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