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Understanding Tank Types Pt. 1

In the World of Tanks: Miniatures Game it is important to understand that every tank has a role, or type, and that this will have an impact on how the tank operates on the tabletop. Two tanks with the similar stats will play quite differently if one is a Light Tank and the other, a Self-propelled Gun.

Let’s take a look at three of the five different Tank types and what makes them special, along with some interesting examples.

Light Tanks are (generally) fast with a Mobility of 3, have high Initiative allowing them to move after other Tanks, with relatively low Firepower, Survivability and Hit Points.

The Light Tank rule says: Friendly Tanks shooting at a Tank within Close Range of this Tank gain +1 Firepower.

Using their Initiative, it should be possible to manoeuvre your Light Tanks into a position where they within Close Range of the enemy and, preferably, around the flank. This means that not only can you maximise their ability to inflict damage on an enemy Tank (the enemy will lose a Defence dice for both Close Range and being flanked), but also give every friendly tank a bonus Firepower dice as the Light Tank both distracts the enemy and highlights its position.

The M24 Chaffee is a perfect example of a Light Tank, with excellent Mobility and Initiative, acceptable Firepower, and reliant on moving around the table to build a Defence dice pool.

The Valentine on the other hand is a strange one. It has the same Firepower and Hit Points as the M24 Chaffee, but is much slower with only 1 Mobility and 4 Initiative. The Valentine does however have the Fortress rule which means that it does not lose a Defence dice when flanked and shot in the side. This means it may survive longer than the M24 Chaffee, assuming it can keep up with the enemy tank it is trying to attack!

Medium Tanks are the workhorses of the army with names like M4 Sherman, T-34 and Panzer IV having become known around the world. Only the Tiger comes close to being more famous…

These tanks trade a little bit of Mobility and Initiative for increased Survivability and, sometimes, Firepower over the lighter cousins.

The Medium Tank rule says: When Shooting, this Tank may Re-roll a blank Attack dice.

This represents their job of engaging and destroying enemy Tanks in rolling battles where they will hopefully outmanoeuvre the enemy and pile on the damage. 

The M4A1 Sherman (76mm) is an excellent Medium Tank, with good Firepower and acceptable stats across the rest of the board. It should find Light Tanks zooming around it looking to hit it where it hurts, but with some luck it can one-shot a T-70.

The Centurion Mk. I is another Medium Tank, but this one costs a lot more than the humble Sherman. But for the increased Cost you get more Survivability, Initiative and Hit Points. 

The job of the Heavy Tank is to take the fight to the enemy, draw their fire, take the objective and either destroy them one-by-one, or open them up for other tanks to knock them out.

Heavy Tanks should have excellent Survivability and Hit Points and generally one other good stat, whilst the rest are likely to be quite low. Their ponderous speed, well armoured but slow turning turrets and slow reloading guns often result in their Mobility and Initiative suffering.

The Heavy Tank rule says: When Defending, this Tank may Re-roll a blank Defence dice.

With Heavy Tanks often having a good-sized Defence dice pool the ability to have a little insurance and possibility pick up one successful roll when you, inevitably, roll a pile of blanks is invaluable. Over the course of the game this re-roll should contribute enough saves to keep your tank in the battle for an extra turn.

Whilst the Tiger may be iconic, the bigger and nastier version is the Tiger II which has excellent Firepower and Survivability, twice the Hit Points of the little M4 Sherman and still manages to have enough Mobility and Initiative that it is not a sitting duck.

The IS-2 trades a point of Survivability, Initiative and a Hit Point, but adds the Fortress rule (which is effectively a point of Survivability when your Heavy Tank has pushed across the table and is surrounded) and the Big Gun rule (which turns a Hit into a Critical). 


Light Tanks are great for finding the enemy, distracting them, and helping the rest of your Platoon to knock them out as fast as possible. Keep moving to ensure a good Defence dice pool and remember that their primary job doesn’t necessarily involve them hitting the enemy.

Medium Tanks can do everything, just not as good as any of the specialist tanks. They do provide some of the best point-for-point value and often combine a good mix of stats.

Heavy Tanks are brawlers, capable of withstanding more hits than other tanks before eventually giving up. Push enemy objectives, but don’t let them go in alone as the weight of fire will wear them down.

Click here to read about the Tank Destroyers and Self-Propelled Guns.