Panzerblitz v3 EF Rules BETA 20140702
Panzerblitz v3 EF Rules BETA 20140702
Panzerblitz v3 EF Rules BETA 20140702
1.0 Introduction
These are the standard rules for all Panzerblitz Series (PBS)
games. Any additional rules needed to play a particular
Situation are provided on the Situation card.
1.1 Using the Rules
We recommend reading through the rules once. Do not try to
memorize them, and do not try to digest them in great detail.
Instead, just get a feel for them. Set up a Situation, and then
walk through Section 3.0 Game Turn. You may not get all the
nuances on the first pass, but hopefully you will get a feel for
the mechanics of play, and with this in hand, refer to sections
as needed.
1.2 Rules Conventions
1.2.1 When a Combat rule states that attack or defense
factors are to be halved and the combat involves multiple
units, fractions are dropped after all values are added for AT
fire and retained for AP fire.
1.2.2 In all other cases where numbers are halved (e.g.
movement points, ranges, etc.) remaining fractions are
dropped.
1.2.3 Words that describe key concepts of components of the
game are capitalized.
1.3 Setting Up the Game
Pick a Situation from the available Situation cards. It may be
best to start with one that has fewer counters, to help ease
into learning the game system.
Arrange the maps called for on the Situation card in the
configuration indicated. The maps may have to be gently
back-folded in order to lie flat. Additionally, placing the maps
inside of a poster frame or under a sheet of Plexiglas works
wonders to create a smooth playing surface, and protects
your gaming investment.
The depictions of the counters and quantities on the Situation
card is the "Order of Battle" for the Situation. Punch out the
counters in the quantities indicated in the order of battle, and
place the stacks of counters on their depictions on the card.
Be careful not to tear the counters at the spots where they
are still joined to each other. We recommend using a sharp
knife to assist in separating the counters.
Likewise, punch out all the markers needed for the game,
keeping them close to the map for eventual use.
To prepare for the first turn, find an opaque container to use
for the "chit pool". In this container, you will place the Ops
chits called for in the "Chit Pool" section of the Situation card,
which are at the start chits placed in the pool. Chits may be
added to or subtracted from the pool in later turns.
For each side, some counters in the order of battle may be
indicated as "At Start". This also mentions which side sets
up first and second. The players set up at the start, counters
in the order indicated, and leave the other counters on the
card for later entry into the game.
Note any "Support" indicated on the Situation card, below the
order of battle. These are off-board artillery assets used for
"Indirect Fire" (IF, 11.0), and as such have no counters to
represent them. The range of such support is "unlimited".
At the bottom of the Situation card are any Situation Notes
(SN), which provide any special rules that apply to each
situation, as needed. If this area is blank, then there are no
Situation Notes for that Situation. Situation Notes are
2.2 Maps
The Panzerblitz game maps are a representation of the
terrain on which the battles depicted in the game took place.
A hexagonal grid has been superimposed over the map to
regulate movement and to facilitate measurement of range
for combat resolution.
Each map is identified by a letter, while each hex contains a
four-digit number. This letter-number combination is used to
direct the setup of the units for the situations, and to allow
players to record locations of the units if a game must be
taken down and paused for a time, as well as defining play
areas.
Some Panzerblitz modules have historical maps depicting
actual terrain where battles were fought, while others have
multi-piece geomorphic maps. Geomorphic map sections can
be butted together by any edge, allowing for numerous
configurations and playing surfaces. All roads, rivers, and
other terrain match up no matter which combination of maps
is used.
2.3 Game Scale
Each hexagon (hex) on the maps represent terrain that is
250 yards from side to opposite side.
Each turn represents approximately fifteen minutes of real
time.
All Combat units (2.4.1) represent formations of battery,
platoon, or platoon-equivalent size, and are therefore not
marked as such on the counters, as in most other wargames.
Range (2.3.2)
AT Attack Value (7.5)
AA Capable (blue)
Unit Type
Movement Codes
Step Reduced
OVR (8.0)
Wheeled
Tracked
Leg
Towed
Infantry
Colored Shape
White Circle
Trapezoid
Clear Circle
T/.. T/.
Unit Function
Code
Capability
Identification
IF
AA
M
C
AMP
OVR
Operations Chit
Air Support
Reinforcement
Hull Down
Range - The maximum distance away (in hexes) that the unit
can attack an enemy unit using its AT or AP Attack Strength
(Exception: 7.2.4 Long Range Fire).
Smoke
Artillery Request
Artillery Attack
Block
Improved Position
Wreck
Clear/ Set
No/ Move
Close Assault
Overrun
Disrupted
Spent
Unspotted
Spent/ Disrupted
First, each player puts the following chits into the Chit Pool:
Transport Table
Transport
Type
Passenger
Type
Load/ Unload
Costs
LG/Inf
MA
HG
All MA4
LG/Inf
MA
HG
All MA
British Carrier
LG/Inf
MA
Wagon
Any
All MA
Inf Only
MA
Recon-Inf/LG Only
MA
Recon-Inf Only
All MA
Truck
Half-Track
AFV
Jeep
Motorcycle
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LoS Chart
Height of Intervening obstacle relative to
lower unit
Unit Height
Differential
1
2
3
4
5
4+
Blocks
1/2D
2/3D
3/4D
4/5D
Blocks
Blocks
1/3D
1/2D
3/5D
Blocks
Blocks
Blocks
1/4D
2/5D
Blocks
Blocks
Blocks
Blocks
1/5D
5.7 Reciprocity
Unless otherwise noted, all LoS are considered reciprocal.
That is, if a friendly unit can trace a LoS to an enemy unit,
that enemy unit also possesses a LoS to the friendly unit.
6.0 Spotting
While Line of Sight and Spotting are similar concepts, they
provide differing degrees of information about enemy units.
Spotting an enemy unit, or stack of units, gives more
accurate information as to the precise unit location within the
area defined by a hex, as well as unit composition. A player
may DF on an enemy unit to which only Line of Sight is
possessed, but at a penalty (6.2.3) to reflect the lack of
increased intelligence that Spotting provides. The status of a
unit as Spotted or Unspotted affects all attacks against that
unit. By definition, a unit is always considered Spotted unless
marked with an Unspotted marker. Unspotted units can be
attacked, suffering a +4 DRM to all attacks until that unit
qualifies as Spotted. Once a unit is Spotted by an enemy unit
it is considered Spotted by all enemy units.
6.1 Spotting Conditions
The following section details the manner in which units are
determined to be Spotted.
6.1.1 All units at the start of a Situation are considered
Unspotted and marked as such.
6.1.2 A targets spotting status is always determined at the
time an action is taken against it, be it an attack, targeting for
Overrun, etc. For Indirect Fire (IF, 11.0), the action is when
the fire is resolved, not when the AR is placed.
6.1.3 An enemy unit is considered Spotted if either of the
following criteria is met:
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marker. A unit may only Opportunity Fire ONCE per turn, and
may not later participate in DF, or any other offensive
combat.
7.9 Reaction Fire
All units in the target hex of an Overrun (8.0) or Close
Assault Tactics attack (CAT, 9.0) may perform a single
Reaction Fire versus attacking units in one hex immediately
prior to the Overrun or CAT attack being conducted
regardless of status. Reaction Fire is a form of DF and is
subject to the rules and restrictions of DF, with the following
cumulative modifications:
a.
Range is considered to be 1.
reduced side.
7.11.3 When a zero-defense unit is overrun, and that unit is
among other units, the zero-defense unit suffers the same
fate as other non-armored targets in the hex. If there are no
other non-armored targets in the hex, then the zero-defense
unit is automatically eliminated.
7.11.4 When a zero-defense unit is overrun, and that unit is
the only unit in the hex, the overrunning player has two
options:
a) the zero-defense unit may be automatically destroyed (no
die roll necessary)
or
b) the zero-defense unit may be captured and replaced with
the same unit type of the overrunning player's nationality.
8.0 Overruns
Overrun attacks are special attacks that can be made by
Armored units only, and are made during the Phasing
Players movement. In these attacks the attacking vehicles
attempt to overwhelm an enemy position at very close range.
Only activated, armored units identified as capable of
Overrun attacks (red under-lined movement allowance) may
participate in an Overrun attack.
8.1 Overrun Attack Procedure
The following shows the proper procedure to execute an
Overrun attack:
8.1.1 All activated units intending to Overrun move as
outlined in the Movement rules (4.0) during the Phasing
Players movement. These units must stop their movement
adjacent to an enemy occupied hex and are marked with an
Overrun marker(s). As each participating unit moves adjacent
to the target hex, it must expend 2 movement points plus the
movement point cost to enter the hex to be Overrun, and is
placed beneath the Overrun marker. If a unit does not have
sufficient remaining movement points or is Disrupted by
Opportunity Fire, it may not perform an Overrun attack and is
placed above the Overrun marker and marked Spent or
Spent/Disrupted as appropriate. The Overrun attack is
resolved immediately after all units involved in the Overrun
have moved adjacent to the target of the overrun.
8.1.2 After the resolution of any Reaction Fire (7.9), the
attacker assigns Overrunning units to defenders using the
following criteria.
8.1.2.1 All defending Non-armored units must be attacked as
a combined defense using DF rules (see also 7.11.3, 7.11.4).
8.1.2.2 Any defending armored units must be attacked singly
using DF rules.
8.1.3 If more than one attacking unit is involved in the
Overrun attack, the attacking units may be assigned to attack
different types of units. When there are multiple attacking
units, no attacking units may split their attack values among
different types of defending units.
8.1.4 If there is only a single attacking unit, that single
attacking unit may (attackers choice) split its attack equally
(dropping all fractions) to each relevant value for each
defending type of unit(s).
8.1.5 Overrun Reaction Fire: One Overrunning hex is subject
to Reaction fire (7.9).
8.1.6 The attack is resolved using the DF combat resolution
methods. One dice roll is used to resolve both types of
combat if both attack types are made versus a single hex,
with appropriate DRMs applied to the dice roll for each type
of combat.
8.1.7 The Overrun attack receives a net -2 DRM (-1 for
Overrun, and -1 for range 1). Additionally Infantry being
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an OVR marker.
9.0 Close Assault Tactics (CAT)
CAT attacks represent infantry only attacks at close quarters
in which they attempt to overwhelm an enemy position. This
often includes hand-to-hand combat.
9.1 CAT Procedures
The general procedures for CAT attacks are as follows:
9.1.1 Units move one at a time as per normal movement
rules. Upon completion of each units movement, if that unit
is participating in a CAT attack, the player must declare their
intent and mark the unit with a CAT marker.
9.1.2 Each CAT attack is resolved at the end of movement.
9.1.3 All attacking units must be adjacent to the defending
hex, having expended one or less movement points.
9.1.3.1 Units in an Improved Position (IP) must spend 1 MP
to exit that IP in order to execute a CAT attack. If at the
conclusion of the CAT attack, the attacking unit does not
advance into the CAT target hex, the attacking unit may reenter the IP position just exited.
9.1.4 After the resolution of any Reaction Fire, the attacker
may then select which type or types (AP or AT) of units are to
be attacked.
9.1.5 All defending units of a given type must be attacked as
a combined defense using the DF rules (7.0).
9.1.6 If more than one attacking unit is involved in the CAT
attack, the attacking units may be assigned to attack different
types of units. When there is more than one attacking unit, no
attacking units may split their attack values among different
types of defending units.
9.1.7 If there is only a single attacking unit, that single
attacking unit may (attackers choice) split its attack factors in
half (dropping all fractions) applying the relevant value to
each defending type of unit(s).
9.1.8 CAT Reaction Fire: One hex containing attacking CAT
units is subject to Reaction fire. (7.9)
9.1.9 Combat odds/difference are determined as in DF and
resolved on the DFT with all applicable DRMs. CAT attacks
receive a -3 overall DRM (-1 for CAT, -2 for range 0).
9.1.10 If at least one Engineer unit participates in the attack,
an additional -1 DRM is applied.
9.1.11 If armor is attacked in a Town or City hex, an
additional -1 DRM is applied.
9.1.12 One dice roll is used to resolve both types of combat if
both attack types are made versus a single hex.
9.1.13 Advance After Combat
If, as a result of CAT attack all of the defending units are
eliminated, any attacking units that participated in the CAT
attack may move into the target hex and occupy any IP or
Fortification. Stacking limits must be met immediately after
such movement and before the resolution of any other CAT
attacks. There is no movement point cost for this movement;
therefore it does not trigger Opportunity Fire.
9.2 CAT Restrictions
The following restrictions apply to all CAT attacks.
9.2.1 A unit that was a Passenger at any time during
Movement cannot participate in a CAT attack (Exception:
10.0).
9.2.2 A unit that uses Road Movement during the Operation
in which they conduct a CAT attack cannot participate in a
CAT attack. (This also precludes use of Roads to negate
other terrain costs.)
9.2.3 A unit in a Minefield hex cannot participate in a CAT
attack.
9.2.4 A CAT attack may not be made against a unit in a
Minefield hex.
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13.0 Efficiency
Efficiency represents a combination of many things: training,
coordination, cohesion, quality of leadership, and morale of
the formations fighting in the Situation. Each side in a
Situation is given an Efficiency Rating from 5 (Green) to 9
(Elite). This rating affects a players ability to recover units
from Disruption, and perform various other game functions.
13.1 Recovering from Disruption
During an Operation, the phasing player may attempt to
recover Disrupted units by making a Recovery roll. The
Phasing Player rolls two dice for each Disrupted unit within
the range of the Ops chit drawn. If the dice roll is less than or
equal to the Efficiency rating of the unit, the recovery attempt
is successful.
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movement point.
14.10.2 Stacking: No effect.
14.10.3 LoS: Orchards are considered a level one obstacle
for LoS purposes and block LOS through any part of the
interior of the hex, not the hexside unless the hexside is
common to two adjacent orchard hexes (5.5.3).
14.10.4 Overrun: No effect.
14.10.5 TEM: Units in an Orchard hex defending against DF,
Close Assault, and Overrun attacks receive a +1 DRM to the
combat roll. There is no modifier for IF.
14.10.6 CAT TEM: No effect.
14.10.7 Spotting: To be spotted, an enemy unit must be
within five hexes.
14.10.8 Target Selection: No effect.
14.10.9 Artificial Terrain: No effect.
14.11 Grain Fields (in season)
Grain fields are considered in season when so specified in
an SN. When not in season, treat a Grain Fields hex as a
Clear hex (14.1). Units in Grain Field hexes in season are
subject to the following restrictions.
14.11.1 Movement: All wheeled Vehicles pay 2 movement
points to enter a Grain hex. All other units pay 1 movement
point.
14.11.2 Stacking: No effect.
14.11.3 LoS: No effect.
14.11.4 Overrun: No effect.
14.11.5 TEM: No effect.
14.11.6 CAT TEM: No effect.
14.11.7 Spotting: For Infantry type units to be spotted, an
enemy unit must be within 10 hexes. All others are spotted
as normally.
14.11.8 Target Selection: No effect.
14.11.9 Artificial Terrain: No effect.
15.0 Artificial Terrain and Positional Defenses
Many terrain features are man-made and temporary in nature
and therefore not printed on the mapboard. In this case,
counters symbolizing the features are provided. All artificial
terrain and positional defenses use the spotting rules for the
terrain in which they are placed, except Fortifications, which
are treated as towns.
15.1 Wrecks
Whenever a step of an AFV or Fortification is destroyed in a
Road/Bridge, Ford, City, or Town hex, the unit is flipped over
(or removed, as the case may be) and a Wreck counter is
placed as follows:
Trade For
2-1 (X1)
1-1 (X2)
2-1 (X2)
3-1 (X1)
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15.3 Blocks
Block counters represent tank traps, roadblocks, barbed wire,
felled trees, and other man-made impediments to movement.
They are given to one or both players in the Situation setup.
(Exception 15.3.4)
15.3.1 Blocks may be placed anywhere within a players setup area with the following restrictions:
15.3.1.1 Blocks may not be set-up in All-Water hexes or
hexes containing Improved Positions or Fortifications.
15.3.1.2 No more than one Block may be set up in a hex.
15.3.2 Only Infantry may enter a Block hex. They must start
their movement in the hex adjacent to the Block, and must
otherwise be able to move into the Block hex. Upon entering
the hex, the unit must stop and may move no further that
turn. Non-Disrupted units are placed beneath the Block
counter. In any following Operation, any non-Disrupted unit
under a Block marker may continue normal movement if
otherwise allowed.
15.3.2.1 Blocks do not obstruct LoS and have no effect on
combat.
15.3.2.2 Blocks count as 2 full-strength platoons (4 Stacking
Points) and negate road movement rate.
15.3.2.3 A Block counter on a Bridge or Ford likewise
negates any roads used in that hex. The movement effects of
the Block (15.3.2) are utilized instead of the normal terrain
costs.
15.3.3 Blocks may only be removed by Engineer units
(17.3.2).
15.3.4 Engineer units may create blocks (17.3.1).
15.4 Improved Positions (IP)
Improved Positions represent hastily constructed defensive
positions including temporary foxholes, felled trees, and
similar modifications to the natural terrain. The Situation card
may allot either player with IP counters to place during
situation setup. A player may also create IPs during play. A
unit is considered to be within the IP when it is placed
beneath the IP counter.
15.4.1 Improved Positions can be placed or created
anywhere within a players set-up area except in Swamp, AllWater, Beach, Gully, and Stream hexes. They cannot be
placed or created in hexes with Blocks, Mines, or
Fortifications. Once placed, IPs cannot be moved.
15.4.2 Improved Position counters themselves do not count
toward the stacking limits of a hex, however only one IP may
exist in a hex. The Stacking capacity within an IP is 4
Stacking Points.
15.4.3 Improved Position Creation and Removal:
15.4.3.1 An IP may only be created by a non-Disrupted, nonVehicle unit that is not marked with a Spent marker, and that
has not yet expended any movement points in that
Operation. To create an IP, the player declares that an
activated unit is building an IP at the beginning of an
Operation (prior to Artillery Requests) and expends all of the
units movement allowance in its current hex. The unit must
then pass an Efficiency Roll. (13.0) An IP is then placed in
that hex at the end of that Operation, after Disruption
Recovery. The creating unit may immediately be placed
below the IP counter as well as any friendly non-Spent, nonVehicle units occupying the same hex up to the stacking limit
of the IP. Once it is created (regardless of which player
created it), an IP may be entered by any non-Vehicle unit.
15.4.3.2 An IP is removed in a similar fashion. A unit must
begin its turn in the hex with the IP, be non-Disrupted, not
marked with a Spent marker, and must expend its entire
movement allowance to remove the IP. It does not need to
be the same unit that created the IP, but no unit may be
currently occupying the IP when it is removed. The same
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