Panzer Combined Rules v9
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Transcript of Panzer Combined Rules v9
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5/21/2018 Panzer Combined Rules v9
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5/21/2018 Panzer Combined Rules v9
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TABLE OF CONTENTS
A. INTRODUCTION TO THE RULES ..............................1
1. Game Components.............................................................1
2. Game Scales.......................................................................1
3. Mapboard...........................................................................1
4. Unit Counters .....................................................................2
5. Interpreting The Data Cards...............................................3
6. Set Up And Preparation For Play.......................................5
B. THE BASIC GAME RULES............................................6
7. Introduction To The Basic Game.......................................6
8. The Basic Game Sequence Of Play ...................................6
9. General Game Procedures And Rules................................7
10. Measuring Ranges............................................................7
11. The Sighting Phase ..........................................................7
12. The Order Plot Phase - How To Move.............................8
13. General Rules Of Movement ...........................................8
14. Sample Command Sheet Notations..................................9
15. The Direct Fire Phase - How To Fire AP Shells ........... ...9
16. The Movement Phase.......................................................12
17. The Adjustment Phase .....................................................1318. Victory Conditions - How To Win...................................13
C. THE ADVANCED GAME.............................................13
19. The Advanced Game Sequence Of Play ........... .......... .....13
20. Advanced Game Command Sheet Preparation ......... ....... 13
21. Advanced Combat Order Plots ........................................14
22. Advanced Movement Order Plots....................................14
23. Advanced Fire Orders......................................................15
24. Leg Unit Movement.........................................................15
25. Towed Unit Movement ....................................................15
26. Transporting Units ...........................................................15
27. Advanced Game Firing Notes..........................................15
28. How To Fire GP Weapons...............................................1629. GP Effects ........................................................................16
30. Flamethrowers..................................................................17
31. The Close Assault Phase..................................................17
32. The Overrun Phase...........................................................17
33. Bailed Out Vehicle Crews And Transported Units..........17
D. SITUATIONAL RULES ................................................18
34. Offboard Artillery ............................................................18
35. Mortars.............................................................................19
36. Air Support ......................................................................19
37. Mines ...............................................................................20
38. Special Infantry Units And Equipment ........... .......... ....... 20
39. Special Ammunition ........................................................20
40. Assault Boats ...................................................................21
41. Paratroops ........................................................................21
42. Gliders..............................................................................22
43. Special Vehicle And Gun Notes ......................................22
E. OPTIONAL RULES .......................................................23
44. Indirect Fire......................................................................23
45. Main Gun Depression ......................................................24
46. Additional Vehicle Armor ...............................................24
47. Emergency Vehicle Speed ...............................................24
48. GP Fire Terrain Modifiers Vs. Vehicles ..........................24
49. Hasty Entrenchments ("Y") .......................................
50. Limited Intelligence...................................................
51. Optional Sighting Rules.............................................
52. Fires In Buildings And Alleys ...................................
53. Time Of Day And Weather........................................
54. Machinegun Team Pinning Fire ................................
55. Organization And Command Control........................56. Morale And Panic - Training And Experience ......... .
57. Captured And Borrowed Equipment .........................
58. Limited Ammunition And Fuel .................................
59. Terrain Options..........................................................
60. Multi-Player Rules - Umpired Games .......................
61. Panzer- '88' -ArmorConversions ............................
F. SCENARIOS .................................................................
I. Introduction To The Scenarios.....................................
II. Scenario Format ..........................................................
III. Sequence Of Scenario Set Up........... .......... ........... ....
IV. Unit Selection ............................................................
V. Determining Time And Weather ................................VI. Terrain Support Set Up..............................................
VII. Designated Artillery Plots And Airborne Informatio
VII. Combat Unit Set Up.................................................
IX. Varying Scenario Victory Conditions .......................
X. Doing Your Own Scenarios........................................
XI. Scenarios ...................................................................
CREDITS...........................................................................
DESIGNERS'NOTES .......................................................
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Page 1
A. INTRODUCTION TO THE
RULES
PANZER (along with its sister games 88 andARMOR) is a tactical game of ground combat in
the European Theater of Operations during World
War II. The game includes the most important
and/or interesting units used by the Axis (German
and Italian) and Allied (Soviet Union, United
States of America and British Commonwealth)forces in these combats. The game can be played
by two or more players, each commanding a smallground force.
1. GAME COMPONENTS
1.1 Unit Sorting and Storage Tray: A compart-mented plastic tray is included for the separation
and storage of the units. Sort the Combat, Turret,
Support, and Miscellaneous counters into the
pockets of the tray, placing one or two types of
counters in each pocket. The Terrain counters and
Range Scales are too large for the pockets, andshould be spread out in the bottom of the game box
under the tray for storage. It is helpful to label
each pocket with a china marker. Sorting thecounters greatly speeds the set up of the game, and
time spent sorting the counters.1.2 Game Cards: The Game Card contains the
most-used charts and tables needed for playing the
game. Two cards are provided so that each sidehas one available for reference during a game.
1.3 Command Sheet Pad: These sheets are used
to record the movement and firing orders for the
units and to record hits on them. Each player
requires one sheet to play a game.
1.4 Rulebook: The Rulebook contains all the rulesof play for the PANZER system, information on
setting up scenarios, and additional reference
material.
1.5 Data Cards: The 148 Data Cards give the
individual information for each type of Combat
unit in the game. Each card is individuallynumbered to help in identification. The cards must
be broken apart to be used for play. Note that
some types of counters may be used with morethan one Data Card. For example, the Cromwell
counter may be used with the Cromwell or
Cromwell C/S (Data Cards 105 and 106).
1.6 Target Angle Wheel/River/Glider & Para-trooper Card: Printed on this card are the two
Target Angle Wheels, River (RVR) Terrainoverlays, and the Glider & Paratrooper Placement
hexagon. All of these must be carefully cut out
from the card for use in play. Trim around thethick lines of each item, including the hex shapes
in the centers of the Target Angle Wheels and the
Glider & Paratrooper Placement hexagon.
1.7 Dice: Two decimal dice are included in the
game, one white and one colored. They can be
used as provided, but are easier to read if the
numbers are filled in with a black waterproof felt-
tip pen.
1.8 Other: Not included in the game but necessaryfor play, is a pencil for each player. Pencils are
recommended over pens to allow erasing.
2. GAME SCALES
Each hex on the mapboard is roughly 50 meters
from side to side. Each Vehicle, Plane, or Anti-Tank unit represents one actual item, with crew.
Each Leg unit represents four to 20 men and their
equipment. Each Armor Factor represents roughly
5mm Armor Basis. Each Turn represents 20 to 90
seconds of actual time.
3. MAPBOARD
The mapboard consists of multiple geomorphic
sections that can be joined together in a variety of
ways. The mapboard shows terrain features typical
of Europe and North Africa. The mapboard
sections form the playing surface on which the
combat units are placed and moved.
3.1 A hexagonal grid is printed on the map to
determine movement, facing and the exact position
of the units. An individual hexagon is called a
"hex". Each hex has a white Line of Sight Dot
(called a "Dot") used for sighting and firing. Most
hexes also have a four-digit identification code thatserves as its designation. The hexes where the
mapboards join do not contain an identification
number, as these numbers would change dependingon how the mapboard sections are joined together.
These hexes can be identified by referring to either
of the adjacent hexes on the joining mapboard
sections as if they were a continuation of those
hexes' numbering sequence. For example,
mapboard sections "A" and "B" are joined as
follows:
A
B
The unnumbered hex between hex 1511 on section
"A" and hex 3723 on section ''B" can be identifiedas either hex A1512 (a continuation of the
sequence from hex 1511 on mapboard section "A")
or hex B3724 (a continuation of the sequence fromhex 3723 on mapboard section ''B")
3.2 Mapboard Sections:Each mapboard section islabeled with the letters "A" through "L". The
labeled hex on each mapboard section is called a
Directional Hexagon, and provides a reference forevery hex on their mapboard section, as the
numbered hexsides provide the manner in which
the sides of all hexes in that mapboard section areidentified.
3.3 Directional Hexagon:
Each side of a hex is identifiedby a number, that number
corresponding to the number
assigned to that same side of
the Directional Hexagon on
that mapboard section.
3.4 Center Hexes: The two
hexes that are in the center of
each mapboard section are
called the Center hexes, and in
ARMOR and 88are marked
with a black six-sided star.
3.5 Mapboard Terrain:The terrain types ap
ing on the mapboard are identified as foll
along with their standard abbreviations:
CLEAR (CLR): A hex
no terrain printed in defined as a Clear hex
Clear hex represents te
that is basically flat obstacle free.
SCRUB (SCB): Anywith this green pattern pr
in it is defined as a Scrub
A Scrub hex represents tethat is rather densely cov
by low bushes, tall grass,
ROUGH (RGH): Any
with this brownish pa
printed in it is defined Rough hex. A Rough
represents terrain that is r
and uneven, and covered
low obstacles.
DEPRESSION (DPN):
hex with this dark bpattern printed in it is de
as a Depression hex. Depression hex repre
terrain that is clear, but
25 feet lower than noground level.
ROAD (ROD): Any hex
this thick brownish printed in it is defined
Roadhex.
TRACK (TRK): Any
with parallel brown printed in it is defined
Track(unpaved path) hex
STREAM (STM): Any
with this dark blue line
brown banks pattern pr
anywhere in it is defined
Stream hex. A Streamrepresents a stream, broo
very small river with r
shallow banks.
BRIDGE (BDG): Any
that contains both a Road
a Stream is defined as aBhex. In some scenarios
may also be defined as a hex.
CREST (CST): Any he
with this dark brown paprinted along it is a
hexside. A Crest he
represents a rather smallsudden rise in the groun
twenty to 30 feet in heigh
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DEFILADE (DFL): Any
hexside with this dark brown
printed on or next to it is
defined as a Defiladehexside.
The brownish hex printed withit is defined as a Defiladehex.
A Defilade hex represents
terrain that contains a number of gentle low (aboutfive feet high) slopes.
SOFT GROUND/SAND
(SFT/SND): Any hex withthis brown pattern printed in it
is defined as a possible Soft
Groundor Soft Sand(called a"Soft") hex. A Soft hex
represents terrain that is sandy
or muddy. Used as Clear hexes in the Basic and
Advanced Game, their use is explained in the
Optional Rules. The Soft "areas" on each mapboard
section are identified by numbers.
4. UNIT COUNTERS
Die-cut counters of contrasting colors are provided
for play of the game. When punched out, they
provide a variety of units of many sizes and shapes.
These are your playing pieces, and they are called
units. Keep these units separated by color and typeonce punched out, as this greatly speeds the set upand play of the game.
The counters show the various vehicles, guns, and
men available, as well as terrain and markersneeded for the mechanics of the game. The
greenish-gray counters with black print show the
German forces, the greenish-gray counters withbrown print show the Italian forces, the green
counters show the American forces, the light
brown counters show the British forces, the yellow
counters show the Russian forces, the and the pale
green background counters are for use by either
side. The counters contain some of the informationneeded to play the game. Carefully examine the
examples below:
4.1 Combat Units: Each counter representing aCombat unit contains a pictorial symbol and a Unit
Identification Number. Vehicles and Planes also
contain the name of the unit.
Tracked Vehicles:
Half-Tracked and Wheeled Vehicles:
Planes and Gliders:
Large Towed Units:
Large Leg Units:
Small Leg Units:
Infantry MG Team Mortar Team
Small Towed Units:
Boats:
NOTE: The pictorial symbols on the Combat units
are not printed in constant scale with each other. Ifthis had been done, the smaller unit's pictureswould have been far too small to contain any
detail. Instead, each unit's picture was printed as
large as possible to fit the unit counters and show
maximum detail.
4.2 Turrets:
Buttoned Turret Open Turret
NOTE: American Turrets are used by all Allied
Vehicles. German Turrets by all Axis Vehicles.
4.3. Support Counters:
4.31 Terrain Support counters: These represent
military constructions, and are identified below,
along with their standard abbreviations:
Block (BLK) Ditch (DCH)
Wire (WIR) Mines (MNS)
Pillbox (PBX) Improved Positi(IMP)
Bunker (BKR)
4.32. Artillery Impact MarThese markers are made uniqu
the Unit Identification Numbethem.
NOTE: American Artillery Im
markers may be used to represent non-RuAllied Artillery. German Artillery Impact ma
may be used to represent Axis Artillery.
4.4 Terrain Counters: These are movable Te
counters, identified below, along with
standard abbreviations:
Hill (HIL)- Various sizesHilltop (HTP) hexes are considered to be C
terrain. Each level of a Hill represents an elevrise of twenty to thirty feet. Note that some
include Crest hexsides (see Optional Rule 59.5
Woods (WDS) - Various sizes
Woods hexes represent terrain that is th
covered with trees.
Hedgerow (HDR)- Various sizes
Hedgerow hexes represent terrain covered high dirt embankments covered by hedges.
terrain was prevalent during the Norm
fighting.
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Buildings:
Wood Building (WBG) - Printed
in brown. Each Building represents
one or a close cluster of rather
substantial wood structures.
Stone Building (SBG)- Printed in
gray. Each Building represents one or a close
cluster of stout stone structures.
Brick, Mud/Brick Building (BBG) - Printed in
red. Each represents one or a close cluster of stout
brick structures.
Alley (ALY). These represent the
narrow streets and alleys between
the crowded buildings in North
African towns and the older parts
of European cities and towns. It is
used the same as a Wood Buildingin the Armor and Advanced Rules, the Optional
Rules explaining special uses.
NOTE: Any hex containing a Building of any typeor an Alley being used as a Wood Building is
called a Building hex.
Span (SPN). These are used toshow major bridge structures or
those laid by Vehicles during a
game.
Well (WEL). This represents a
well or waterhole - a critical
objective in many desert battles.
4.5 Miscellaneous Counters: These are placed onthe mapboard to record events, and are identified
below, along with their standard abbreviations:
Wreck (WRK) Fire (FIR)
Full Cover (FC) Smoke (SMK)
Destroyed (DST) Hasty Entrenchment
(HST)
4.6 Range Scales: The Range Scales are printed on
the center frame of all three unit sheets. After allunits are punched out, carefully trim these three
Range Scales out of the rest of the frames. Cut as
cleanly as possible to leave straight edges, as these
will be used for measuring ranges.
4.7 Blanks: The counters with no printing on them
can be used for miscellaneous purposes - replacingcounters that have run short, to show "cleared"
minefield hexes, Culin Device "breakthrough"
Hedgerow hexes, etc.
5. INTERPRETING THE DATA CARDS
The Data Cards display the individual information
needed to move and fight your Combat units. A
single Data Card serves as a reference for all unitsof that type which a player has on the mapboard.
All Vehicles, except and the Bren Carrier (Data
Card 102) and the LRDG/SAS Truck (Data Card
60) have information printed on both sides of their
Data Card regarding the same Vehicle - one side
covers information relating to moving and firingthe Vehicle, and the other side covers information
relating to that Vehicle being the "target" of hostile
combat. All information for the Trucks and theBren Carrier units is on the same side of their Data
Cards. Some cards have two Vehicles on the same
card, but information regarding each Vehicle is
listed on both sides of the card. Al1 Towed units
(Anti-Tank and Anti-Aircraft Guns) have all of
their information printed on one side of their DataCard. All Leg units have all of their information
printed on one side or the other of the same card,
and there are several different Leg units given oneach side of the card. The reverse side of the
Truck Data Cards gives information regarding
Planes, including Gliders. Information on theTerrain Support counters is given for ready
reference on several Data Cards. Please examinethe sample Data Cards carefully:
(1) Name and Unit: The name of the unit and the
correct type of unit counter to be used with the
Data Card or portion of the Data Card is identified.
The "Front" of all the Combat unit pictures on the
Data Cards point to the top of their Card. OnVehicle Data Cards, the name is repeated on both
sides of the card, usually in a more complete form
on Side Two.
(2) Points: This is the Victory Point Value of each
unit of this type. For Vehicles there are three
numbers given. The first number is the Total PointValue of the unit, the second is the Compartment
Point Value of the unit, and the third is the Track
or Gun Point Value of the unit. For Infantry unitsthere are also three numbers given, but these are all
Total Point Values. The first number is the Point
Value of an Assault or Squad Plus unit the secondis the Point Value of a Squad. and the third is the
Point Value of a Half Squad. Some Planes list two
total Point Values. The one used depends on if thePlane is armed with Bombs or Rockets. All other
Combat units list only one number, which is the
Total Point Value of the unit. The Terrain Support
counter Values list the Point Values of the various
Terrain Support counters and the Optional Radio
Jamming Equipment.
(3) Radio: This information is used only with the
Optional Rules. If "Yes" is noted, the unit has a
radio. If "No" is noted, the unit does not have aradio. If a fraction is listed, this is the proportion
of units of that type which have a radio. For
example, ''4/10" means that four units out of tenwill have a radio.
(4) Nation: This tells the nationality of the unit.
(5) Weight:This information is used only with theOptional Rules. The listed number gives the
weight of the unit in tons.
(6) Speed: This is the number of Speed Factorsthat the unit has. For Towed units the word
"Towed" appears indicating that these units can not
move by themselves, but must be transported byVehicles. For Leg units the Normal number of
Speed Factors is listed, and any variations du
weather (Optional Rules) listed next to that.
Vehicles there are three Speed notations, Nor
Snow/Blowing Sand and Mud. The Snow
Mud Speeds are used only with the Optional Rbut are listed in the same manner as the No
Speed is listed. The three numbers listed ar
Speed Factor, the Road Movement Cost and,the Track Movement Cost. The Road and T
Movement Costs are usually fractions. Planes
no Speed Factors listed (their movemen
explained in the Optional Rules).
(7) Turn Cost: Only Vehicles have a Turn
Three numbers are given. The first number ("all cases) is the Speed Factor cost for turning
hexside, the second number is the Speed F
cost for turning two hexsides, and the third nu
is the Speed Factor cost for turning three hex
in a single hex.
(8) Transport: This gives the number of StacFactors that the unit may "transport", "tow
"carry". Only Vehicles, Boats, and Gliders m
used to transport other units. Vehicles maytransport Leg units, Towed units, or Boats. B
may only transport Leg units. Gliders
transport a large variety of units, depending otype of Glider. What types of units (L = Leg
= Towed) a particular unit may transport is gnext to the number or in the Notes. (There
Data Card for Boats. Their use is covered i
Optional Rules).
(9) Stacking: This gives the Stacking Factor o
unit. Planes have no Stacking Factors.
(10) Load/Unload: Only Leg and Towed may be transported. The listed number i
number of Turns required for these units t
loaded on or unloaded from a transporting
The 88mm FLAK 38 AT Gun has a number pr
in parenthesis that is explained in the Opt
Rules.
(11) Gun Size: This gives the size(s) of the g
carried by the unit. If more than one gun is l
the first one listed is always the main gun. notation "MG" indicates that the main gun
machinegun, or, if listed second, that the uni
independently fired machineguns in addition tmain gun. Plane (except for Tank Busters
Leg units have no gun size listed. All guns l
for the LRDG/SAS Truck (Data Card 60)considered main guns.
(12) Rate of Fire: This gives the rate of fir
Turn of the guns the unit has, listed in the order as the gun sizes were listed. For most
guns, two numbers are listed (i.e., "2-3"). The
being the Slow Rate of Fire, and the second bthe Rapid Rate of Fire.
(13) Turret Turn: Only Vehicles may
turrets. The listed number gives the numb
hexsides that a Turret may be pivoted duriTurn. If the word "None" appears, the unit
not have a rotating turret, but has a non-rot"turret superstructure". If the word "Turre
appears, the Vehicle has no turret or t
superstructure. If the word "Turretless (3appears, the Vehicle has no turret or t
superstructure, but its machineguns have a
Field of Fire and do not have to worry abouVehicle's facing.
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VEHICLE DATA CARDS - FRONT AND BACK:
TRUCK, PLANE AND SUPPORT DATA CARDS:
LEG AND TOWED UNIT DATA CARDS:
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(14) Main Gun Depression or Gun Depression:Only the main guns on Vehicles and Towed units
have a gun depression. This series of five numbers
is explained in the Optional Rules.
(15) Strafe, Bomb, and Rocket GP Factors,Bomb Scatter: Only Planes have these Factors,
and their use is explained in the Optional Rules.
(16) Size: Only Vehicles have a Size. This
number is used to modify the chances of hitting the
Vehicle when Armor Piercing Shot is fired at it.
(17) GP Defense: All Combat units have a GPDefense Factor. For Planes one number is listed
which is always used. For Vehicles two numbers
are listed, the first being the GP Defense Factor ofthe Vehicle when it is not moving (NM), and the
second being the GP Defense Factor of the Vehicle
when it is moving (MV). The GP Defense Factorfor Planes and Vehicles is not affected by the
terrain of the hex they occupy. For Leg units and
Towed units, the GP Defense Factor is listed in theTarget Information Chart, and depends on whether
the unit is in Full Cover (FC), moving (MV) or not
moving (NM), and the terrain of the hex they
occupy. Block, Wire, Bunker and Pillbox Terrain
Support counters also have a GP Defense Factor
which never varies because of the terrain in their
hex.(18) Close Assault Defense: Only Vehicles have aClose Assault Defense Factor. As with Vehicle GP
Defense Factors, these vary if the Vehicle is
moving or not, but are not affected by terrain.
(19) MG Locations: This gives the locations of
any independently fired machineguns on a Vehicle.
The abbreviations indicate the locations as follows:
UH: Upper Hull
TT: Turret Top
TR: Turret Rear
HR: Hull Rear
The use of these is explained in the AdvancedRules. If the letters "AA" appear in parenthesis,
the machinegun they appear with may be used foranti-aircraft fire, as explained in the OptionalRules.
(20) Gunnery Tables: Vehicles (with the
exception of Truck units, which are not armed),Leg units, and Towed units have Gunnery Tables
which show the information needed to fire the
guns. Armor units may use two types ofdestructive weaponry for Combat - Armor Piercing
(AP) and General Purpose (GP - represents high
explosives, fragmentation, and small arms). Those
units with an AP Factor and a Penetration line on
their Gunnery Tables have AP weapons. Thoseunits with GP Factor lines (NM GP Factor and MV
GP Factor) on their Gunnery Tables have GP
weapons. Some units may use both AP and GP,while others can fire only AP or GP. On Vehicles
that have them the GP Factors of independently
fired machineguns are listed (MG NM GP Factorsand MG MV GP Factors). An additional type of
weapon is the flamethrower which is explained in
the Optional Rules. Also explained in the OptionalRules is the use of the special AP weapons, APCR
and PG40, found on certain Data Cards. The Grant
tank (Data Card 69) has two main guns, and all
information is printed for both.
(21) Range Line: All units with Gunnery Tables
have a double Range Line somewhere in theTables. The Rate of Fire and effectiveness of AP
and GP weapons varies on either side of the Range
Line. All Ranges in Hexes to the left of the Range
Line are Short Range, and all Ranges in Hexes to
the right of the Range Line are Long Range.
(22) Damage Caused Table: All AP armed units
have a Damage Caused Table that is used to
determine the extent of damage caused by hits thatpenetrate the armor of an enemy Vehicle.
(23) Bailed Out Crew: Only Vehicles (with the
exception of those Vehicles with crews too small to
worry about) and Towed units have this
information. The information given shows the
Gunnery Tables of these unit's crews when theyleave the unit (they function basically as weak
Infantry units).
(24) Hit Determination Tables: These Tables areused to determine where an AP shell hits a Vehicle,
and whether or not it penetrates its armor at the
point it hits. The Hit Determination Tables forTurretless Vehicles are somewhat smaller than the
ones for Vehicles with Turrets or Turret
Superstructures. That for the Archer TankDestroyer (Data Card 109) is slightly different
from all others due to the gun being mounted to
face the rear of the Vehicle. The Hit Determination
Tables for the Grant tank (Data Card 69) are
slightly larger than for any other Vehicle.
a. The Hit Determination Tables are divided into
three major columns, Level, Rising, and Falling,which refer to the comparative elevations of thefiring and target units.
b. Each of the three major columns is divided into
four Angle columns, 0, 30, 45, and 60, whichrefer to the angle of the firing unit to the target
unit.
c. Each Angle column is further divided into twocolumns labeled HT (Hit column) and AB (Armor
Basis column). The numbers in the Hit column are
used to determine where an AP shell hits, and thenumbers in the Armor Basis column show the
thickness of the armor at that place on the target
unit.
d. The Type Hits, along the sides of the Hit
Determination Tables show the possible types ofhits on the Front, Side, or Rear of the target unit.
The abbreviations listed there stand for the
following types of hits:
Turret Hits Hull Hits
TF Turret Front UH Upper Hull
GM Gun Mantle LH Lower Hull
TT Turret Top HD Hull Deck
TS Turret Side HS Hull Side
TR Turret Rear HR Hull Rear
Gun Hit Track/Tire Hit
GNMain/Turret
GunTK Track/Tire
(25) Notes: These mention when the unit wa
available for combat, production information
The Notes also mention any special rule
conditions that apply to that individual unit.
(26) Available: This is found only on Plane CIt tells when the plane type was first introduc
the theatre covered by the game not when it
first produced.
(27) Ammo (OP): This gives the amoun
ammunition a Vehicle can carry (see Opt
Rules).
6. SET UP AND PREPARATION FOR PLA
6.1 Scenario Selection: Select a scenario from
Scenario section of the rulebook. All the sp
information necessary for the set up is listed i
scenarios. The scenarios in the PANZERserievery flexible in their format, allowing
different games to be played each time a scena
used. The smaller scenarios are given first iScenario section, and it is suggested that pl
use these for their earliest games w
familiarizing themselves with the game mechaThe larger scenarios can be tried as experien
gained.
6.2 Determining Sides: Which player will bwhich side is never determined until after
mapboard is set up.
6.3 Mapboard Set Up:There are many diff
ways in which the mapboard sections ma
placed together to form the full mapboard fgame.
6.31 Edge-To-Edge: The mapboard section
placed together so that their longer sidestouching. A sample Edge-to-Edge mapboar
up is shown below:
A
C
B
6.32 End-To-End: The mapboard sectionplaced together so that their shorter sides
touching. A sample End-to-End mapboard set
shown below:
E
H
G
6.33 Staggered: The mapboard sections
placed together in a manner where the finimapboard will not be rectangular in shape
sample Staggered mapboard set up is shown be
L
J
K
If you wanted to note exactly how the Stagg
mapboard sections were joined, you could nothex numbers on adjoining mapboard sections
are adjacent where the sections join. For exa
in the set up shown above. the notation K3
J3801, J1412-L1436 would identify the adj
hexes where the mapboard sections join.
6.34 Combination: The Mapboard sectionplaced together in an End-To-End and Edge
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Edge combination. A sample Combination
mapboard set up is shown below:
D E
I G
H
F
6.4 Terrain Placement: Information telling whatTerrain counters are used and where they should be
placed is listed in the individual scenarios. Not all
Terrain counters are used in every scenario, andonly a few Terrain counters have exact locations
given - exactly where the Terrain counters are to be
placed is largely left to the players. To indicateexactlywhere Terrain counters are to be placed, the
following system can be used, but is not employed
in the scenarios as exact placement can be very
tedious and time-consuming.
6.41Each Woods, Hill, Hedgerow, Oasis and River
counter contains an identifying number or lettercode and a triangle symbol if over one hex in size.
To list the exact placement of a Terrain counter
more than one hex in size, note two four-digit hexidentification codes. The first lists the hex to place
the triangle in, and the second lists the hex to placethe number code in. One four-digit identification
will suffice for Terrain counters that are only one
hex in size.
6.42 Large Buildings: Whenever Buildings are
placed in adjacent hexes they are considered to be
one large building. A large building could consistof adjacent Building and Alley counters.
6.43 Multi-Level Hills: Hill Terrain counters may
be stacked one on top of another (always smallerones on top of larger ones) to form multi-level hills
up to four levels high. In addition, Building, Alley,
Woods, and Hedgerow counters may also be
stacked on top of Hills.
6.44 Multi-Level Buildings: Buildings may be
stacked one on top of another to form multi-storiedbuildings up to four levels high. If Buildings are
stacked on top of Hills, the total height of Hills and
Buildings should not exceed four levels.
6.45 Rivers: Rivers may be placed to form broad
rivers that cover many mapboard hexes, turning
these into River hexes. Hills may be placed on topof River hexes, complete with Building, Woods,
etc., to form "islands" in the river.
6.46 Spans: Spans may be placed as bridges
across Stream hexes (turning them into Bridge
hexes), or placed in adjacent hexes to show bridges
across the River hexes. Generally, Spans should beplaced where roads lead up to them.
6.47 Well: The well has no elevation or effect onmovement or combat. It is used solely to mark alocation. Any large group of buildings in Desert
scenarios should have the Well placed nearby.
6.48 Any Terrain counters placed in a hex willnegate the original terrain printed in that hex.
Terrain counters may be placed anywhere (within
the scenario guidelines) on the mapboard for agame, but should generally not be placed in Road
or Track hexes. Wells, Alleys and Buildings
should generally be placed adjacent to Road orTrack hexes, and should not be placed in Woods,
Hedgerow, Stream, or Span hexes.
6.5 Terrain Support Placement: If Terrain
Support counters are used in a game, the side using
them may set them up anywhere on the mapboard
with the following restrictions:
6.51 Block: May not be set up in Building,
Stream, or River hexes, or in the same hex withDitch, Improved Position, or Wire counters.
6.52 Ditch: May not be set up in Building,
Depression, Steam, or River hexes, or in the same
hex with Block, Improved Position, Pillbox,
Bunker, or Span counters.
6.53 Improved Position: May not be set up inBuilding, Stream, or River hexes, or in the same
hex with Block, Wire, Ditch, Pillbox, or Bunker
counters.
6.54 Wire: May not be set up in Building, Steam,
or River hexes, or in the same hex with Block or
Improved Position counters.
6.55 Mines: May not be Set up in Building or
River hexes, or in the same hex with Ditch,
Improved Position, Pillbox, or Bunker counters.
6.56 Pillbox: May not be set up in Building,
Stream, or River hexes, or in the same hex with
Ditch, Improved Position, Mine, Bunker, or otherPillbox counters.
6.57 Bunker: May not be set up in Building,
Stream, or River hexes, or in the same hex withDitch, Improved Position, Mine, Pillbox, or other
Bunker counters.
6.58 No Terrain Support counters may be set up
closer than five hexes range from a mapboard side.
Once placed, all Terrain Support counters remainin place and cannot be moved during the game.
Terrain Support counters do not negate the original
terrain in the hex. None of these counters is used
in the Basic Game.
6.6 Combat Unit Placement: Both sides select
the Combat units and Artillery Impact markers(Optional Rules) needed for the scenario, and the
Data Cards for the units being used. Where these
units are placed on or enter the mapboard at thestart of the game is listed in the individual
scenarios. Place Turrets on all Vehicles thatrequire them.
6.7 Command Sheet Preparation:The Command
Sheets contain a list of Command Notations (not
all used in the Basic Game) used in plotting ordersin the Combat Unit Columns, and a Vehicle
Movement Costs Chart for easy reference during a
game. The use of the Artillery Plot section isexplained in the Optional Rules, and this section is
not used for play of the Basic or Advanced Games.
The Command Sheets contain twelve Combat UnitColumns. Each Combat Unit Column is used to
plot the orders for one Combat unit on the
mapboard. In the boxes at the top of each Combat
Unit Column, the players should fill in the name
and identification of each unit they command, as
shown below:
TURN
NO.
1
2
B. THE BASIC GAME RULES
7. INTRODUCTION TO THE BASIC GAM
7.1PANZERseries games are basically two-p
games using a simultaneous system for movingfiring. Each player uses his forces, Axis or A
to accomplish the objectives of the scenario b
played.
7.2 The Basic Game Rules cover the play o
game in its simplest form, and only some oVehicles are used for games using these rAfter reading the Basic Game Rules, new pl
should try a few games using Scenario One b
trying to learn the rest of the rules in the AdvaGame and Optional Rules sections.
7.3 The Basic Game is concerned with
mechanics of the game specifically for combetween armored fighting vehicles. The Adva
Game Rules introduce new topics that build o
concepts that have become familiar through plthe Basic Game. The Optional Rules introduc
more topics, and add rules that provide addit
realism and complexity. If players master
section of the rules before going into the
section, they will find that learning
understanding the rules will be much easier.7.4The Terrain Support counters and Full C
Fire, Smoke, Destroyed, Hasty Entrenchment
Boat counters are not needed for play of the BGame.
8. THE BASIC GAME SEQUENCE OF PL
The Basic Game is played in Turns. Each Tu
divided into five Phases, which must be perfo
in the sequence described below.
8.1 The Sighting Phase: Through use o
Range Scale and the Sighting Ranges and Sig
Elevation Tables on the Game Cards, the pladetermine which enemy units each of their
units can "see".
8.2 The Order Plot Phase: The players secwrite the orders for each of their Combat unit
the current Turn on their Command Sheets.
writing of a series of letter and number notatiocalled plotting orders. Each notation indi
specific actions that the unit will perform du
the Turn.
8.3 The Direct Fire Phase: Each player
executes all the Direct Fire orders that were pl
for their units. The fire is resolved, anknocked out units replaced by Wrecks and/or
marked on the Command Sheets.
8.4 The Movement Phase: The players now
their plotted movements sequentially, the Axis
moving first on odd numbered Turns, and
Allied side moving first on even numbered T
While one side moves units, the other side wathe path of each moving unit to determinTracking or Opportunity Fire is triggered. As
Tracking or Opportunity Fire is triggered, the
is resolved, and all knocked out units replaceWrecks and/or hits marked on the Comm
Sheets.
8.5 The Adjustment Phase:The players mayturn all units with orders to Pivot in Place, tur
movable Turrets, and replace any Turrets they
to change. This is done sequentially, with theside going first on odd numbered Turns, and
Allied side going first on even numbered T
While one side performs these tasks, the other
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watches.
9. GENERAL GAME PROCEDURES AND
RULES
The following all play a part in several differentPhases of a Turn.
9.1 Reading The Dice: The two dice included in
the game are called decimal dice since they can roll
ten different numbers (0-9). Whenever they are
both rolled, they are read in the order "white die",
"colored die" to form combined numbers from "01"(lowest) to '00" (highest). For example, if the
white die shows a 6 and the colored die shows a
7, the dice number rolled is read as 67.
9.2 Stacking - Units Per Hex Limitations:
Practically considered, a 50 meter hex is a large
area, and real limits on the numbers of units in ahex can not be imposed, although a large mass of
units in one hex would definitely present an
inviting target.
9.21 There is no limit on the number of units of
one side that may be present in the same hex at the
same time, regardless of the number of StackingFactors those units represent. However, anytime
there are more than four Stacking Factors in the
same hex at the same time, a unit in that hex maybe fired at as if the hex were a clear hex, regardless
of the actual terrain in the hex. Also, units in a hexthat contains over four Stacking Factors may be
sighted from twice the normal sighting range. Leg
and Towed units that are transported by Vehiclesdo not have their Stacking Factors counted while
being transported, although they are counted while
loading or unloading (see the Advanced Rules forLeg and Towed units - they are not used in the
Basic Game).
9.22 Units may never end their movement in a hexcontaining a unit from the other side, but must end
their movement prior to entering such a hex.
9.23 Wrecks add two Stacking Factors towhichever side is in their hex.
9.24 Terrain and Terrain Support counters have noStacking Factors except Pillboxes and Bunkers,which are both worth 2 and 4 Stacking Factors,
respectively.
9.3 Unit Facing:The front of all Combat units isshown on their Data Cards - the front of each unit
faces the top of the Card.
9.31 Except during reverse moves, a unit mustalways be moved with the front of the unit facing
towards the direction of movement. During reverse
moves, a unit moves in exactly the reverse of theunit's facing.
9.32 Units must at all times be facing towards a
definite hexside not towards the angle of a hex. Be
very careful with the placement of units with
regard to their facing, especially when more than
one unit is present in a hex, so that no chances forconfusion exist.
9.33Turret counters on Vehicles that have turrets
may be facing in a different direction from the
front of the Vehicle on which they are placed.
10. MEASURING RANGES
The Range Scales are used to measure all ranges
for sighting and firing. The marks on the Range
Scales are exactly one hex distance apart.
10.1Place a corner of the "1" end of a Range Scale
on the Dot in the hex from which the firing or
sighting takes place. Run the edge of the Range
Scale to the Dot in the target hex.
10.11If a line on the Range Scale falls directly onthe Dot in the target hex, the range is the numberprinted before reaching that line.
10.12If a line on the Range Scale falls past the Dot
in the target hex, the range is the number printed in
the section of the Range Scale that covers the Dot.
10.2For longer ranges of up to 48 hexes, lay outtwo or all three Range Scales end to end. Note that
the Range Scales have the ranges 17-32 printed inparenthesis for ease in making measurements up to
32.
10.3 For ranges longer than 48 hexes (rarely
occurs), the Range Scales must be "leap frogged"
forward and added together to measure the range.
11. THE SIGHTING PHASE
11.1 Units must be "seen" to be fired at by a
specific unit. A unit must have a clear line of sight
and be within sighting range before it can fire at
enemy units. A single unit may sight any and allenemy units that can be "seen" from its hex.
Sightings can be made in all directions.11.2 General Sighting Procedure:Using a pieceof string or a straight edge, check any questionable
sightings for blocking terrain and range. A hex that
cannot be sighted may notbe fired at. After theirfirst few games, players will find that most
sightings are obvious, and only a few "close" ones
need to be checked every Turn.
11.3 Line Of Sight:TheLine of Sightfor a unit is
a straight line from the Dot in the hex containing
the sighting unit to the Dot in the hex being
sighted. Terrain may block the line of sight and
prevent sighting. A piece of string (recommended)
or any straight edge may be used to check thisstraight line.
11.4 Elevation Levels: All terrain is divided into
six elevation levels, called levels "-1," "0," "+1,""+2," "+3," and "+4."
11.41 Level -1:This is terrain that is lower than the
general ground level elevation - Depression hexes,Ditch counters.
11.42 Level 0: This is terrain at normal ground
level elevation, and covers all terrain not covered
in the other levels such as Terrain Support
counters, Defilade hexes, Scrub hexes, Stream
hexes, the Well, Bridge hexes over Streams, etc.
11.43 Level +1:This is terrain that is higher than
the general ground level elevation - Buildings and
Alleys, Bunkers, Spans bridging River hexes, Crest
hexsides, Hedgerows and lone Hills.
11.44 Level +2: This is terrain that equals
Level +1 elevation levels Oasis, Hills sta
two high, a Building stacked on a lone Hill, a
story Building, etc.
11.45 Level +3: This is terrain that equals
Level +1 elevation levels - Hills stacked three
a three story Building, a Building stacked on
stacked Hills, Woods alone, etc.
11.46 Level +4: This is terrain that equals
Level +1 elevation levels - Hill or Buildstacked four high, a Building stacked on
stacked Hills, Woods or Hedgerows stacked on
Hill, etc. Elevations of greater than Level +possible by stacking Woods or Hedgerow
single Buildings on stacked Hills. Hills
Buildings may notbe stacked, alone or togethsuch a way that a Combat unit in the hex wou
higher than Level +4.
11.5 Miscellaneous Sighting Rules
11.51 Friendly and/or enemy Combat units
never block the line of sight. Only terrain can b
a line of sight.
11.52Although single Buildings are Level +1
Woods and Hedgerows are Level +3, they d
add to the elevation of a Combat unit placethem. For example, a Woods is placed on Le
hexes. A Vehicle that enters these Woods hexconsidered to be at Level 0 elevation, not at L
+3 elevation.
11.53 Hills do add to the elevation of other placed on them.
11.54 Ditches subtract one from the elevatio
the hexes in which they are placed.
11.55For Buildings, a Combat unit in the se
story is at Level +1, a Combat unit in the
story is at Level +2, etc.
11.56 For easy reference, notes on Elev
Levels are printed next to the Sighting Elev
Tableon the Game Card.
11.6 General Elevation Sighting Rules: blocking elevation levels that lie between
sighting unit and the target hex being sightedblock a line of sight. The existence of bloc
terrain actually in the target hex will not bloc
line of sight.
11.61The line of sight maybe blocked if it cr
a blocking terrain hex or coincides along the le
of its hexside.
11.62The line of sight may be blocked if it cr
a blocking hexsideor coincides along its length
11.7 The Sighting Elevation Table:The Sig
Elevation Tableis found on the Game Cardsaused to determine if a certain hex can be sig
from another hex when the line of sight cr
hexes or hexsides that may block the line of s
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The procedures for using this Table are as follows:
11.71 Along the left side of the Table, in the
Sighting Unit Elevation column, find the elevation
level of the hex containing the sighting unit.
11.72Along the top of the Table, find the elevationlevel of the target hex that you wish to sight.
11.73Determine if a possible blocking terrain hex
or hexside is closer ("C"), exactly midway ("M"),
or farther ("F") in range from the sighting unit than
from the target hex. Crossgrid the appropriate
range column ("C," "M," or "F") to find theelevation level required to block the sighting.
Example: Unit "A" in an elevation level 0 hex, istrying to sight hex "C," elevation Level 2, but the
terrain in hex "B" may block this. The range fromA to B is two, and the range from B to C is three,
so that the terrain in B is closer (''C") to the
sighting unit than to the target hex. Crossgriddingthe Sighting Unit Elevation of Level 0 with the "C"
column of the Target Hex Elevation Level 2, the
number "1+" appears. This indicates that if the
terrain in hex B is at elevation Level 1 or more
(''+), the line of sight is blocked.
11.74 The sides of the mapboard block allsightings.
11.8 The Sighting Ranges Table: Even with an
unblocked line of sight, a hex must also be closeenough to be seen in order to be sighted. The range
at which a Combat unit may be seen is shown on
the Sighting Ranges Table. The procedure for usingthis Table is as follows:
11.81Measure the range from the sighting unit to
the target hex.
11.82Weather in the Basic Game is always "Day
Armor/Advanced," so the sighting distances listed
by the words "Day Armor/Advanced" are the ones
used for the Basic and Advanced games. In theSighting Unit column, the unit may be either
Normal (Open Turret on a Vehicle, or any othertype of Combat unit), orButtoned(Buttoned Turret
on a Vehicle). The appropriate line for the unit
used for the sighting is selected.
11.83Along the top of the Table find the terrain in
the target hex being sighted, and, under that, the
type of Combat unit in the target hex - Vehicle,
Plane, Glider, or Bunkers ("VH"), Large Towed
and Pillbox units ("LG"), or Small Leg or Towed
units ("SM"). As only Vehicles are used in theBasic Game, this is the column that will always be
used for games played using the Basic Game
Rules, If the terrain in the target hex is mixed, usethe type of terrain that lists the smallest ranges. For
example, if a Block is placed in a Scrub hex, the
ranges listed under Block would be used as theyare smaller.
11.84 Crossgrid the entries to find the longest
range from which the unit can be sighted, For unitsin Defilade hexes, there are two range numbers
listed. The first number is the range from which the
unit can be sighted from a higher elevation than the
target hex. The second number is the range from
which the unit can be sighted from the same or
lower elevations than the target hex.
11.85 Regardless of the listed ranges, any unit
which fires is sighted by all units with anunblocked line of sight to its hex for the following
Turn only. This would not apply on later Turns if
the sighted unit did not fire again.
11.86 Units in a hex containing more than four
Stacking Factors can be sighted from twice the
normal range.
Example:A Firefly with an Open Turret is trying to
sight a Panther in a Rough hex. Crossgridding
''Normal" with "VH" in the "Depression or Rough"
section, the number ''15'' is found. The Panther
may be sighted if the range is 15 or less.
12. THE ORDER PLOT PHASE - HOW TO
MOVE
12.1 All units are assumed to be carrying out
similar orders simultaneously. The orders for each
unit must be secretly plotted in its column of the
Command Sheet before any orders are executed.Players should mark on their Command Sheets in
pencil to facilitate erasing. Check over the plotted
orders to be sure they are correct and legal after allnotations are written.
12.2 Command Sheet Notations:The Command
Sheet is used by the players for plotting the ordersfor the units they control. A system of notations is
used in marking these entries. All players must
learn and use the system, so that any other playercould understand their orders. For easy reference
during play, all order notations are printed on the
Command Sheets.
12.3 General Notation Rule: The orders are
plotted for each unit in the column under the nameand identification number of the unit on the line
containing the current Turn number. If no notations
are made, the unit does nothing.
12.31 Order Combinations:The large numbers of
possible orders that can be plotted, and their rules
concerning which orders can be given incombination with other orders can be confusing
and hard to remember. At the back of the rulebook,
is the Order Combination Tableand its associatednumbered notes. This will provide a reference for
order combinations while games are being played.12.32 Long Notations: From time to time, longand complex order notations may threaten to
overflow the space provided for each unit for each
Turn on the Command Sheets. For plots that willnot fit, mark a circled reference on the line, and
mark the same circled reference on some open spot
on the Command Sheet. Then write the whole long
reference in the open spot.
12.4 Firing Orders:Firing orders may be plotted
against enemy units or any hexes that can besighted. Only the main guns and AP weapons are
used for the Basic Game.
12.41 Direct Fire Orders ("F"): The notation "F,"
followed by the identification number of an enemy
unit is an order to use Direct Fire against that unit
during the Direct Fire Phase. If this notation isused, the firing unit may expend no more than two
Speed Factors for movement during the Turn. For
example, the notation "F-700'' is an order to use
Direct Fire against enemy unit 700.
12.42 Opportunity Fire Orders ("N"): The
notation "N," followed by the number of a hex isan order to use Opportunity Fire against any unit
that crosses the line of sight to that hex. For
example, the notation "N-1802" is an order to useOpportunity fire against hex 1802, or anything in
the line of sight from the firing unit's hex to that
hex.
12.421If this notation is used, no other orde
any kind may be plotted for the unit.
12.422 A unit may not plot Opportunity Fir
the hex it occupies.
12.423 Opportunity Fire takes place duringMovement Phase.
12.43Tracking Fire Orders (T):Tracking
is similar to Opportunity Fire, but is dir
against one specific unit.
12.431 Tracking is plotted by using the not"T" and the identification number of the targetTracking Fire takes place during the Move
Phase. Tracking Fire is primarily used to
good shot at an advancing unit after it has
cover which would have spoiled a Direct Fire a
unit, or to fire at an Overrunning Vehicle.
12.432If this notation is used, no other ordeany kind may be plotted for the unit.
12.44If there are any movement orders of any
plotted, all main gun fire is impossible at L
Range (on the right side of Range Line)
12.5 Movement Orders: Movement order
plotted to maneuver the units across the mapbhex grid.
12.51 Forward Movement Orders ("#"):
number written is the number of hexes the uni
move forward (in the direction in which the
faces) in a straight line during the MovePhase.
12.52 Unit Turning Orders ("L" and "R"):
notation "L" is an order to change the unit's faone hexside to the left (i.e., make a 60oleft t
The notation "R" is an order to change the u
facing one hexside to the right. Multiple turn
indicated by repeating a turn order more than
For example, the notation "RR" indicates
successive turns to the right. Plotted turning place during the Movement Phase.
12.53 Reverse Movement Orders ("B"):
notation "B" is an order to move backwards (i
reverse of the direction in which the unit faceshex. For Vehicles, Movement Costs for Rev
moves are twice their normal costs (Excep60.5). Reverse movement takes place during
Movement Phase. Multiple Reverse moves
indicated by repeating the Reverse order moreonce.
12.54 Pivot In Place Orders ("V"):The not
"V" is an order to turn the unit in placunspecified amount and direction. Two S
Factors are expended by any Vehicle with orde
Pivot in Place. Pivot in Place occurs duringAdjustment Phase.
13. GENERAL RULES OF MOVEMENT
13.1Each unit has a Speed Factorthat determ
the number of hexes it can move during a TThis Speed Factor appears on the unit's Data as its Speed.
13.2Each unit expends Speed Factors as it tur
a hex and/or enters new hexes.
13.3The cost in Speed Factors for a Vehicle to
in a hex is printed on its Data Card as its
Cost. These costs are for turns made in one heVehicle turns within a hex, expends any turn c
then moves to the next hex and starts over w
expending turn costs for that next hex.example, a unit with a Turn Cost of "0-1-2"
turn one hexside at zero cost in Speed Factors
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hexsides at a cost of one Speed Factor, or three
hexsides at a cost of two Speed Factors.
13.4 The cost in Speed Factors for a Vehicle to
enter a hex is printed on the Vehicle Movement
Costs Chartprinted on the Command Sheets. Forexample, entering a Clear hex costs one Speed
Factor, and entering a Scrub hex costs two Speed
factors.
13.41 Movement into "P" ("Prohibited") hexes is
not allowed.
13.42Crossing Crest hexsides and entering Smokeand Wire hexes costs a value addedto the cost of
any other terrain ("OT") in the hex.
13.43Only the movements to be made are plotted.
No note is made of the movement costs to make
those moves - this should be figured in your head
as the notations are written.
13.44A unit may alwaysenter at least one new hex
during its movement, if it does no firing and
expends no Speed Factors for other moves, even ifthe cost of entering the hex exceeds the unit's
Speed Factor.
13.45A player may move as many or as few of hisunits during a Turn as desired, and may move them
any number of hexes, up to the limits of their
Speed Factors. Every unit does not have to bemoved, nor does any unit have to be moved. A unit
may use only part of its Speed Factor, if the player
desires. Movement is completely voluntary,
13.46 Units may move in any direction or
combination of directions, as long as the SpeedFactors are available for the movement, and as long
as movement is not into a "prohibited" hex.
13.47 Except for Reverse moves, the unit must
always be moved into the hex it faces and keep the
facing of the unit towards the direction of
movement. For Reverse moves, the unit will movein the direction directly opposite from its facing,
but maintain its original facing direction.
13.5 Road and Track Movement:A Vehicle thatfollows the path of a Road or Track while entering
a new hex may use the Road or Track MovementCost for that Vehicle for entering the hex instead ofthe normal Speed Factor costs to enter that hex.
Road or Track Movement Costs may not be used to
enter a hex if the path of the Road or Track is notfollowed, or if the hex contains a Block, Wire,
Ditch, Bunker, Pillbox, Wreck, or enemy Combat
unit. If a Track hex is entered by following the path
of a Road, the Road Movement Cost is used. If a
Road hex is entered by following the path of a
Track, the Track Movement Cost is used.
13.6 Uphill Vehicle Moves: Stacked Hills can
form hexsides that are from one to four Levels
high. A Vehicle may go up a one Level Hill
hexside with no penalty. Going up a two Level Hill
hexside with a Vehicle costs the same as crossing a
Crest hexside. Three or four Level hexsides maynot be crossed by Vehicles.
13.7 All mapboard hexes may be used for the
game, even the partial ones along the mapboardsides.
13.8Vehicles must spend an extra Speed Factor if
they wish to turn as their last action in their last hexof movement.
14. SAMPLE COMMAND SHEET NOTA-TIONS
A STG IIIG/75 is used in all the following
examples. Consult Data Card #138 while studying
the examples.
14.1 Move two hexes
through Clear terrain (2Speed Factors), turn twice to
the right (1 Speed Factor),
move one hex through Clearterrain (1 Speed Factor).
14.2 Move one hex into
Scrub terrain (2 Speed
Factors), move one hexinto Clear Terrain (1
Speed Factor), turn once
to the left (0 SpeedFactors), move one hex
using Road Movement (2/3 Speed Factors).
14.3 The unit has 4 Speed
Factors. Turn once to the left (0
Speed Factors), move one hexover a Crest hexside into a Scrub
hex (5 Speed Factors). TheVehicle was able to expend 5 Speed Factors when
only 4 were available because a unit may always
enter one new hex if it does not fire or expendSpeed Factors on other moves.
14.4 Move one hex in
Reverse into Clear terrain (2
Speed Factors), turn once to
the left (0 Speed Factors),
and move one hex forward
into clear terrain (1 Speed
Factor).
14.5 Direct Fire at
enemy unit 906, then
move three hexes
using Road Movement
(2 Speed Factors).
14.6Move two hexes intoClear terrain (2 Speed
Factors), then Pivot inPlace (2 Speed Factors).The Pivot in Place may be
up to three hexsides in
any direction, and will take place during theAdjustment Phase.
15. THE DIRECT FIRE PHASE - HOW TOFIRE AP SHELLS
During this Phase, units plotted to use Direct Fire
fire their guns and damage is determined.
15.1. Direct Fire Determination: All Direct Fire
is conducted from the positions and facings the
units have before any movement takes place
Direct Fire is considered to be simultan
although it can be conducted in any conve
order (simply ignore the effects of hits unt
Direct Fire is completed.
15.11A unit may only fire at an enemy unit th
can sight. It must have a Direct Fire order to f
one specific enemy unit. In the Basic Game, the main gun is used, and it may be fired at
oneenemy unit per Turn, regardless of its Ra
Fire.15.12All units Direct Fire individually.
15.13 Field of Fire: In addition to being ab
sight a target unit, the target unit must be in
Field of Fireof the firing gun. All weapons
for the Basic Game have a Field of Fire that co
a 60o arc out to the limits of the gun's rangshown in this diagram:
Any hex that is shaded or partially shaded is i
Field of Fire.
15.131 For Vehicles that have no turret, thi
comes from the front face of the Vehicle.
15.132For Vehicles that do have a turret, thicomes from the front face of the Turret.
15.133For the British Portee AT Guns (Data
62) and Archer Tank Destroyers (Data Card
this arc comes from the rear face of the Vehicl
15.14 Illegal Direct Fire Orders: A unit
Direct Fire orders that is also plotted to exmore than two Speed Factors, or which is plott
fire at any target which it cannot sight or is nits Field of Fire may not fire.
15.2 Direct Fire Procedure: Once it has
determined that Direct Fire is possible as plothe following procedure is followed for every s
15.21Use the Range Scales to measure the r
from the firing unit's hex to the target unit'sFind this range in the Range in Hexes line o
Gunnery Tables on the firing unit's Data C
Under the correct column you will find listeAP Factorand a Penetrationvalue (other lin
the Gunnery Tables are not used in the B
Game). This information is used in firing APiercing Shells with the unit's main gun.
example on the M5A1 Data Card (119), ifrange is "14'' (use the "13-14'' column), the
Factor is "14", and the Penetration is "11".
15.22Now the AP Hit Tables on the Game
are used. The AP Factors of firing units are lalong the top of these Tables running from "
"20." Use the column whose number matche
AP Factor of the firing unit.
15.23Now check the Modifiers listed under th
Hit Tables on the Game Card, and use the one
apply for the shot. These Modifiers are used where applicable, are cumulative and are add
subtracted from the Base Modifier number of 2
15.24 Movement Modifiers: The Move
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Modifiers are printed in tabular form.
15.241 On the left hand side of the MovementModifiers Chart find the line that applies to the
firing unit: If the firing unit has onlya Direct Fire
notation, and no movement orders, the "0" line isused for the firing unit. If the firing unit has any
movement orders, including Pivot in Place or turns
that expend no Speed Factors, the Turn, 1-2 lineis used for the firing unit. Note that Direct Fire
commands are not possible if the firing unit
expends more than two Speed Factors for itsmovement orders.
15.242Along the top of the Movement Modifiers
Chartfind the column that applies to the number ofhexes that the target has movement orders to make,
and use this column for the target unit. Note that
for the target unit this is the number of hexes
actually to be moved, not the number of Speed
Factors to be expended.
15.243 Crossgrid the correct firing unit line withthe correct target unit column to find theMovement
Modifier.
15.25 Target Terrain Modifiers:If the terrain in
the hex containing the target affects the firing, the
modifier is listed in this section. If the terrain in the
target hex is not listed, it does notmodifythe shot.
These modifiers are ignored if the Target is in ahex that contains over four Stacking Factors.
15.26 Miscellaneous Modifiers:
15.261Target Size:The Sizeof the target is found
in the Target Information section of the targetVehicle's Data Card.
15.262 Opportunity Fire:This modifier applies to
all Opportunity Fire, but never affects Direct Fireor Tracking Fire.
15.263 Side Shot:If the angle of the shot falls into
the target unit's side aspect(the FS 60, S 0, or RS60 sections, which are shaded on the Target Angle
Wheel) this modifier applies. Check with the
Target Angle Wheel anytime a shot looks close.
15.264 Per Crew Loss:This modifier applies for
each Crew loss suffered by a Vehicle or Towedunit, and is not used in the Basic Game.
15.265 Firer Suppressed:This applies if the firing
unit is Suppressed, and is not used in the Basic
Game.
15.266 Previous Hit:This applies if the target was
hit by the firing unit on the previous Turn. The NM
(not moving) modifier is used if the target does nothave movement orders to enter a new hex. The MV
(moving) modifier is used if the target does not
have movement orders to enter a new hex.
15.267 Special Turretless Hull Down: This
modifier applies only to Vehicles with the word
"Turretless" on the Turret Turn line of their DataCard when they are in a Hull Down situation (see
Advanced Rules, section 15.4).
15.268 Crack/Poor/Fire Into Sun: These
modifiers are not used in the Basic or Advanced
Games. Their use is explained in the Optional
Rules.
15.27 After adding or subtracting the cumulative
modifier total to or from theBase Modifierof "20,"
you have the Modifier Number. Crossgrid the
appropriate Modifier Number (found in the Mod.
No.columns along the side of the Tables) with the
proper AP Factor column to find a two digitnumber. This number is theHit Numberfor firing.
If the Modifier Number is "0" or less no shot is
possible, and an automatic "miss" results.
15.28 Rates of Fire: The Rate of Fire for all
weapons is found on their unit's Data Card. No
special notation is needed to indicate the number ofshots fired - this can be determined at the time the
firing takes place. Regardless of the number of
shots fired, all shots from the same gun must befired at the same single target unit.
15.281 Rapid Rate of Fire: The Rapid Rate of
Fire may only be used by a unit with Direct Fire
orders which also has no movement orders plotted,
or which is firing at Close Range(to the left of the
Range Line on the firing unit's Gunnery Tables).
15.282 Slow Rate of Fire:The Slow Rate of Fire
must be used by a unit with Opportunity Fireorders, with any movement orders plotted, or
which is firing at Long Range(to the right of the
Range Line on the firing unit's Gunnery Tables).
15.29 Determining Hits Procedure
15.291 One Shot Fired:If only one shot was fired,
roll the two dice. If the number rolled equals or isless than the Hit Number a hit has been scored. If
the Hit Number is exceeded by the dice roll, The
shot missed.
15.292 Two to Four Shots Fired: If more than
one shot was fired, the Number of Hits Table is
used to determine the number of hits. Find the HitNumber line on the left hand side of the Table.
Look under the column that describes the numberof shots fired to the proper Hit Number line. Rollthe two dice. If the Hit Number is exceeded by the
dice roll, all shots missed. If the number rolled
equals or is less than the Hit Number, one or morehits has been scored. The number of hits scored is
found at the top of the column in whose range of
numbers the dice roll falls. For example, if the Hit
Number is "65" and three shots are fired. the
numbers appearing on the Table are ''08" in the
"3" column, ''16" in the "2" column, and "H" in the"1'' column. This means that if the number rolled is
from "01-03" three hits are scored, from "09-16"
two hits are scored, and from ''17-H'' ("H" = HitNumber) one hit is scored.
15.3 Hit Location:If one or more shots hit, theHit
Determination Tables on the target unit's
Card must now be consulted to see where the
hits occurred on the target unit.
15.31 Shot Elevation: if the firing unit and
target unit are both in hexes of equal elevationLevelcolumn of the Hit Determination Table
used. If the firing unit is in a hex of lower elev
than the hex of the target unit, the Risingcoluof the Hit Determination Tables are used. I
firing unit is in a hex of higher elevation tha
hex of the target unit the Fallingcolumn of thDetermination Tables are used.
15.32 Shot Angle: Place the Target Angle W
over the target hex with the F 0 section otarget unit's frontal facing to determine the a
and general location of the hit or hits. Use a s
or straight edge to see what part of the T
Angle Wheel the Line of Sight goes through.
See Example at bottom of page:The Line of
goes through the FS 60 part of the Wheel.
15.321If the Line of Sight runs exactlydown a
between parts of the Target Angle Wheel, the f
player decides which of the angles will be used
15.322The angle found (0, 30, 45 or 60) s
which column in the proper elevation section
be used to determine the type of hit.
15.323The letters show which section or sec
of the Type Hitlines will be used. Front is "F"
is "S", rear is "R", "FS" is front and side, and
is rear and side.
Examples:
0 30 45 60
FRONT
0F
uses
this
section
30FS
uses
this
section
45FS
uses
this
section
60F
uses
this
secti
S
IDE
0S
uses
thissection
30FS
and
30RSuse this
section
45FS
and
45RSuse this
section
60F
and
60Ruse
secti
REAR
0R
uses
thissection
30RS
uses
thissection
45RS
uses
thissection
60R
uses
thissecti
15.324 There are two columns in each Acolumn. The numbers in the HT(Hit column
used to determine where an AP shell hits.numbers in theAB(Armor Basis column) show
thickness of armor at that place on the target un
15.33 Once the proper section or sections
Angle column are found, the two dice are r
again, once for each hit. Compare the nu
rolled to the numbers in the HT column to fin
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number that equals or is the next largernumber in
the section or sections used. The type of hit on this
line is where the shot hit
15.34 Examples: The examples show how the
types of hits are determined on theLevelsection ofthe Pzkw IVF2 Special Hit Determination Tables
(Data Card 98).
15.341 0 F: Only the Front section of the 0Angle column is used. Dice numbers always run
from top to bottom within a section. The possible
hits are:
TF: 01-15 dice rolls
GM: 16-33 dice rollsUH: 34-78 dice rolls
LH: 79-94 dice rolls
GN: 95 dice roll
TK: 96-00 dice rolls
15.342 0 S:Only the Sidesection of the 0Angle
column is used. Dice numbers always run from topto bottom within a section. The possible hits are:
HS: 01-59 dice rolls
TS: 60-93 dice rolls
TK: 94-00 dice rolls
15.343 0 R: Only the Rear section of the 0
Angle column is used. Dice number always run
from top to bottom within a section. The possiblehits are:
TR: 01-34 dice rolls
HR: 35-95 dice rolls
TK: 96-00 dice rolls
15.344 30 FS:TheFront and Sidesections of the
30 Angle column are used. Dice numbers always
run from top to bottom within a section, and the
Front section's range of numbers comes before the
Side section's range of numbers. The possible hits
are:
TF: 01-11 dice rolls
GM: 12-25 dice rolls
UH: 26-56 dice rolls
LH: 57-67 dice rolls
GN: 68 dice roll
Front
HS: 69-86 dice rolls
TS: 87-94 dice rolls
TK: 95-00 dice rollsSide
15.345 30 RS:TheRear and Sidesections of the
30 Angle column are used. Dice numbers alwaysrun from top to bottom within a section, and the
Rear section's range of numbers comes before the
Side section's range of numbers. The possible hits
are:
TR: 01-26 dice rolls
HR: 27-68 dice rolls Rear
HS: 69-86 dice rolls
TS: 87-94 dice rolls
TK: 95-00 dice rollsSide
15.4 Effects of Turret Facing: Vehicles with
movable turrets may have their Turret facing in a
completely different direction than the Vehicle isfacing. Anytime the Turret is hit and the Turret is
facing in a different direction from the Vehicle, usethe Target Angle Wheel to determine the angle theTurret is hit. Simply orient the Target Angle Wheel
with the F 0 section aligned with the front facing
of the Turret and use a string or straight edge to seewhat part of the Target Angle Wheel the Line of
Sight goes through in relation to the Turret facing.
15.5 Hull Down: If the target unit is Hull Down,the place found to be hit may be covered. Hull
Down Vehicles are those which, due to the nature
of the ground, have their lower portions protectedby the terrain.
15.51 A Vehicle is Hull Down when it is in a
Defilade hex against a Levelor Risingshot whose
Line of Sight crosses a Defilade hexside of the hex
containing the target Vehicle.
15.52 A Vehicle is Hull Down when it is in an
Improved Position (see Advanced Game Rules -
Improved Positions are not used in the BasicGame).
15.53 A Vehicle is Hull Down when it is in a
Brick, Mud/Brick or Stone Building.
15.54A Vehicle is Hull Down against Rising Shot
from a range that is less than or equal to thedifference in elevation between the target andfiring units. For example, a unit that is four
elevation levels lower than the target fires from a
range of three hexes. The target unit is Hull Down.
15.55When a Hull Down Vehicle is hit all Track
(TK) and Lower Hull(LH) hits are impossible, as
these are covered by the terrain. If a TK or LH hitis scored on a Hull Down Vehicle, they count as
"misses".
15.6 Damage Determination:In the AB column,next to the HT number, is listed the thickness of
armor there. If the Penetration valuefound on the
firing unit's Data Card equals or exceeds the AB
value, a penetration has been made. If
Penetration value is less than the AB valu
penetration has been made - the shot
"ricocheted", does no damage, and no further
are taken for that hit. If the shot did penetrateDamage Caused Table on the firing unit's
Card is consulted to determine the amoun
damage caused by the penetrating hit. Roldice, and consult the Table for the results. Note
Track and Gun hits are automatically effect
there is no need to roll on the Damage CaTables.
15.61 No Damage: The shell was a dud o
some other reason failed to do appreciable damNo effects.
15.62 Compartment: The Vehicle is b
damaged, but not totally destroyed (Truck
knocked out with any compartment hits).
effects of compartment hits are as follows:
15.621 Turret and Gun Hits: The Vehicle still move but may not fire - the main gun and/
mechanisms are ruined. Check the Notes on
target unit's Data Card, as many Vehicles
knocked out by Turret compartment hits.
15.622 Hull and Track Hits: The Vehicle
still fire, but may not move - the Vehicle's en
transmission, and/or its wheels or tracks are ruThe Turrets on these Vehicles may stiladjusted, and the main guns may still fire.
15.623 Mark compartment hits on the Comm
Sheet in the boxes with the identification odamaged units by writing the type hit abbrevia
then circling it.
15.63Knocked Out:The Vehictotally destroyed. Remove
Vehicle from the mapboard
replace it with a Wreck. Never more than one Wreck in a single
no matter how many Vehicles are Knocked O
that hex.
15.7 Direct Fire Examples: The current posifacings, and plotted orders for British M
"Sherman" 814 (Data Card 70) and German P
IVF2 units 858 and 859 (Data Card 98) a
follows:
Sherman: hex 4032, direction 6
Pzkw IVF2 858: hex 3328 direction
Pzkw IVF2 859: hex 3331 direction
All Turrets on the Vehicles face the same direas the Vehicles face.
15.71 Fire by Sherman 814:The designated t
is Pzkw IVF2 859. The Sherman has a clear lisight, and the German target unit lies in sig
range and in 814's Field of Fire, so Direct Fi
possible.
15.711 The range is 7 hexes. Checking
Gunnery Tables on the Sherman's Data Car
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AP Factor of "16" and a Penetration Value of "17"
is found.
RANGE IN HEXES
1-
2
3-
4
5-
6
7-
8
9-
10
AP FACTOR 20 19 18 16 15
PENETRATION 19 18 18 17 17
15.712The firing unit is not moving, and the target
unit is moving 4 hexes for a "-4" modifier. TheSize of a Pzkw IVF2 is "-1". The shot is a Side
Shot for a "+3" modifier. The cumulative modifieris -4-1+3 = -2.
15.713Subtracting the cumulative modifier of "-2"
from the Base Modifier of "20", the result is a
Modifier Number of "18". Crossgridding the
Modifier Number of "18" with the AP Factor of
"16", a Hit Number of "58" is found on the AP Hit
Tables on the Game Card.
15.714A Sherman has a Rapid Rate of Fire of two
shots, and this can be used. The dice roll is "47",
which is less than the Hit Number of "58", so one
hit is scored (if "01" to "08" had been rolled, two
hits would have been scored).
15.715The hit is Level at 0 S, so the Level, 0Side portion of the Pzkw IVF2 Hit Determination
Table is used. A "68" is rolled causing a TS hit.
The AB value of the TS at 0 is only "7", while thePenetration value of the shot is "17", so the hit
penetrates.
15.716The dice are rolled again and the Damage
Caused Table on the Sherman Data Card is
consulted. A "25" is rolled, so a compartment hit iscaused. As it was a TS hit, this is on the Turret
compartment, and Pzkw IVF2 859 will no longer
be able to fire. Mark the hit on the Command
Sheet.
15.72 Fire by Pzkw IVF2 858: The designated
target unit is Sherman 814. Direct Fire is possible.
15.721 The range is 7 hexes. Checking the
Gunnery Tables on the Pzkw IVF2's Data Card, an
AP Factor of "17" and a Penetration value of "22"
is found.
RANGE IN HEXES
1-
2
3-
4
5-
6
7-
8
9-
10
AP FACTOR 20 19 18 17 16
PENETRATION 24 23 23 22 21
15.722 Only the "-1" Size modifier applies.Crossgrid the Modifier Number of "19" with the
AP Factor of "17" to find a Hit Number of "65".
15.723 A Pzkw IVF2 may fire two shots at itsRapid Rate of Fire. The dice roll is "60", so one hit
is scored.
15.724The hit is Level at 0 F, so the Level, 0,and Front portion of the Sherman Data Card Hit
Determination Table is used. A "29" is rolled
causing a GM hit. The AB value of the GM at 0 is
only "18", while the Penetration value of the shot is"22", so the hit penetrates.
15.725The dice are rolled again and the Damage
Caused Table on the Pzkw IVF2 Data Card
consulted. An "09" is rolled, so No Damage is
caused by the hit.
16. THE MOVEMENT PHASE
During this Phase, units plotted to move do so, andTracking and/or Opportunity Fire may be
"triggered" by these movements. Although the
movement is considered to be simultaneous, theplayers should move their units sequentially so that
as one side moves, the other side can check for
Tracking and/or Opportunity Fire. The Axis side
moves all their units first on odd numbered Turns,
and the Allied side moves all their units first on
even numbered Turns. A player may move hisunits in any order desired.
16.1 Command Sheets Exposed: While moving
their units players should lay out their CommandSheets in full view of the other players.
16.2 Exact Moves:The units must be moved on
the mapboard exactly as indicated by their plottednotations, unless movements are not possible or are
illegal.
16.3 Illegal Moves:Incorrectly plotted movementswill occur from time-to-time, with notations that
indicate impossible moves or combinations of
orders. As it is now too late to rewrite the notation,the following must be done to correct the illegal
moves (change all notations to reflect the changes):
16.31 Illegal Moves Due to Damage:A unit withHull compartment damage or a Track hit sustained
during the Direct Fire Phase cannot move or Pivot
in Place, and must have all movement orders
erased.
16.32 Unit Movement Exceeds Speed Factors:Erase all portions of the plotted movement thatexceed the number of Speed Factors, and move the
unit to conform to the reduced notation.
16.33 Movement Plus Tracking/OpportunityFire: A unit for which both movement and
Tracking/Opportunity Fire was plotted will beallowed to do neither. All notations are erased.
16.34 Unanticipated Movement Cost Changes:A unit that has plotted movement at Road or TrackMovement Costs and discovers a new Wreck or
some newly moved enemy unit blocking the Road
or Track path, will complete as much of themovement as possible, and the rest of the notation
will be erased.
16.35 For other possibilities, t