Showing posts with label TANKS The Modern Age. Show all posts
Showing posts with label TANKS The Modern Age. Show all posts

December 16, 2019

TANKS The Modern Age
Battle At The Crashsite

After the last battles were lost by the NATO, their morale got low and some US troops deserted and tried to reach France, but the French army will not tolerate any deserters crossing their borders and prepare to fight against these foes.
While the Americans reached the crashsite of F-WTMD and destroyed a small East German reconissance platoon, the French are heading towards them...

We decided to build our platoons without knowing what the other player would use, what ended in 2 very different platoons, and in 2 NATO partners fighting each other.

On one side are the Americans, played by my mate Olli, choosing to play a rather small platoon equipped with a lot of useful upgrades. Just read his platoonlist (the M-109, Artillery Scout and Target Computer are custom cards):

Cobra Helicopter
- Improved TOW
M1A1 Abrams
- Artillery Scout / Randall Avery / Ressourceful Gunner / Silver Bullet
M-60 (coming next weekend)
- Joseph Ortelli / Robert Folk
M-109
- Target Computer

= 101 Points

On the other side are the French troops, which are a "quantity instead of quality" army, their strenght is the relatively low costs for average tanks that you get strenght in numbers. This time I took only tanks and howitzers, the "Rapid Fire (5)" ability of the AMX-30 tanks would be enough firepower against any enemy helicopter. The "Willie Petes" were useless, since they are only effective against units with a lower initiative.
Just take a look at my list:

AMX 30
- Willie Pete
AMX-30
- Willie Pete / Artillery Observer
AMX-30
- Henri Delacroux / Artillery Observer
AMX-30
- Andre Mareau
AMX-AUF1
- Ressourceful Gunner / Bomblet Bombardment
AMX-AUF1
- Ressourceful Gunner / Bomblet Bombardment

= 101 Points 

As you can see, 3 tanks and 1 helicopter are fighting against 6 tanks, who would win this battle?

After we placed the scenery and our units (except for the planewreck, all scenery pieces count as cover while the wrecked plane is a sightblocker), my mate Olli had the tactical advantage for the first round, and we were ready to start:

In the first round nothing happened, some units were moved but nothing else. The second round showed the strenght of the "Bomblet Bombardment", both AMX-AUF1 used it on the M-60, and with firesupport from an AMX-30, the Patton was shattered into pieces.
In that moment my mate Olli saw his troop already defeated while I was sure that I would win, but the game had not ended yet.

First Blood
In the third round the Cobra destroyed the first AMX-30 with missiles, the Abrams almost destroyed another AMX-30 in a single attack, while the French attacks did not do any harm to their enemy.

The fourth round included heavy firefights, a second AMX-30 was destroyed and the Cobra was turning its "Rapid Fire" on the very fragile howitzers, not destroying them.
Due to the "Ressourceful Gunner" both French AMX-AUF1 used the "Bomblet Bombardment" again on the Abrams hitting it a single time, while one of the two remaining AMX-30 made on its way to the M-109.

Round 5 and another AMX-30 got destroyed, but its "Final Fury" attack destroyed the M-109, now the Cobra and the Abrams were left over on the American side, while the French had a last AMX-30 and both slightly damaged howitzers.
The AMX-30 attacked the Abrams, scoring a critical hit. I tried my luck and attacked the Cobra with one of the howitzers (every tank has at least a D3 attack versus helicopters) and it got hit a single time.

The sixth round brought more casualities for the French, who lost their first howitzer, now it was two on two and I already had a rough foresight how the game would end.

The seventh (and final) round brought the defeat for the French. There was the (micro)minimal chance of getting a draw, according to the "Final Fury" rule, both destroyed tanks had a last attack, but they did not hit.

The American deserteurs have won the battle, but the US HQ already got informed about this and sends a platoon to hunt them down. After a future battle you will see, if 5 Humvees are strong enough to beat the leftover deserting units.


By the way, making the Americans deserters was done only for dramatic reasons and the lore of our campaign, those boys would never retreat.

This battle showed that "hightech" upgrades and air souvereignity play a big role in deciding the victory, more than having strenght in numbers. While the first rounds the French seemed overpowering the Americans, from the moment the helicopter went into battle, their luck changed.

The Fremch AMX-30 are well armed against helicopters, but having luck with the dice plays another important role, the first picture of the post shows my D5 attack versus a D3 defence, Olli had not even to roll his defence dice.
But in a usual fashion, this game made fun because it was unclear until the final rounds, who would win. We learned some more things on platoonbuilding, and, for a first game, the French fought hard. I will have to rework the US and Soviet custom artillery units and upgrades since I found some inconsistencies.

In the next days we are going to play a 4 player all vs all game, with slightly changed rules. I do not think the initiative rules to decide which tank to move would not work with 4 players fighting each other.

December 8, 2019

Leopard 1 Tank Expansion
for
TANKS The Modern Age

A closer look at the 1:100 Leopard 1 tank expansion for "TANKS The Modern Age" from Galeforce 9. This expansion contains a modelkit and some upgrade cards for the game. The kit itself originates from the "Team Yankee" wargame made by Battlefront Miniatures.

Some time ago, my mate Olli got this expansion for his Bundeswehr platoon, and he allowed me to review and build it. But with no further words left, first let us take a look at the modelkit which comes with this expansion:

The kit came in 2 green sprues containing all parts to build the Leopard 1 tank. All kits were nicely casted, and neither me nor Olli found any errors. No flash or miscasted parts were found, neither sinkholes nor visible ejectromarks (when built) were on the parts.
Even the amount of mouldlines was very minimal.

The kit give you the choice of either the wield or the casted turret, both with opened or closed commanders hatches. Also you can build the Canadian Leopard version, but that does not count for this expanion. Two turrets will mean, that one complete turret would disappear in the bitsbox (or not).

After we have seen the plastic kit from this box, let us take a look at the card for the Leopard 1:

The Leopard 1 has a high initiative of 8, paired with 1 armourpoint and a total of 6 hitpoints, this a solid unit. The attack of 4 is ok, the Stabilizer ability would let you reroll a single attack dice.
For its price this is a nice addition to each Bundeswehr platoon, costing only 15 points means, that you could take either 2 leopard 1 (+2 points for upgrades) or a single Leopard 2 for the some points.

Next let us see, which upgrade cards are included in this expansion, starting with the German heroic crewcards, which are "flip over" cards, what means, that they only work from the moment they are revealed:
(by the way, the official FAQ for ww2 "TANKS" is pretty helpful for this game too)

The driver "Dietrich Manheim" adds 2 initiative points for the movement phase. When revealed directly after shooting, the tank may do a single move in any direction without adding a speed token. When I saw that card the first time, I had to think of the "Cautious" abilitiy from ww2 "TANKS".
For 5 points this driver can be useful.

"Jürgen Schmidt" can be added as gunner to your tank. This gunner is one of the most powerful crewcards I have seen in both "TANKS" games. Not only he grants you 2 additional initiative points for the attack phase when the card gets flipped after its attack.
After that attack you may do an unmodified D4 attack to the same target, what means that you could destroy a heavy tank in a single round with some lucky dice.

Next are 3 global upgrade cards, the "Suberb Commander" adds 1 initiative for the cost of 2 points, more initiative is always useful, but there are better upgrades for the same cost.

"Manpads" adds a single D5 missile attack when discarded. For 2 points this is a useful upgrade, giving the ability to attack helicopters.
(Even when every tank at least has a D3 basic attack versus helis.)

The last card from this expansion is "Willie Pete" for 2 points. In ww2 "TANKS" this is called "Smoke Rounds", and that is what it is. When this gets discarded, you do not shoot any tank. Instead of that you define a target, that gets -3 attack and counts in cover for that round.
This is a good card to weaken heavy tanks like the Leopard 2 or the M1A1 Abrams for at least one round.
Just think of an enemy platoon, where each tank has equipped "Willie Petes" ;)

The kit itself was easy to build, and the result looks like this:

There are 2 minor changes made, I used the machine guns from the BFM Leopard 2 kit instead of the included gun, and I added a scratchbuild target sight (?) on the wielded turret which will get a 3D printed hull. And I added a Bundeswehr commander mini from my bitsbox.

The third tank expansion for Bundeswehr platoons is a good one. Not only you would get a solid battle tank (and a good model of it) for your platton, you also get a bunch of very useful upgrades for your tanks. As usual, the only minus is the missing of any decalsheet or crewmember, but this is a known thing with these expansions.

Since the choice of available Bundeswehr expansions is very limited (only 4), get at least one of them if you play German forces in "TANKS The Modern Age".
"Dietrich Manheim", "Jürgen Schmidt" and the ammo cards included did well when my mate Olli and I had a small game on my workbench (tanks only), ending with the defeat of my French forces. There are no pictures from that battle but I will get a revanche in the next days, which will get a small battlereport then.

By the way, I think, I found some "official (??)" custom cards for "TANKS" in this blog.

December 1, 2019

Leopard 2 Tank Expansion
for
TANKS The Modern Age

A closer look at the Leopard 2 tank expansion for "TANKS The Modern Age" from Galeforce 9. This expansion includes some cards for the game and a 1:100 modelkit, produced by Battlefront Miniatures for their "Team Yankee" game.

My mate Olli ordered this to complete his German Platoon, and eventually I took the opportunity to take a look at this it:

The modelkit comes in a single green sprue, and as far as I remember there were no issues with it. Neither sinkholes nor ejectormarks were found. The turret and hull details are good, some tools are moulded onto the hull. The tracks are (even when simplyfied) well made.
There is the choice of an opened or closed commander hatch. Also, there are 2 machineguns included, in case that you break one, you would have a spare piece.

After we have seen the plastic kit from this game expansion, let us take a look at the game material that is included. This time you will get 6 upgrade cards beside the unitcard.
Let us take a look at the cards and start with the card for the Leopard itself:

The Leopard 2 is one of the best tanks in the game. With 2 armourpoints and a total of 9 hitponts it can take some hits. Its initiative of 8 is higher than average. With 5 attackpoints and the "Advanced Stabilizer" this thing is a threat to every enemy tank. To use it you will have to spend 32 points, that is more than twice that the Leopard 1 costs.

After a quick look at the unitcard, now let us see which other cards are included in this expansion:

First we have 3 crewmember cards, all exclusively usable for German Tanks platoons.

The commander "Ernst Müller" adds 2 more initiative points for your tank. The price of 7 points may seem pretty high, but this cards also grants the abilitiy to add an additional attack dice against tanks with a lower initiative. This is pretty nice, a Leopard 2 with this comander would have an initiative of 10, what is very high.

Next there is "Klaus Katelaan", who not only adds an additional attack dice, when his tanks scores a critical hit, the defender draws 2 cards and you would have to decide, which of the 2 cards would be used for that critical hit. This upgrade costs 7 points, if you put it in a Marder you would have a nice AA unit.

The third crewcard is the "Homeland Defender", for 2 points he adds an additional initiative point for the movement phase. When that tank gots destroyed, you gain an additional attack die for your "Final Fury" attack.

The remaining 2 cards included in this box are global upgrade cards. 

"Adaptive" gives your tanks 2 more initiative points when you have three or more crewmember aboard your tank. If you are using lots of crewmembers in your tanks, this card is a must-have for only 1 point.

The "Liquid Courage" card could be known from the ww2 version of the game. It lets you reroll failed repairs for damage which is affecting your crew. This could be useful and costs as most generic equipment upgrades only 1 point.


According to my mate Olli, the kit was easy to build and took not much time to build, the result looks like this, but please note that no crewfigures are included, that guy came from the bitsbox. And I think, that the machine gun may came from the Leopard 1.


This expansion should be owned by everyone who commands a German platoon for "TANKS The Modern Age". Not only that you get (one of) the most powerful unit(s) in the game, which would not need any special crews to be a threat.
The kit is well made, the only negative point is the absence of any decals or crewfigures, but except for that this box has everything included to give your platton mor firepower.

Next Tuesday (22:30) we will take a closer look at a Zvezda model kit, a German expansion for their "Art Of Tactic" strategy game.

August 8, 2019

AMX-10P Expansion
For
TANKS The Modern Age

A closer look at the AMX-10P tank expansion for "TANKS The Modern Age" from Galeforce 9. Set in a fictional 1980ies world war 3 background, this game is the followup to ww2 "TANKS" (also made by GF9) with an slightly advanced ruleset and air units.

As usual, this kind of expansion contains a 1:100 modelkit made by Battlefront Miniatures and some cards for the game. First a look at the kit which came in this box:

The kit comes in one green sprue containing all parts needed to built this tank. I can not see any flaws, there are virtually no mouldlines to remove, no sinkholes were found and any ejectormarks would not be seen when this kit is built. As usual, this is a nice engineered kit, like all of the newer BFM kits.

After a look at the plastic, next are the cards included in this box, first we have the card for the unit itself:

The French AMX-10P is a light support tank with a relatively high Initiative and the "Scout" ability which means this tanks should stay in cover. It has with its Rapid Fire ability 5 dice against unarmoured vehicles and helicopters, and if it is equipped with MILAN missiles it has the ability to attack any unit on the battlefield. But this arnament is needed since its base attack is only 2. For 13 points (including the missile option) you get a light tank which is pretty fragile with only 3 hitpoints and 0 armour, but it may be a threat to any enemy unit.

Beside the actual card for the unit itself, the following crew and equipment cards are included in this expansion:

First there is the equippable "MILAN Firing Post" missile launcher for only 2 points which adds the option to  attack with 4 missiles. This may be a nice option, but I think it will not be used often, to be honest, I think that the French forces for "TANKS The Modern Age" can rely on the AMX-30 with its Rapid Fire 5 ability.

Then there are (as usually) the hero units for the French.

The driver "Henry Delacroix" offers the possibilty to re-roll one Defence dice when the tank has a speed token, this is not bad for the cost of 4 points. When you discard the card, this ability is gone but the tank then can do an additional single move in the movement phase without adding a speed token.

"Andre Mareau", the gunner, adds an additional Attack point and gives the ability to re-roll up to 2 Attack dice when the target is in close range. Costing 5 points, this seems like a must-have for any French platoon, since this card offers a big advantage.

Next is a card which the (French only) "charging" pre-fix, this time it is the "Charging Gunner" for 3 points. He adds an additional Initiative point during the Shooting Phase. Since this is one of those revealable cards, when this is revealed, for that round the tank gets an additional attack die when shooting the side of the enemies tank for that round.

The last card included is the "Artillery Observer", which is well known from the ww2 TANKS. Just read the text on the card for yourself , this card is very useful, if you rely on artillery tanks this is a must have worth two points.

There it is,  a closer look at the third and final expansion for the French.
It offers a light support unit capable in bringing down helicopters. The kit of this model once again has a high standard and the grade of detail in fine for its scale. The new crewmembers offer more tactical choices, especially the "Artillery Observer" is very useful, since the French are the only nation which can use artillery.
But the usefulness of this unit is unclear. For only 2 more points you could choose the AMX-30 which has way better stats. But since all reviews for the French expansions are done, it is time to get a view at the possible tactics and platoon builds for them in a future post.

This has nothing to do with the AMX-10P, but since the tank got painted in the same style and I am to lazy to take a picture of it, here is a picture of the 3Dprinted/bitsbox AMX-AUF1 artillery tanks for my French platoon, in the foreground a potential custom unit can be seen.

It is possible that I will add one or two additional posts tonight, at the moment the "TANKS The Modern Age" Cobra helicopter and another 3Dprinted/bitsbox hybrid are waiting for their sealing with matte varnish.

June 15, 2019

AMX-30 / AMX AUF1 Tank Expansion
For
TANKS The Modern Age
&
Team Yankee AMX 30 Tank Platoon

A closer look at the AMX-30/AMX AUF1 tanks expansion for "TANKS The Modern Age" by Galeforce 9. This game is a remake of ww2 "TANKS" with extended rules, and a spin-off of "Team Yankee". It contains a 1:100 model kit and some cards for the game.

First let us take a look at the plastic model kit that is included:

The kit comes in 2 green sprues containing enough parts to build either an AMX-30 or an AMX AUF1. Whatever you choose, there will be one complete turret left over for the bitsbox.
The kit came without any flaws. It is made in the same high quality as the other newer BM plastic kits I know. Neither sinkholes nor flash can be found on the sprue, a quick look offered that there are no ejector marks that would be seen when the kit is built.

After a look at the plastic, let us take a look at the cards which are included in this expansion. First there are the cards for the available units from this box:

The French AMX-30 offers with an Initiative of 6 and an Attack of 4 a solid base unit. Having an armour of 1 is ok, but only 5 hitpoints makes this one of the weakest battle tanks in the game. Sure, it is not the best tank in the game, but it is better than it may seem because of the AMX-30 special ability.
This tank is equipped with the "Rapid Fire" ability, granting this tank 5 dice against helicopters and unarmoured vehicles. For 13 points, this tank is a must-have for the French, even when there would be more battletanks to choose from.

The French AMX AUF1 is the only official artillery unit in the game. With a defense of 0 and only 3 hitpoints this thing is at the same level as most light tanks from the game. It has the lowest initiative in the game, with only 1 it moves first but shoots last what is a big disadvantage.
Its strenght is the "Artillery" ability, which lets it shoot over other tanks. "Brutal" is very useful too, it lets you change one hit to a critical hit.
With 10 points this unit is very cheap, but its usefulness may not be given in every game.

After a look at the units, let us see which other cards come with his game expansion:

There are 4 crewcards and one equipmentcard in this expanxion. First there are two French hero cards.

The commander "Paul Durand" adds 2 Initiative and 1 armourpoint. You also may place up to 2 tanks not before the game starts but in the first rounds repair phase. For 5 points this commander should join every French Platoon.
The gunner "Laurent Dyre" adds 2 Initiative during the attack phase, its special ability, just read it for yourself, is useful for any tank with a high Initiative. Pretty good for only 4 points.

The next 2 crewmembers are French use only and the new type of "Revealable" cards.
The "Charging Commander" adds for 3 points +1 initiative while the movement phase. When revealed, the tank gets +1 Armour for that round.
Next is the "Charging Driver" who adds +2 Initiative during the movement phase. When this card gets revealed, the tank gets the "Fast" ability for that round. This is a nice addition for only 3 points.

Last there is the "Bomblet Bombardment" for 4 points. Usable only for artillery tanks, it grants you an unmodified D3 attack versus the target tank and all other tanks in close range when discarded. This could be a big gamechanger, especially when combined with the "Artillery Observer" which is included in the AMX-10 expansion.

This expansion is solid, the model comes in a high quality and offers two choices to build. The units for the game are not bad, but I hope that GF9 will make more French battle tank expansions. The addition of the new French crewmembers with the "Charging" tag is nice, I will see how useful they are.
As usual, the only negative point on this model are missing crewmember figures, at least one figure would have been nice, and also there are no decals included.
The main battle tank costing only 13 points, makes me think that the French are a mass army compared to the USA or germany.

I got 2 AMX expansions, but only two of them are not enough for a good game, especially since they are not the best units available and they have a quite low cost of points, that is why I had to get some more AMX tanks trying to score victories by strenght in numbers. Getting a Leopard 2 or an M1A1 down one on one seems pretty impossible, but what if the ratio would be 3:1?


A closer look at the AMX-30 platoon for "Team Yankee" from Battlefront Miniatures. Team Yankee is a ww3 tabletopgame in 15mm/1:100 scale which uses the same models than "TANKS The Modern Age". That is why I choosed this box to improve my French tank platoon.

This box contains 5 AMX-30/AMX AUF1 sprues, which were already shown in this post.

Also included are some unitcards for "Team Yankee". At the moment they do not interest me, but since my mate Olli and I have rulebooks for the game, it is not impossible, that you may read some Team Yankee battlereports in the far future.

More interesting than the unitcards are the other things which came with this box.

First there is a small sprue with 6 tankcommander figures. It is made from the new plastic which is used for Battlefronts Miniatures figuresets. It feels minimal softer than resin or the Restic stuff used by Mantic.
This addition is very useful because the figures could be used for other nations.

Finally there is a small decalsheet with names for the tanks included. I did not test them, but I know, there are two different types of decals available from BM.
They are very thin and either they will need very long in the water, like the "Flames Of War" decals, or they need only a short period of watering before they can be applied, like their "Team Yankee" counterparts. No matter which type they are, all BF decals I used before were pretty fine even when sometimes it got tough to apply them properly.

I already started to work on the first tanks from these boxes.

On the picture you can see another bitsbox/3Dprint hybrid.
Due to the fact that I will get 7 spare turrets when I will have built all of one or the other AMX variants, I searched through Thingiverse, looking for possible spare parts and found this AMX AUF1 file.
Printing the hull took about 4 1/2 hours, but when it was finished, I saw that I will have to recallibrate the 3D printer since the surface details were not printed properly.
I can replace this anytime with a better print, but for now it is ok, I think the big turret distracts from the hull. The turret was magnetized using the method I used before.

I think I will print 3 more of these hulls, a platoon of 4 AMX AUF1, each under 20 points with useful equipment, may be pretty fragile, but with the right support units they may be a tough challenge.

A simple desert pattern was chosen, at least for the AUF1. The paintjob is not finished yet, there are some things left to do, highlights, decals, varnish, all that stuff.

All artillery units will get commander figures. To have something different, I used a "Flames Of War" tank commander with a French head with Kepi (also FOW), just  to let them look like the troops of the French Foreign Legion.

After I have uploaded the next closer look at the last remaining French expansion for "TANKS The Modern Age", after that and the first games using them I may write a post about the French forces for the Game. And since the amount of available choices for the Germans and French is very low, you may expect some more custom units for the game.

May 30, 2019

Gazelle Helicopter Expansion
For
TANKS The Modern Age

A closer look at the Gazelle helicopter expansion for "TANKS The Modern Age" by Galeforce 9. It is a remake of TANKS with an advanced ruleset and additional air units, and a spinoff of Team Yankee (based on this book). I did not read it, but I have this one in my library and the scenario seems equal to me.

As all other "TANKS The Modern Age" expansions, this pack contains an 1:100 model kit, taken from the "Team Yankee" range, the matching unit card(s), additional equipment/crew/doctrines cards, and a flyerbase for the model.

First let us take a look at the kit from this expansion:

The kit comes in one green sprue which contains all parts to build the Gazelle. The casting quality is good, there is minimal flash to remove, but there are annoying ejectormarks on the bottom of the rotorblades and the HOT launchers.
But except for that, the kit comes in the usual good quality as the other 1:100 kits for the game. I think, that building this kit would go fast and without any issues.

The flightbase is casted in good quality, gives you two height options and offers the choice for magnetization, but it works fine in my Cobra/Hind helis without magnets. This are not the actual parts included in the box, they are identical to them.

After a look at the included modelkit, now let us take a look at the cards which are included in this expansion. First there are the cards for the unit itself:

The French Gazelle 20mm has a initiative of 10 what makes it the last to move but first to fire what is a clear advantage. Beside that it shares its Armour of 0 and only 3 Hitpoins with all other helis except for the Hind. Its "Rapid Fire" ability offers 5 dice against unarmoured vehicles and helicopters, but that is needed with an base Attack of only 2. For 21 points you would get a basic helicopter hunter for the French.

The Gazelle HOT version shares its Initiative of 7 and its Armour of 3 with all other helicopters from the game, except for its 20mm version. With 3 hitpoints it is pretty weak and except for its 5 dice missile attack it is unarmed. This restricts its attack abilities because of the special rules for missiles but for 23 points this is a strong unit for every French platoon.

After a look at the unit cards, now let us take a look at the equipment/crew/doctrines cards which are included in the Gazelle expansion.

7 crewcards are included in this expansion. As in the other helicopter expansions there are 2 heroic crewmembers for this specific nation and some crewcards usable for all nations.

The French pilot "Baptiste Deschamp" offers for the cost of 6 points not only 2 additional initiative points, also you may change the elevation of the chopper at the end of the movement phase without to add a speed token. This sounds very useful.

"Clement Martin", the French (helicopter only) gunner changes every attack into a Sideshot what is a high advantage, reducing the opponents defence dice by 1. With 8 points this card is pretty expensive, I will see how useful it is.

Then there are the cards which can be used by all nations.
First there is the "Defensive Pilot" which lets you reroll one defense dice for the cost of 4 points,  the "Risky Pilot" gives you a bonus if you attack at close range for the cost of 3 points. Both are good alternatives if you play more than 1 Gazelle helicopter in a game.

The remaining 3 crewmembers are not limited to helicopters. The "Inspired Commander" offers 2 additional initiative points for the cost of 4 points, but I would prefer "Baptiste Deschamp", who offers for 2 additional points and a very good advantage.

Two gunners are included,  the "Bloodthirsty Gunner" adds 1 attack dice at close range. For 3 points this may be useful for a tanks, but in comparison to the fragility of helicopters the only helicopter which may have use for this card is the Soviet Hind.
The "Sharpshooter Gunner" could be a pretty powerful addition, its cost of 5 gives you the advantage that your enemy has to draw 2 cards at the first critical hit and you have to decide which card counts and which would be discarded.

Last, there are 3 equipment/doctrines cards included.
"Extra Ammunition" lets you reroll your attack dice when discarded, for 2 points this card is useful for every unit in the game.

As also included in the HIND, the PAH, and the Cobra expansions, "Countermeasures" and "Defense Maneuvres" cards are included in this box, both are very useful for defending attacks, worth 2 and 3 points this equipment may save your helicopter in critical situations.

This expansion is a nice addition for each French platoon. The kit is almost without any faults, and the cards included offers some nice options to customize your Gazelle.
The only negative point on this and all other TANKS games expansions is that there are no decals included in this box and this sucks. I am still looking for a cheap kit to loot for some French decals.

But except for that an additional air unit is always welcome. Based on experiences from earlier games, helicopters are strong units and the Gazelle is no exception.
I will build the Gazelle equipped with HOT launchers, since the French main battletank has the "Rapid Fire" ability, what you may see in one of the nexts posts when I will take a closer look at the next French unit for "TANKS The Modern Age".

-

Beside that, I continued some work on new custom stuff for "TANKS The Modern Age". As I mentioned in earlier posts, I would like to try to write a plane expansion for the game.
Originally this was planned for the ww2 version of TANKS but there is no reason why the planned rules would not fit in a ww2 setting with the matching models and cards.

Just for fun as the other custom units which were made before, but containing not only attack planes, but also new units and some additional equipment like new air-to-air missiles for helicopters and matching new rules for all of the new stuff.
But that means that I would have to think about new game mechanics, for helicopters, you may choose not move, but a plane has always to move, and I think it would have to move in the attack phase too. As also in the command phase.
And it should have only maximal 45 degree turning abilities, since it is a plane and not an UFO. I do not want to make it too complicated because this is just a fun project. Maybe it turns out stupid or it may be a big fun. When it is finished, you will find it in this blog.

The other thing I would have to find a solution for are the pointcosts for the unit itself and all its armament, pilots and equipment. As I wrote in the SU-25 post, a potential game unit, the point costs for this stuff have to be well balanced.
This would be powerful units, that is why I decided so set the costs for ground attack fighter higher then the costs for a well equipped Hind, in other words, would you rather take 2 M1A1 or would you take an A-10.