Indeed, the designers encourage experimentation on all levels. Of all things, the game has its genesis as rules for a potential miniatures game that would concentrate on general aspects of armored warfare such as getting a flank shot, using terrain to advantage, exploiting the advantages of your particular tank, coordinating with infantry and arty, instead of technical detail such as exactly where a shot might hit. Basically, one first sorts terrain cards through a random method in two rows of three or more cards per side to create the battlefield. The designers provided a very useful substitute for a d10 roll to resolve various game functions. Each card has a list of colored random numbers.
Infantry are slow for example, most vehicles are fast.
To fire AT, a card notes range to the vehicle target, and determines via a random number draw whether it hits by drawing a number equal or lower than a To Hit Number for that range noted on the card. Certain terrain modifies the To Hit number. If a vehicle is hit, then the Penetration Value of the firer is compared to the Armor Protection of the targer. If penetration is higher, the card is hit, destroyed and removed from play. If protection is higher, nothing happens to the target.