|Turret Crew Tasks per Turn: 1 Man|
|Operate a radio set (1 turn)|
|Direct unit (1 turn)|
|Spot for targets (1 turn)|
|Load main armament (1 turn)|
|Fire main armament (1 turn)|
|Fire turret MG (1 turn)|
|Turret Crew Tasks per Turn: 2 Men|
|Fire pre-loaded shot||Operate a radio set|
|Spot for targets|
|Load main armament||Fire main armament|
|Fire turret MG||Fire additional turret MG|
|Turret Crew Tasks per Turn: 3 Men|
|Load main armament||Fire main armament||Operate a radio set|
|Spot for targets|
|Fire turret MG||Fire addtional turret MG|
|The table lists possible crew tasks during a game turn,
based on the number of turret crew of a particular vehicle. French tanks of the period
suffered from the single man turret problem, a significant tactical disadvantage compared
to the multi-crew turrets of German Panzers.
Tanks with crew losses due to casualties or crew members engaged in extra-vehiclular activity, use the relevant turret crew level in the table above. Tanks with self-loading main armaments, such as the Italian M.13/40 medium tank, count as a 3 man turret for tactical and operating purposes.
Co-axial turret M.G.s cannot be fired at the same time as the main armament, because the gunner would have to operate both trigger pedals simultaneously with one foot. The same problem would apply in the few tanks which had hand-triggered control systems. In addition, main gun and coaxial MG use different sighting scales, making accurate aiming and simultaneous firing of both weapons impossible. It was not attempted in reality.
Independant turret M.G.s, such as the gimbal-mounted T-28 main turret front L.M.G., can be fired if the loader is available for the task. The shell type of a pre-loaded shot must be declared when the shot is loaded, the player is not permitted to delay until a target is actually encountered.
Gun crew levels: