A SMALL GAME OF STEEL & GEOMETRY
Find the weak plate.Make your own a difficult target.
COMMANDER’S NOTE
LAST EXCHANGE
FIELD MANUAL
Disable the rival before your hull or turn budget runs out. Every shot is deterministic: green means penetration, amber means blocked. No hidden dice.
1. Read. Select a plate. Armor gets thicker along a sloped path. Side armor is only visible from a flank. APCR penetrates more, but you have only three rounds.
2. Angle. Set your hull before each action. About 30° protects both plates from a straight shot. On a flank, the incoming bearing changes: read the return-fire preview.
3. Act. Fire or shift left/right to expose a weaker plate. The rival fires back after every turn. Smoke protects your next action; a repair restores 55 hull, then the rival fires.
Watch the rival. Later rivals rotate their hull after the exchange. The field shows their current angle and the next one. Deflections still deal 6 chip damage.
Keyboard: Space fire · A/D shift · 1/2/3 shell · Q/E hull angle · Z undo · R retry. Pointer and touch controls work throughout. Progress saves on this device.
SOURCE & CREDITS
Original duel rules, interface, tank drawings and five authored scenarios. Penetration-distance interpolation is adapted from Claude-of-Tanks, by Kevin B. Liu (MIT). The plate-angle projection simplifies its ray/plate normal calculation. This is a standalone tactics game, with fictional values, rather than the full simulator.
Desert terrain generated with OpenAI’s GPT image tool, optimized and bundled locally. All gameplay runs in your browser.