Bad PennyFive Shermans, One Radio
The game

Five Shermans.
One radio.

You are a second lieutenant of the US 1st Armored Division. Four sergeants answer you on the net and your own crew answers on the intercom. What you know of the battle is what they tell you, when they get round to telling you.

What you do

You talk. Speak on the net by callsign, in your own words: Three, hold and put HE on that gun. Four, move up on his left. A commander answers in his own voice. A cautious man asks back when an order is unclear; an aggressive one acts on his reading of it and tells you afterwards.

Your own crew is on the intercom, not the net. Gunner, that tank, AP goes to them, they answer in a few words, and the order lands on your own tank. If you would rather be brief, the net also takes a structured order: a callsign, a verb and a grid.

The home screen the app opens on: the field desk's five rows and the company bulletin.
The field desk the app opens on, and the company bulletin.
The radio pad mid-exchange: the commanders' contact reports, the lieutenant's transmission, and two acknowledgements.
The radio pad. One station transmits at a time; the others wait.

How a battle runs

Before the map opens, you read your field order: the situation, what intelligence believes of the enemy, the mission, your platoon, the objective, and how the battle is won or lost. Nothing on it is generated by a model.

Then the battle is a run of thirty-second periods. In each one you transmit, the world moves for everyone at once, and you watch the period back from tank one's seat: what your crew saw, what landed near you, and the commanders' reports voiced at the moments they were sent. A late report arrives late.

The field order before the map opens: situation, enemy, mission, the platoon, the objective.
The field order, before the map opens.
Just after a period: eight contacts plotted, one knocked out and burning, tank Four immobilised, incoming fire on the pad.
After a period: contacts plotted, one burning, Four immobilised.

The map

The sheet is drawn from the actual elevation and features of the place, renamed as it was in 1943: a GSGS reprint of the French 1:50,000. Over it lies the acetate, your platoon in FM 21-30 signs and the enemy where your men say he is.

A reported gun is a dashed circle until somebody lays eyes on it. A contact your crew has lost goes grey. Nothing the simulation knows that you do not reaches the sheet.

The map board with the platoon plotted and the acetate, the objective on the ridge in view.
Sidi Bou Zid, period one.
The five vehicle cards mid-battle: ammunition spent, status and notes, the crew strips in colour.
The five vehicle cards mid-battle: ammunition spent, status, the crew strips.

The campaign

The same five tanks and the same men from one day to the next. They tire, they are wounded, they are killed, and what the depot sends back is green and knows nobody. Most days are not battles: those are the days your men get some of it back.

Some mornings a man comes to see you in camp, about a loss, a promotion, an odd turn, and you answer him by typing, the same as on the net. When Tunisia runs its course the camp's one button reads Move on, and the platoon sails for Anzio. The two theaters.

The campaign camp the morning after a battle: the platoon's crew cards, the score strip, a man waiting to be seen, strength and the depot.
Camp, the morning after.
The kill board: two armour marks credited to tank Four, what the day cost, the awards.
The kill board.

The report

When a battle ends the game writes a record of it. The report is the same sheet with the fog off: drag the timeline and watch where the enemy really was beside where you had him plotted, with the findings down the right. What it cost, what you did not know, what you did well, and what the men make of you.

Nothing in it is written by a model.

The after-action report with the fog off, at the platoon's first kill: enemy on the road and the ridge nobody had plotted, leader lines to the plotted ghosts, the findings down the right.
The fog off. The truth beside the plot.

System requirements

The live commanders need an internet connection. The scripted commanders, the campaign, the camp and the report run offline. More on the support page →