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If a friendly Grand Offensive is carried out using Tanks (anywhere), no test<br />
of Tank values takes place elsewhere.<br />
In all instances, there may only be one Tank value test per turn (for one<br />
side).<br />
Tank values may only increase from the test. Once a level is achieved, the<br />
tank may not drop below this level.<br />
Tanks: Entente and Central Powers<br />
Each side has its own Tank value, evolving during the offensives.<br />
Nonetheless a limit exists: the gap between the adversary’s value may be<br />
no greater than 2. As a consequence, the side with the lowest value will<br />
always have its tanks increased by this method.<br />
21.13.2 Tanks in Combat<br />
Tanks as Support<br />
A Tank adds its support value to an “engaged” friendly unit. But it is fragile<br />
and risks being destroyed during combat. Thus, it is better to have several<br />
Tanks present in order to benefit from support for several rounds.<br />
A Tank may support any corps at all, with the condition that a national corps<br />
is in the stack at the beginning of the battle (whether he is engaged or not).<br />
This tank support is additional to artillery support. A Tank doesn’t spend<br />
any MUN to be used.<br />
Reminder: a Tank is always worth 1 in defense unless alone.<br />
Tanks and Trenches<br />
Tanks may benefit from the Infiltration Tactic. Infiltration has the goal of<br />
diminishing enemy trenches at the beginning of the battle.<br />
To use Infiltration, it is necessary to carry out a major battle (4+ corps) and<br />
to have at least 2 Tanks to engage in the 1st round (one per sub-battle).<br />
Then, the player may commit additional tanks as he wishes.<br />
Each time the “Main” battle of a Grand Offensive is won (Target region<br />
taken), the Infiltration Tactic becomes more and more effective with Tanks:<br />
permanent bonus of +1 to reduce the trenches (max. +2).<br />
If there is only 1 Tank, the Infiltration Tactic may not be used, but the Tank<br />
keeps its normal bonus (support in combat).<br />
Tanks and Battle<br />
A Tank, once engaged in combat, must stay there the whole battle. It may<br />
not be disengaged until the battle is complete or the tanks is destroyed.<br />
On the other hand, nothing obliges the player to engage a new Tank if one<br />
Tank is destroyed during a round (except to respect the minimum of Tanks<br />
engaged). But, if he does, this new Tank must stay engaged.<br />
A HQ may send Tanks from his reserve to reinforce during a battle, as well<br />
as one corps. The same for the GHQ.<br />
Tanks and Losses Sustained<br />
If the unit engaged in combat has sustains a loss (even at which inflicts no<br />
damage), the supporting Tank may be destroyed. This is checked on the<br />
Tank Destruction Table:<br />
Light Tanks<br />
Tanks may be placed in the HQ or GHQ Reserve. A light Tank does not<br />
count in the reserve capacity. Light Tanks in reserve may be used during a<br />
flank or in depth breakthrough.<br />
Heavy Tanks<br />
Heavy tanks may be placed in a HQ’s reserve, but they may not participate<br />
in an in depth breakthrough. Heavy tanks in reserve may only be used in a<br />
flank breakthrough (never in depth).<br />
The GHQ may also have heavy Tanks in its reserve.<br />
21.13.3 Production of Tanks (in short)<br />
Germany, Austria, England, France and the United States may produce<br />
Tanks. Russia may build them too, but at the earliest 2 years after the other<br />
powers have produced their first tank unit. Requirements and constraints<br />
are:<br />
● It is necessary to possess the “Heavy Tank” technology.<br />
● In the beginning, the production rate is limited to 1 Tank per<br />
Interphase.<br />
● A Tank is built in 4 turns.<br />
● Tanks are support units. It is necessary to stagger their production<br />
over several turns (i.e. mixed with the other support units).<br />
See 21.6.2 for more details.<br />
World War One: La Grande Guerre 1914-1918 129