Military Game








Military Game (announcement)

Cobi presents a completely new game with Cobi sets from the WW2 Historical Collection series! The game is a simple simulation of a tank combat in World War II. Each side is played by one team AXIS against Allied/USSR. See for yourself which side will turn out to be stronger!

What do we need?

To play the game you will need Cobi vehicles from the WWII Historical Collection series (including models of tanks, half-tracks, howitzers, guns, armed cars, motorcycles), soldiers' figures, light weapons (rifles, grenades, machine guns, cannons) .
Any number of vehicles and figures are allowed.
Vehicles intended for the game have a card with a scoring table that can be found in the packaging.


We play the game on a large area. This can be, for example, a table top or floor. Use Cobi blocks to build the environment: trees, bushes, obstacles (sandbags, ruins, walls, wrecks of vehicles, fences, rocks) and buildings, which will provide even more interesting tactical challenges.
Let the area become part of the game!


Metric measure, adhesive tape, dice.
We hope it will be fun to play, but also will teach you something about history and tactics elements.


If both sides agree that a rule is silly or inaccurate, we recommend that you change it to something you can agree on. Experimenting with—and adjusting—the rules, and values is great, as long as both teams agree. Look things up yourselves, on the internet or in your local library. But remember the most important thing: have fun!

Collect vehicles with special cards, buildings and terrain elements!


COBI proudly presents our Historical Battle Game about World War II. Start with the Easy level and when you feel comfortable with these you can move on to the difficult level or even the advanced level rules.




The game requires you to measure in centimeters and a have several six-sided dice (we will refer to as D6).

Divide the COBI models in two sides (or teams). Place them out on opposing edges of a mutually agreed upon battlefield (kitchen table, hardwood floors in the living room, the lawn in the garden, etc.).  Place various obstacles that imitate buildings, roads, rivers, hills, forests, and any other features. Move both sides on to the edge of the battlefield.

Players make a die roll to decide who plays which side. The player who roll highest on a D6 chooses his side and starts the game. They have the initiative.

The first player can perform an action with one of their vehicles (move or shot) or do nothing and give the initiative to the enemy. When both players have had a chance to take an action, the round is over and you must again roll for the initiative.

  Vehicle or gun
1 Move Forward
2 Move Backward
3 Turn 45 up to degrees
4 Move in Rough
5 Only on Road
6 Gun to Hit
7 Reload die Roll
8 Damage
9 Damage HE Modifier (HE Template)
10 Front armor
11 Side armor
12 Rear armor
13 Top armor
14 Damage to Destroy Target
15 Damage to Destroy Gun
16 Damage to Weaken Target
17 Damage to Immobilize Target
18 Crew
19 Cost
20 Special rules


Each of the vehicles can move forward the distance (in centimeters), that is written in section (1) on the relevant information table. The vehicle can reverse by as many cm as written in section (2). During the move turning costs as many cm as written in section (3) (this value must be deducted from the range of motion forward or reverse range). If the vehicle is travelling on the difficult ground (pile of rubble, marsh, river, etc.), then you must subtract the value of the point (4). If the vehicle is travelling only on a road surface, add the number of cm in point (5).

Example: The tank model #2464 Sherman M4A1 can move 22 cm forward (1). In a straight line (without turning), it can move 10 cm in reverse (2). Turning in either direction up to 45⁰ requires a loss of 5 cm (3). While navigating over any rough terrain it requires a loss of 5 cm (4). If the tank moved along a road all way, the range increases by 10 cm (5).

Example: moving the vehicle will result in a loss of range of motion for each turn of 45⁰. Sample route: #2464 tank Sherman M4A1 usually consists of several stages. The Vehicle moves 6 cm to the front, then turns 90⁰ losing the 10 cm range (5 cm for each rotation of 45⁰, a total of two times after 5 cm), which is two times as much as it specifies the point (3). If he wanted to turn back or turn 180⁰ it would lose as many as 20 cm of motion range (four rotations of about 45⁰, 5 cm range loss each).

Example: Forward motion (range) = 22 cm = forward movement cost 6 cm, turn 90⁰ -10 cm (2 x 5 cm), this leaves 6 cm to move unless the move is over any difficult ground which will lose 5 cm range additionally leaving only 1 cm (6-5 = 1).

Example: When moving only along a road, you will usually get an additional 10 cm range (5). You must follow the road but only pay for turns at junctions (if you must turn to stay on the road or go straight at a junction you do not pay the 5 cm (3).


Instead of moving, the player can decide that the vehicle will fire its guns. You can only shoot at another vehicle that is visible. It does not have to be entirely visible but no more than half of it hidden (for example: behind the building or a hill, forest, etc.). The gun must point at the target. You may rotate a turret by up to 90⁰ or turn 10⁰ for tank destroyers and assault guns.

To shoot the enemy, throw one dice. If the result is within the range specified on the card of the firing vehicle at a point (6), the shot has hit. If the result of the die roll is less than the value in point (6) the shot has missed.

If the shot hit. Then you should check the inflicted damage. The firing player roles 1 ( D6+)

That is a six-sided dice with the result of six giving the chance to roll again to try and score 7 by rolling another six. If it is successful you may continue to role adding one to the score for each six you role. Once you fail to role six you stop. This score is added to the damage value in point (8) to provide a total damage.

Examples of D6 +

A 6 followed by a 6 followed by a 5 = 7

A 6 followed by a 6 followed by a 6 followed by a 4 = 8

A 6 followed by a 6 followed by a 6 followed by a 6 followed by a 5 =9, and so on

The Target now roles a (D6+) in the same way. And then adds this to the relevant armor value, Front point (10), Side point (11), Back point (12). This is the value of the armor.

After subtracting of the value of the armor from the total damage, we get the result of the hit. If the result of the hit is higher or equal to the value in point (14), this target is destroyed and cannot take further part in the battle.

If the result of the hit is equal to the point (15) on the card, the target is damaged, and any further hit will destroy it.

If the result of the hit is equal to the point (16) on the card, the target loses its biggest gun and may only fire with its secondary gun if it has one. The target is damaged and any further hit will destroy it.

If the result of the hit is equal to the point (17) on the card, the vehicle is immobilized. It can shoot but can't move.

Example: #2464 tank Sherman M4A1 shooting at a German medium tank #2508 Pz. Kpfw. IV Ausf. (H) Shot in his front armor, which is 6 points (given in point (10) on its card).

The Sherman M4A1 Checks point (6) on his card he needs to role 3 or more on a D6

he scores 5 which is a hit.

The Sherman M4A1 Checks point (8) which is 9 and adds a D6+ to this.

He roles a 6 followed by a 6 and then a 3 for a total of 7

he adds 7 to 9 = 16 total damage

The Pz. Kpfw. IV Ausf. (H) Checks point (10) which is 6 and adds a D6+ to this.

He roles a 4, he adds 4 to 6 = 10 value of the armor.

Total damage 16 -  value of the armor 10 = 6

Hits 6 is higher than 4, which is, the value at the point (14) on the  Pz. Kpfw. IV card, and therefore the target was destroyed.

The game winner is the player who would destroy or disable all enemy vehicles.

If you do not understand some of the rules or want to change them, and your opponent agrees, then do it! Also, remember not to try to win at all costs and do not cheat. Doing so will ensure fun for all of its participants!

If you can master all the rules of the game from easy and you decide that you need more realism to the game and bigger challenges, see the expanded rules for more difficult play. You can find them on our website:





Warszawa, 2018
Version: 1.1.201812061015 EASY

Game authors: Gordon Boggon, Thomas Falk

Development of the game: Artur Machlowski

Photos: COBI S.A.

Graphic design: Magdalena Czekaj

Testers: Łukasz "Luka" Trupiszewski, Piotr “Superkrytyk” Księżycki, Krzysztof “Krzychu” Dzień, Piotr “Swawolnik” Machlowski, Victor "Klockowy Żołnierz" Chmurski, Mikołaj Mazik, Krzysztof Orłowski, Kamil “Polski Tankista” Niedek, Piotr Laskowski,

The official website of the game:


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This manual, or any portion of any additional elements may not be reprinted, or otherwise copied, reproduced or duplicated automatically, saved electronically or magnetically or read in the measures of the public media without the express written permission of the Publisher.

The Publisher reserves the right to consent to any use or reproduction of this manual, its parts and any additional elements by private persons and cultural facilities, and educational for personal use or educational and cultural purposes.

© 2018 COBI S.A. ul. Jaskrów 11, 04-709 Warszawa