excellent quick start rules on the Virtual Wargamer Discussion Board that I consider superior to the original. Indeed, the designers encourage experimentation on all levels. Of all things, the game has its genesis as rules for a potential miniatures game that would concentrate on general aspects of armored warfare such as getting a flank shot, using terrain to advantage, exploiting the advantages of your particular tank, coordinating with infantry and arty, instead of technical detail such as exactly where a shot might hit. Basically, one first sorts terrain cards through a random method in two rows of three or more cards per side to create the battlefield. Each "space" whether occupied by a terrain card or empty (clear) represents about 500 x 500 meters. Each side gets a certain number of cards or types to place on the board (limit 3 cards per space) and 6-7 to hold as a "reserve" hand that can enter the game after the first turn. A turn consists of one side (then the other) conducting a "play," resolving melees, and drawing or discarding a card (as a player's reserve hand is limited to 10.) A play consists of moving up to 3 cards from any one position; firing with any one card, playing an "instant" special event card or drawing a new card from his deck. The designers provided a very useful substitute for a d10 roll to resolve various game functions. Each card has a list of colored random numbers. One card is chosen blind from a deck while a player calls out a color (either red, yellow, blue, green or white), and that number is used to resolve the function. Cards are moved either one "space" or two, depending on whether they are fast or slow (noted on the card). Infantry are slow for example, most vehicles are fast. Certain terrain "slows" fast cards. Cards can move from reserve to the last "row" on a player's side. There are two ranges (short: 1 space, and long: 2 space) Certain terrain blocks LOS. There are several types of "fire:" AT, HE, FT (flamethrower) and SA. To fire AT, a card notes range to the vehicle target, and determines via a random number draw whether it hits by drawing a number equal or lower than a To Hit Number for that range noted on the card. Certain terrain modifies the To Hit number. If a vehicle is hit, then the Penetration Value of the firer is compared to the Armor Protection of the targer. If penetration is higher, the card is hit, destroyed and removed from play. If protection is higher, nothing happens to the target. There are two types of protection numbers, for the front, and for the side/rear. Certain special event cards can dictate a flank shot. Or drawing a random unmodified number of 1 or 2. HE is fired only at short range at infantry, cavalry, AT guns and trucks. FT at infantry, cavalry, AT guns and vehicles only in melee. SA (small arms) is fired same as HE except also in melee. Infantry can only be fired at from the same space when in non-clear terrain space. A melee occurs when cards of different sides occupy the same space; basically everyone fires simultaneously once; side/rear protection values are used and infantry have a minimal ability to attack tanks. There is a tremendous variety of cards of all types. Indeed, this variety is the essence of the game. MiH is in the process of looking for another publisher for future editions. Here's hoping they succeed. Doug Murphy