An alphabetical list of key terms in the game, with explanations.
AA MG: Anti-Aircraft Machine Gun. Usually a high-powered machine gun, mounted on the roof of the turret. Crewman must be CE to operate.
Abandon Tank: If this command is given, your crew will bail out of your tank and leave it behind. Only available when tank is immobilized or a crewman is dead.
Acquired Target: Guns and MGs gain one level of Acquired Target after each attack, up to a maximum of two levels. Each level adds a bonus to hit or affect. AC is lost if the target moves, if you move, or sometimes if the turret is hit but not penetrated.
Advancing Fire: Used on the Campaign Map, only available if your tank has 1+ HE rounds and an operational gun to fire them. Some HE rounds will be expended, but if a battle is triggered after movement, there’s a good chance that enemy units will start Pinned by your fire.
Air Support: One type of support that may be available to you during a Campaign Day, needs to be requested before you travel into a new zone on the Campaign Day map. Not possible during Overcast weather.
Ambush: If your squad is Ambushed, then enemy units get a chance to attack first before you do. The chance varies depending on the local terrain, crew skills, and whether at lease one crewman is CE before travel.
AP: Armour-Piercing. One type of gun ammunition, used against armoured targets.
Armour: Protection against damage on vehicles. Armour values for units are normally given for the Turret or Upper structure, and for the Hull. The two values (x/x) represent the front and side armour values respectively. Rear armour is always one level lower than the Side armour value for the same location.
Armoured Car: A type of wheeled armoured vehicle, usually with a lighter gun or just an MG as its main armament.
Artillery Support: One type of support that may be available to you during a Campaign Day, needs to be requested before you travel into a new zone on the Campaign Day map.
Assistant driver: One type of position in a vehicle. Normally responsible for operating the Hull MG if there is one.
AT Gun: Anti-tank Gun. A gun primarily designed for attacking armour.
AT Rifle: Anti-tank Rifle. A weapon used primarily in the early part of the war. Can penetrated lightly armoured tanks but has a limited range.
Bail-out: If your tank is penetrated and badly damaged, your crew will need to leave the tank as quickly as possible. Crew may have been injured by the initial hit that knocked out the tank, and may be injured during the bail-out process as well.
Barrel: The main part of a Gun weapon. Gun barrel length affects its accuracy at longer ranges and its armour-penetration power. S means a short barrel, L means long, and LL means very long.
Bogged Down: If your tank gets bogged down it means it’s stuck in place, and your driver will need to work to free it. Bogging is more likely in vehicles with higher ground pressure, and in rough terrain.
Broken Down: Weapons have a very small chance of breaking, and cannot be repaired until the end of the combat day.
BU: Buttoned Up. Crewman has his hatch closed and is protected from damage coming from outside the tank that does not penetrate the armour.
CE: Crew Exposed. Crewman has his hatch open or otherwise does not have protection from incoming fire.
Co-ax MG: Co-axial Machine Gun. A machine gun that is mounted in a turret on the same axis as a main gun, or as the main weapon. Cannot normally fire in the same turn as the main gun.
Commander: The commander leads the tank crew, and does not normally operate the main gun himself, freeing him up to direct fire or spot concealed enemies.
Concealed: If a unit on the scenario map is Concealed, it means that you know a unit is there but you don’t yet know its identity. Firing at concealed units is much more difficult. Spotting a unit will remove this penalty and reveal its identity.
Destroyed: Units that are destroyed are taken out of the battle.
Direct Fire: A command open to Commanders, gives a bonus to all attacks from the tank for that turn. More effective when the commander is CE.
Direct Movement: A command open to Commanders, give a bonus to all move actions for that turn. More effective when the commander is CE.
Driver: The crewman responsible for driving the tank.
Fate Points: Represents in an abstract way the forces of Fate protecting the player and their crew. Each Fate Point will automatically be used to save the Commander (if Player Commander is active) or can be used to force an incoming attack to automatically miss. A limited number of Fate Points are available each day.
Fatigue: A representation of mental and physical fatigue experienced by crewmen. Each battle has the chance of adding fatigue points to crewmen, which decrease the effectiveness of their skills. Crewmen lose all Fatigue Points at the end of each Combat Day.
Firepower: An absract representation of the effect of small-arms, machine gun, and explosive damage. Has the potential to reduce, rout, or destroy unarmoured units, and can injure any exposed crew in the player’s armoured vehicle. Firepower is cumulative during the same turn, so FP applied from different attacks will be added up and resolved all at once at the end of a phase.
First Aid: A command open to all crewmen, if a fellow crewman has a Critical injury, this will give him a bonus to recover.
Grit: Crewman stat, represents resistance to physical damage. Crewmen with high Grit will be less likely to be injured.
Gunner: The crewman responsbile for operating a Gun.
Hatch: A small opening near to a position on an armoured vehicle. Crewmen can usually operate their position with hatch open, giving them better visibility of the surrounding terrain, but leaving them vulnerable to incoming firepower. Some small turrets have the hatch on the rear of the turret, meaning that the main armament cannot be operated when the crewman is CE.
HE: High Explosive. One type of gun ammunition, used against unarmoured targets. If a Hit is secured with HE, it will apply Firepower to the target. HE effectiveness can be affected by the weather, terrain, and target status (eg. fortified.)
Hex: A six-sided shape, used in the game to represent an area of terrain. On the Campaign Day map, hexes are pointy-topped and represent an area of about 1.5 km across. In the Scenario Map, they represent an area of about 120 meters across. The visual contents of a hex are abstract representations of varied terrain.
HMG: Heavy Machine Gun team. A team of 2-3 people with a large, tripod-mounted machine gun. Able to penetrate light armour and produces a fair amount of Firepower.
Hull: The body of a vehicle, usually better armoured than the Turret or Superstructre. The player tank’s Hull is always facing upward on the Scenario map, and all other units rotate around it accordingly.
HD: Hull Down. A vehicle that is Hull Down has its Hull protected behind something large and solid such as a hill or stone wall. Any incoming hits that strike the Hull will likely have no effect. HD status is centered on the direction shown, and is less effective further away from that direction.
Hull MG: A machine gun mounted on the Hull of a vehicle, usually on the front. Usually operated by the Driver or Assistant Driver.
Jammed: Weapons have a small chance of becoming jammed with each use. The crewman operating the weapon must try to un-jam the weapon during a subsequent turn.
KIA: Killed in Action. The crewman has died during the Combat Day.
Knocked Out: The armoured vehicle has been damaged to an extent where it can no longer operate, and the crew must Bail Out of the vehicle.
Knowledge: Crew stat, increases the rate of experience point gain per Combat Day.
LoS: Line of Sight. The Scenario Map is an abstract representation of a battlefield, with many details not shown. If two units have Line of Sight between them, it means that there is nothing blocking a potential attack or Spotting attempt. LoS is always reciprocal. To gain LoS on an enemy unit, either you or the other unit must move or reposition.
Loader: The crewman responsible for loading and reloading a gun. With a Loader on a reload command, the Gun will have a higher chance of maintaining Rate of Fire.
Main Gun: The main armament for the vehicle.
Modifier: Many actions in the game succeed or fail based on an abstract “roll” against a chance expressed as a percentage. Factors that influence the odds of success or failure are quantified as “modifiers,” each of which may increase or decrease the chances of the action succeeding.
Morale: Crew stat, crew with higher Morale are more likely to recover quickly from negative status effects.
Overrun: A command that becomes available in Scenarios to Drivers if there is one or more enemy gun or infantry units in the hex directly in front of the player tank. In the movement phase the tank will move close to the enemy but will not enter a new hex, and during the shooting phase, after the enemy units have a chance to perform defensive fire, any MG attacks on units directly in front will have a bonus. Your tank will return to its usual position at the end of the turn.
Penetration: The AP attack has penetrated the armour, meaning that enemy units are destroyed and the player unit will either suffer some kind of damage or will be knocked-out completely.
Perception: Crew stat, crew with high Perception are better at spotting concealed enemy units.
Pinned: Non-vehicle units that take Firepower attacks have a chance of being Pinned, which restricts their ability to move and gives them a penalty to attack until they recover.
Player Commander: An option that can be selected at the start of a new campaign. If active, the Commander crewmen represents the player, and if he is killed, the campaign is over.
Promotion: Crewmen can be promoted during the course of a campaign, giving them 2 free advance points.
Ready Rack: A container for ammunition that is nearby the Gun, making is easier and faster to reload it. If the Ready Rack is active and a Loader is using it to reload a gun, the odds of maintaining RoF will be higher. The contents of the rack will need to be replenished at some point, however, from the tank’s General Stores.
Recon: An action on the Campaign Day map, which will reveal the enemy strength in an adjacent hex zone that is not already friendly-controlled.
Reduced: Infantry and Gun units that take Firepower may be reduced as a result, meaning some of their crewmen or personnel have been take out of action, but the unit is still operational. Reduced units are less effective at attacking, and are more likely to be destroyed by firepower in subsequent attacks.
Reposition: A command available to Drivers in Scenarios. Will possibly generate a new type of terrain for your tank, and may change LoS between you and enemy units.
Return to Base: An option available on the Campaign Day, to be used when continuing with the remainder of the Combat Day would be difficult or impossible.
Routed: Infantry and Gun units that take Firepower may be Routed as a result, meaning that they cannot attack and they will try to withdraw from the battle.
Shaken: A temporary condition of Crewmen that can result from an injury or near-injury. The crewman will be more likely to be injured until they recover from this condition.
Skill: Crewmen can start with skills and can added them during the campaign by spending Advance Points. Skills provide bonuses to certain actions.
Smoke: Smoke can be randomly present on the battlefield, or can be creased by Smoke ammunition. Makes spotting concealed units more difficult, and applies a penalty to hit.
Spot: A command normally available to all crewmen, which allows them to attempt to reveal concealed enemy units. The crewman’s Field of View will be indicated on the Scenario map with highlighted hexes. This is also the default command for crewmen with nothing better to do.
(General) Stores: The general ammunition storage for the tank.
Stunned: A condition that crewmen can attain through injury or incoming attacks. Stunned crewmen can still act but suffer penalties until they recover.
Tank: An armoured fighting vehicle, usually with a rotatable turret.
Tank Destroyer: An armoured vehicle designed for attacking tanks. Usually only lightly armoured but with a powerful anti-armour main gun.
Terrain: Both the Campaign Day and the Scenario maps have their own types of terrain, which affect movement speed, cover from incoming attacks, etc. The terrain type of the Campaign Day hex will determine the types of terrain encountered on the Scenario map if a battle takes place there.
Turret: The rotatable upper part of a tank. Any weapon mounted in the turret, and crewman positioned in the turret, will have their field of view changed if the turret is rotated.
Unconscious: A condition that crewmen can attain through injury. Unconscious crewmen cannot act until their recover, but since they are slumped down in their position they are not normally vulnerable to incoming fire, even if technically CE.
Victory Points (VP): An abstract representation of combat success. Higher VP means a more successful campaign. VP earned during the Combat Day are also used to calculate Experience Points awarded to surviving Crewmen.