Bad PennyFive Shermans, One Radio
Bad Penny — Rules Reference, Edition 1

Contents

Every rule the game plays by, generated from the rules manual. Where a table's numbers are tuning rather than fact, the Handbook says what it does instead.

  1. How a battle is playedA battle is a series of periods.
  2. OrdersGrid references. Four figures (4765) name a kilometre square and mean its centre; six figures (473645) name a 100 m square and mean its centre.
  3. TerrainThe map is a raster of 10 m cells.
  4. Seeing and hearingEach seat sees through devices.
  5. MovementSpeeds for the M4A1, before terrain cost: three speeds, cautious, normal and fast.
  6. GunneryFrom fire command to first shot, in seconds.
  7. Armor, penetration, and damageA hit picks a location by the facing of the target relative to the shot.
  8. The menEvery crewman has seven traits — nerve, composure, awareness, intelligence, discipline, aggression and sociability — one job skill, and a bio: name, age,…
  9. Stress, reactions, skill, cohesion, trustStress runs from none to breaking.
  10. Order of battle, Tunisia 1942–43Vehicles. The M4 is the M4A1's welded-hull twin and carries 97 rounds (44 AP, 47 HE, 6 WP).
  11. RadioAll player tanks are on one net.
  12. The record of events and the enemyEvery event carries the tick and the entities involved.
  13. Ending a battleA scenario ends when any of these is met, checked at the end of a period: the objective cells held by player tanks or friendly infantry for two consecutive…
  14. Between battlesFatigue. One number per man, from fresh to spent.
  15. The kill boardWhat is credited. An axis tank or gun the platoon knocks out counts to the tank whose shot did it — a hit at the same tick as the kill, from a tank of the…