Bad PennyFive Shermans, One Radio
The Handbook

Contents

Written for a player who has never seen the game: what happens, what to do, what to expect, never a tuning number.

  1. A battleWhat a battle is, thirty seconds at a time, and how one ends.
  2. OrdersHow you tell a commander what you want, and what he does with it.
  3. The radioFive tanks on one net: what a commander sends, when, and how much of it to believe.
  4. Seeing and hearingWhat your crews can see, what they hear, and why the map shows only what they believe.
  5. Gunnery and armourFrom fire command to first shot, and what a hit does when it lands.
  6. The menWho is in the tanks, what shakes them, and what they think of you.
  7. The campaignThe same men from one day to the next, and Tunisia into Italy.
  8. The kill boardMarks on the barrel, and who gets credited.