The rules for tanks cover the use of armoured fighting vehicles in joint operations with infantry units. They are meant to handle roughly three tanks per side and emphasize the coordination of the different forces.
This ruleset is an extension to existing ones. You will need the following rulesets as well:
The gun rules to handle the tank's main gun!
The infantry combat rules for the basic game mechanics.
Tanks in Final Round are rated within the dimensions of the tank triangle: Speed, armour and firepower.
They are categorized into four armour classes and three speed classes. Additionally, the tank's main gun will be given an AT-class. Below are examples for the armour class:
A selection of tank profiles can be found in the Readouts
The infantry combat rules for the basic game mechanics.
The most important aspect of tank-infantry teams is the difficulty of communications on the spot of action and often the lack of understanding for each other's abilities and tactical doctrines. The Final Round rules try to recreate this by splitting up the tanks' action in two phases. Inbetween these two phases, infantry may act (and react upon the tanks). This makes tanks predictable and demands players to plan ahead the disposition of their forces.
Another trait characterizing armour in battle is their invulnerability against most weapons combined with a deadly risk of being completely destroyed by a single, well placed (or lucky) shot of the appopriate calibre. We have tried to include this in the rules as far as possible. Unlike infantry which can become broken and rallied multiple times, it is "all or nothing" with tanks. Enemy fire will either have no or only minor effect or simply knock out the vehicle.