Panzer Blitz Rules

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Rules of Play

UNIT IDENTIFICATION TABLE


RUSSIAN UNITS
Categ ory
o

Note: All vehicular units are ARMORED,except Wagons STrucks

GERMAN UNITS #
Unit Composition
Categ ory

Movement
T E R R A IN FEATURES

Note; The die used in the game has nothing to do w ith M O VEM EN T

Type&Code-Group
6 I 6
I 4- A
7 A 3
12 Timm

Qoan Given

Type & Code-Group


8 *5 JL 3 ^0
13 A 6

Quan. Given

Unit Composition
45 men, 7 SMG, 4 MG, 4 50mm guns, 6 trucks. 45 men, 7 SMG, 4 MG 4 75mm guns, 6 trucks.

12.7mm ( 1-2 ) 45mm (11-14) 57 mm ( 21 - 22 ) 76.2mm (31-36) 76.2mm (61-62) 122mm (71-72) 82mm (MOT.) (81-83) 82mm (84-89) 120mm (91-93) Engineers ( 111- 112 ) Reconnaisance (131-135) Rifle (141-149) Guards (161-169 8 > 171) Submachinegun (181-186) Command Post

48 men, 1 SMG, 9 12.7mm MG, 9 trucks.

50mm
( 21- 22)

A9 4
V 1 m m

55 men, 12 SMG, 6 45mm guns, 2 horsedrawn wagons and 26 horses. 55 men, 12 SMG, 6 57mm guns, 2 horse drawn wagons and 26 horses. 52 men, 10 SMG, 4 76mm guns, 8 trucks.

75mm (battery) (31-33)

The hexagonal grid superimposed upon the mapboard is used to determ ine movement and to delineate the boundaries o f the various terrain features. A hex is considered to be a given type o f terrain if all or any part o f it contains that terrain feature. Terrain affects movement and defense as o u tlined in the Terrain Effects Chart (TEC). The "heavy-hex-side" symbols (different colored bars superimposed upon some hex-sides) are explained in the OBSTACLE AN D E LE V A T IO N S section o f the rules. The single hexagon on board section No. 3 which is com pletely covered by the pond is unenterable fo r A L L units. U nits may use the hexes pa rtia lly covered by the pond. The half-hexes on the outer edges o f the board are considered playable and may be utilized as if they were complete hexagons. HOW TO MOVE UNITS A In any one tu rn a player may move as many or as few o f his units as he desires. B Units which have fired (used their AF) may not move in th a t turn. "Dispersed" units may not move (see How to Have Combat and the Combat Results Table). C Units may move as much or as little as the player desires w ith in the lim its o f their MF's and the terrain effects. Units w ith a MF o f 1 may move one hex per tu rn regardless o f terrain. D - Units may move through frie n d ly units. E U nits may not move through enemy units (Exception: see O VE R R U N RULE) F U nits may not stop on top o f enemy units. G There is no m ovement penalty when moving into or through hexes adjacent to enemy units (i.e. there are no "zone o f c o n tro l" such as in other games) H No enemy movement is allowed during frie n d ly movement. I No combat, enemy or frie n d ly, takes place during movement (Exception: see O VERR UN RU LE) TR ANSPO R TING U N ITS The " C " class vehicular units (wagons, trucks and halftracks) have the capability o f carrying non-vehicular units (guns, in fa n try and command posts). Each " C " u h it has the capacity to carry one non-vehicular unit. To symbolize th a t a u n it is a passenger in a " C " u n it, place the u n it being carried UNDER the "C " unit. Players should never place non-vehicular units under vehicular units unless they are being transported by th a t unit. A In any one tu rn a " C " u n it may either "L o a d " or "T ra n s p o rt" or "T ransport and U nload." It may o n ly perform one o f these operations per turn. B " C " units and the unit(s) to be loaded must begin their tu rn on the same hex. The passenger u n it may n o t fire (use its A F ) in the tu rn o f loading, while being transported or when unloading. Dispersed units may not load or unload. U nits are "lo a d e d " when they are under the " C " unit. C Passengers may not move independently on the tu rn in which they unload from transporting units. D A tru c k or wagon u n it and the u n it it is transporting have a combined defense factor o f 1 . E When usjng halftracks as transport, the defense factor (DF) o f the halftrack u n it is used when attacked. E lim ination affects both carrier and passenger. The halftrack u n it may fire while loaded. F Passengers and carriers are treated as one u n it fo r stacking purposes (see Stack Lim itations). Units are "L o a d e d " when under the " C " unit. Passengers and their carriers are treated as one u n it fo r combat results purposes. If combat results call fo r

20 R 20
J k 4 H 10

S K

(41-42) 20mm (51-52) 20mmQUAD (53-54) 75mm (61-64) 150mm (71-72) 81mm (81-84) 120mm (91-94) Engineers (111-113) Security (121-123) Rifle (141-149/151-159) Submachinegun (181-186) Command Post (201-203) Wagons (411-414) Truck Transport (421-429 / 431-437) Halftrack Sdkfz 251 (441-449 / 451-452) Puma-SdKfz 234/2 (510) SdKfz 234/4 (520) SdKfz 234/1 (531-533) Maultier (battery) (610) Wespe (battery) (621-623) Hummel (battery) (631-632) Gw 38 <M ) (710) Wirbelwind (721-722) Stu H 42 (battery) (730) Marder III (battery) (811-812) StuG III (75mm) (bat.) (821-824) Hetzer (battery) (831-832) JgdPz IV (battery) (8401 Nashorn (battery) (850) JgdPz V (battery) (861-862) JgdPz VI (battery) (870) Lynx (910) PzKpfw IV (931-939 / 941-943) Panther (951-959/961-963) Tiger I (971-972) Tiger II (981-982) Fortification (1111-1118) 12 16 18

111 men, 10 SMG, 4 LMG, 4 88mm guns, 24 trucks. 40 men, 8 SMG, 6 20mm guns, 8 trucks.

PanzerBlitz.
IN T R O D U C T IO N "P a n z e rB litz " is a fast m oving, e x c itin g tw oplayer game w h ic h sim ulates in a re a lis tic m anner th e essential elem ents o f tactical-leve l a rm ore d w arfare. The fle x ib ility b u ilt in to th e game th ro u g h th e use o f the S itu a tio n Cards enables players to experience a v a rie ty o f m o b ile c o m b a t "e n c o u n te rs ." A lso the w id e selection o f w eapon systems represented, a ccu ra te ly conveys some o f th e stre ngth s and weaknesses in h e re n t in th e G erm an and S oviet armies. N o t o n ly is th e game an e n jo y a b le and challenging experience b u t it is also a valuable source o f h is to ric a l data w h ic h can be fe lt and un derstood in a m anner m o re, d ra m a tic and m e aningful than a sim ple w ritte n a c c o u n t o f E a s tfro n t com bat. T o gain an insight in to the basis o f the game, players should read the "D esign er's N o te s section o f th e Cam paign A nalysis b o o k le t. IM P O R T A N T : R E A D F IR S T B EF O R E E X A M IN IN G TH E R U L E S A N o te to Players U n fa m ilia r w ith A v a lo n H ill B a ttle Games: The game P anze rB litz is a "ta c tic a l-s im u la t i o n " w h ic h s im p ly means th a t real, smallscale co m b a t events have been tra nslated in to a manageable s y m b o lic fo rm a t w h ic h p e rm its the m to be re-created as a tw o pla ye r game. The rules o f p la y p ro v id e a fra m e w o rk fo r th is re-creation. The rules are basically co m m o n sense backed-up b y h is to ric a l research and game th e o ry . W hile at firs t th e game m ay seem co m p le x to y o u , yo u w ill fin d th a t w ith fa m ilia rity comes a sense o f th e overall scheme o f p la y w h ic h enables you to m ake an in tu itiv e use o f the rules ra th e r tha n having to c o m m it the m to m e m o ry le tte r-b y -le tte r. So, read the rules once and the n play a pra ctice game or tw o , re fe rrin g back to th e w r itte n rules as questions com e to m in d . In th is w a y th e game itse lf becomes a learning device to help yo u absorb the de tails o f play. A b o ve all, re m e m tje r; yo u c o n tro l the game and the rules are s im p ly a logical fra m e w o rk fo r y o u r use. E S P E C IA L L Y IM P O R T A N T : A N o te to " V e te ra n " Players o f Previous A va lo n H ill B a ttle Games: A lth o u g h at firs t, " P a n z e rB litz " m ay lo o k fa m ilia r to you as a wargame, appearances can be deceiving! M any o f th e concepts, tech nique s and de ta ils o f play are to ta lly u n lik e o th e r A va lo n H ill games. We, th e re fo re , s tro n g ly advise you to th o ro u g h ly read, fro m s ta rt to fin is h , A L L the rules o f p la y! T ry to clear y o u r m in d o f all your o ld w arg am ing p re co n ce p tio n s and assum ptions. "P a n z e rB litz " is a NEW game, w ith NEW rules, based u p on NEW concepts and param eters! Assume n o th in g ; read the rules w ith a fresh m in d and p re te n d yo u never saw a w argam e be fore !

-C < -Q
CO CO

12 A 5 It 21 m m

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14 K 10

2
3

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2 TT 0
4 0 H 20
1221 m m

4 .

74 men, 15 SMG, 4 76mm howitzers, 13 horse drawn vehicles, 49 horses. 129 men, 24 SMG, 6 MG, 6 122m howitzers, 4 trucks, 11 horse drawn vehicles, 80 horses. 45 men, 6 SMG, 6 82mm mortars, 6 trucks.

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n

20K)|hhh

1 2

53

45 men, 4 SMG, 2 MG, 3 quad 20mm guns, 10 trucks. 36 men, 6 SMG, 1 MG, 2 75mm howitzers, 5 horse drawn vehicles, 15 horses. 39 men, 6 SMG, 1 MG, 2 150mm howitzers, 6 trucks. 66 men, 6 SMG, 6 81 mortars, 15 horse drawn vehicles, 19 horses. 47 men, 7 SMG, 2 MG, 4 120mm mortars, 7 trucks. 63 men, 10 SMG, 9 MG, 8 flamethrowers, mine clearing equipment, 4 horse drawn vehicles, 6 horses. > 46 men, 12 SMG, 4 MG, 2 horse drawn vehicles. 59 men, 11 SMG, 6 MG, 3 horse drawn vehicles, 4 horses. 52 men, 30 SMG, 4 MG, 3 horse drawn vehicles, 4 horses. 6 men and communications equipment

D ^ Q w

H 12

1 TT 0
2 M 12

LP
3 3 1 M 12

N
I
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aL
2 0 H 12

elim ination, both are eliminated. If dispersed, both are dispersed. Arm ored vehicle units (tanks, assault guns, etc.) may carry non-vehicular units in a fashion sim ilar to " C " units. Each armored u n it may carry one passenger unit. If an armored u n it is destroyed while transporting, both passenger and carrier are destroyed. Units traveling on armored units may be attacked exclusive o f the armored u n it in which case the passenger u n it has a DF o f 1. The armored u n it is unaffected if only its passengers are attacked. Arm ored units may fire when loading, unloading or carrying passengers. A ll other transport rules, however, apply. Russian cavalry units may NOT be transported by " C " units or armored units.

IM h m

ROAD M O VEM EN T Units traveling along roads do so at the road movement rate regardless o f the other terrain in the road hexes. A ll units may travel over all roads o f the board regardless o f accompanying terrain in which they m ight otherwise be prohibited. Roads do not alter the defense effects o f surrounding terrain. A A ll units move along roads at a cost o f 1 /2 movement factor per road hex. Entering a road hex through a non-road hex side is done at the MF cost o f the other terrain in the road hex being entered. B Units may freely combine road and non-road movement in the same turn. C Units may not stack w hile moving along a road at the road movement rate. D U nits may not move through or onto other units on a road when moving at the road m ovement rate. E To move through or on to a frie n d ly u n it on a road costs the fu ll non-road m ovement cost o f the other terrain in th a t hex. Also when moving in to the N EXT road hex, the moving u n it incurs the non-road MF cost o f the other terrain in th a t hex as well. In effect, you are "passing" the u n it sittin g on the road by swinging o ff the road and maneuvering around it. Terrain hexes o r hex sides through which a u n it w ould be prohibited to travel when o ff the road cannot be traveled upon when perform ing this "passing" maneuver. For example, a vehicular u n it could NOT move through a u n it on a swamp/road hex. It could, however, move ONTO such a u n it (and move o ff in the next tu rn ). F Units may stack w ith other units and move along roads at the NON-road movement rate (and a u n it in such a stack could split o ff and move ahead by itself at the road movement rate). G Remember: a vehicle w ith passengers is considered as one u n it and may therefore travel together at the road movement rate.

2 -0
3 M 12

I l/Jm m 3I 1
24 M2 0
1201m m

61 men, 5 SMG, 9 82mm mortars, 9 horse drawn wagons.

cc

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4 15 M 2 0

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65-70 men, 14-16 SMG, 7-8 120mm mortars, 8 trucks.

2 3

"i 0 1 2

2 About 100 men armed with an odd assortment of SMG, flamethrowers and mine-clearance equipment. 37 men, 15 SMG, 5 MG, 3 trucks or half tracks.
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3 1 1

3 .1 .4 (HD

10

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2A 4 121
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RIC O H , 131 1

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16 "m 1

156 men, 42 SMG, 23 MG, 2 50mm mortars, 3 horse drawn wagons.

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6 I 5 ( l 18^1 8 1 1

10

170 men, 55 SMG, 25 MG, 2 50mm mortars, 3 horsedrawn wagons. (various types) 78-100 men, 60-100 SMG, 6-9 MG in units of less than 100 men, 1-10 trucks 6 men and communications equipment

6^ 3 fid
6 W 1
0

CP's
(200's)
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10 S H t 1 1 12 .8 1

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1 " Iff 3

CP's
( 200's) CAV (300's)

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10 I 3

( 201-202 )

6 men, 4 horse-drawn vehicles, about 16 horses. 6 men, 5 Ford G 997T or Opel 6700A 3 ton trucks. 6 men, 10 MG, 5 SPW halftrack armored vehicles. 38 men, 14 SMG, 11 MG, 7 234/2 ("Puma") armored cars (50mm gun). 38 men, 14 SMG, 11 MG, 7 234/4 armored cars (75mm gun). 38 men, 14 SMG, 11 MG, 7 234/1 armored cars (20mm gun). 135 men, 12 SMG, 6 MG, 6 Maultier self-propelled rocket launchers, 25 trucks. 125 men, 22 SMG, 17 MG, 6 PzFH 18 (WESPE) guns, 28 trucks. 131 men, 22 SMG, 17 MG, 6 PzFH 18M (HUMMEL) guns, 28 trucks. 29 men, 5 SMG, 2 MG, 2 SIG 33/1 guns, 6 trucks. 40 men, 4 SMG, 3 FlakPz IV (4 20mm guns), 6 trucks. 31 men, 14 SMG, 6 StuH 42 guns, 4 trucks.

* CAVAIDT o

3 0 1 J

Cavalry (squadron) (301-304) Wagons (411-418) Truck Transport (421-429 / 431-438) Halftrack SIS 33 (441-446) SU-152 (741-742) SU-76 (811-812) SU-85 (821-822) SU-100 (841-842) JSU-122 (851-852) KV85 (921-922) T-34c (931-939 / 941-943) T-34/85 (951-956) JS-II (971-972) JS III (981-982) Fortification (1121-1128) 12 17

171 men, 100 SMG, 12 MG, 6 ATR, 8 horse drawn vehicles, 180 horses. 11 men, 4-6 horse drawn vehicles, about 24 horses.

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8 men, 8 SIS-5 three ton trucks or 8 US Lend-Lease 2!4 ton trucks or combination thereof. 16 men, 8 halftracks (combination of Soviet SISS-33 and US Lend-Lease M3 halftrack vehicles). 80 men, 70 SMG, 10 SU-152 SP guns, 1 motorcycle.

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GAME EQ U IPM EN T: 1. 2. 3. 4. Outer box sleeve Inner box lid (w ith play-charts printed on top) Inner box and plastic tray Mapboard playing surfaces: 3 sections w hich can b u tt together in a variety o f ways to fo rm many d iffe re n t terrain configurations. Plastic clips: 4 each (to hold board sections together) German die-cut counter sheet (176 pieces) Russian die-cut counter sheet (176 pieces) S ituation cards (6 ) and Situations In tro d u ctio n card Rules o f play folder Campaign Analysis bo o klet Die (1) N ote; The die used in the game has nothing to do w ith M O V E M E N T it is only used in con ju nctio n w ith the Com bat Results Table. Exam ples-of-Play card (1) THE M APBOARD The three section mapboard represents a varied sampling o f typical terrain in the Soviet Union. Each section has a number (1, 2 or 3) located just above fold-line. The board is "g eo -m orp h ic" i.e. capable o f being changed by re-arranging the three sections in a variety o f juxtapositions. The long edge o f each tw o panel section w ill line up w ith the long edge o f any other section no m atter w hich way they are butted together. The short edges mate w ith each other in a sim ilar fashion. Use the plastic clips provided to hold the sections together. THE P L A Y IN G PIECES The square, cardboard pieces represent platoon or company sized m ilita ry units o f several d iffe re n t types (e. g. In fa ntry platoons, Tank platoons, Assault Gun platoons, etc), which are the playing pieces used in P A N Z E R B L IT Z . Hereafter they w ill be referred to as " u n its " or " u n it- c o u n t e r s " . The numbers on the unit-counters represent th a t unit's capabilities w ith respect to m ovement, attack, defense, and range o f weapons. The other symbols or silhouettes id e n tify what type o f u n it that counter represents. Weapon's Class (A rm or Piercing) I A tta ck F a c to r*] 14 (700's) co
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4 0 H 10
ID 741 /

12 A 5

70 men, 60 SMG, 10 SU-76 SP guns, 1 motorcycle.

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5 0 H 12

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14 A 8 10 SU,i 11 12 8 2 1 1 1

70 men, 60 SMG, 10 SU-85 SP guns, 1 motorcycle.

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80 men, 70 SMG, 10 SU-100 SP guns, 1 motorcycle.

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17 A 10
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7. 8. 9. 10. 11.

52 men, 21 SMG, 10 JSU-122 SP guns, 1 motorcycle.

10 H 12

Stacking (more than one u n it per hex)


A The Russians may stack tw o units per hex. B - The Germans may stack three units per hex. C When a u n it is being carried by another unit, the passenger and the carrier is considered as one u n it fo r stacking purposes. D Stacking lim ita tio n s do not apply during movement. They on ly apply before and after movement (except as qualified by the road movement rules). E M inefield counters and F o rtific a tio n counters do not count towards stacking lim its. F Block counters and Wreck counters ARE counted towards stacking lim its. G Vehicle units may not stack w ith other vehicle units on swamp-road hexes.

rJ S U ^7 15 851 7

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15 A 8

52 men, 26 SMG, 10 KV 85 tanks.


8 < -

14 H 10

13*9*110
12 A 6 9 M 3.c 11

6 * s r8
14 H 12

42 men, 22 SMG, 10 T-34c tanks.

12.

8
> 2

15 A 8 10T 96?S11 18 A 8 12 97? 8 18 A 12 14 T 8

42 men, 22 SMG, 10 T-34/85 tanks.

12 A 8

m*

31 men, 14 SMG, 6 Marder III guns, 4 trucks.

7r 52 men, 26 SMG, 10 JS II heavy tanks.

12 A 8

Spread o u t all the game components on a table and just generally fam iliarize yourself w ith them before reading any furth e r. DO NOT PUNCH OUT THE P L A Y IN G PIECES BEFORE YOU HAVE READ A L L THE RULES!

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31 men, 14 SMG, 6 StG III guns, 4 trucks.

12 "V s8

52 men, 26 SMG, 10 JS III heavy tanks.

12 A 8
CO

31 men, 14 SMG, 6 JgPz 38 guns, 4 trucks.

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16 A 12 9 - 8 20 A 2 0

A 8 - 4 Range Factor (RF)

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31 men, 14 SMG, 6 StG IV/L guns, 4 trucks.

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For current replacement parts price list send a stamped, self-addressed envelope to : PanzerBlitz, The Avalon H ill Company, 4517 Harford Road, Baltim ore, Md. 21214

Defense Factor (DF) J Movement Factor (MF) Type o f u n it(A rm o re d Vehicle, Pz IV tank)

= Particularly im portant rule


G E N E R A L O U T LIN E OF P L A Y Each side maneuvers its forces (playing pieces) on the terrain map seeking to destroy the enemy units and/or gain a specific te rrito ria l objective as o u tlined in one of the scene-setting S ituation Cards. Players move their pieces and have com bat by taking turns. Each complete tu rn represents six m inutes o f real time. The forces in a given S ituation may be unequal and one side may have a better chance o f w inning than the other, but it is p rim a rily the skill o f the individual player which determines the outcom e o f the game. The chance element introduced by the use o f the die-roll/C om bat Results Table is o n ly th a t degree o f chance consistently present in any real-life com bat event. The probabilities o f com bat outcomes have been worked o u t using historical and technical data. Notice th a t all vehicle units are sym bolized w ith an appropriate silhouette and all other (non-vehicular) units are sym bolized w ith standard m ilitary-planning symbols. FACTOR D E F IN IT IO N S Movement Factor (M F ) The basic, m axim um number o f hexagons (hexes) which a u n it may move in one tu rn . This capability can be reduced or increased by terrain features. A tta ck Factor (A F ) The basic offensive power of a given unit. Defense Factor (D F ) The basic defensive strength o f a given unit. Range Factor (R F ) The m axim um effective distance (in hexagons) th a t a unit's A tta ck Factor can be used against enemy units. For example, a u n it w ith a RF o f 8 could fire its weapons (use its attack factor) against any enemy u n it w ith in th a t 8 hex range. For a fu ll display o f all the counters in PanzerBlitz see the U n it Id e ntifica tio n Table.

U N IT ID E N T IF IC A T IO N T A B L E A N D THE PROGRAM ID E N T IT Y CODE SYSTEM (PICS) The U n it Id e ntifica tio n Table shows a fu ll "b re a k o u t" o f all the units in PanzerBlitz grouped according to general category and fu n ctio n . Unless otherwise stated, all Russian units are COMPANIES and all German units are PLATOONS. The U n it Com position p o rtio n o f the table shows w hat actually w ent into the make-up o f the various units. (Note: Although the non-vehicular units had organic transport assigned to them, the game-counters symbolize them w ith o u t this transport the trucks and wagons being given as separate counters in each Situation.) Each specific u n it has been assigned a specific code number (example: Hetzer No. 832). Each specific TYPE o f u n it has a comm on second d ig it code number (example: all German "H e tzers" have the number " 3 " as their second dig it). Each F U N C T IO N A L CATEG O RY is expressed by the left-m ost number (example: all Tank Destroyers are in the 800 series). Roughly comparable Russian and German units have been assigned the same TYPE code number group. Towed guns have been assigned

tw o -d ig it numbers (although they may be thought o f as having a F U N C T IO N A L CODE o f " 0 " ) . T o fu lly id e n tify a given u n it, w rite " G " or " R " (natio n a lity) follow ed by its PIC number: Thus " G /8 3 2 " means: G erm an/Tank-D estroyer/Hetzer/2nd Platoon. Note: the rig h t hand d ig it w ill only be a zero if there is o nly one counter o f th a t type supplied. The second d ig it w ill only be a zero if there is o nly one TYPE in th a t category.

45 men, 18 SMG, 6 JgPz NASHORN guns, 6 trucks. 38 men, 16 SMG, 6 JgPz V guns, 5 trucks.

TEC
CLEAR

TERRAIN EFFECTS CHART


EFFECT ON MOVEMENT Costs 1 MF to enter.Costs truck units 2 MF to enter. Costs 1/2 MF to enter. If entered from non-road hex, MF cost is that of other terrain Costs 1/2 MF to enter (even from non-road hexes) Costs 1 MF to enter. Vehicular units may not move through green hex-side symbols except on roads. Costs truck units 2 MF to enter. Add 1 to attacker's die roll. Costs 1 MF to enter. Vehicular units may not enter except on roads. Apply MF cost to that of accompanying terrain for entry and movement along gullies Costs trucks 5 MF to LEAVE. Costs other vehicles 3 MF to LEAVE. Treat as CLEAR terrain (no "leaving penalty) NONE EFFECT ON DEFENSE (DEFENDING uniton a given terrain) NONE N O N E -(other terrain in road-hex has whatever I effect would have had w ithout the road). Add one to attacker's die roll. Units stacked I together in towns must be treated as one I combined DF. |

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2 0 A 12

TERRAIN FEATURE

15^9
22 A 12

45 men, 18 SMG, 6 JgPz Vlb guns, 6 trucks.


ROADS

1 8 *-5
2 A 4

25 men, 5 SMG, 5 PzKw IILtanks.

TOWNS

6 -

10

14 A 8

25 men, 5 SMG, 5 PzKw IVh tanks, 2 trucks.

WOODS

2
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8
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8^8
16 A 12

12

25 men, 5 SMG, 5 PzKw V tanks, 2 trucks.

SWAMPS

12** 10
1 5 A 12 12
971 8

G ULLIES &

35 men, 9 SMG, 5 PzKw Via tanks, 2 trucks.

STREAMBEDS

See rules.

ID E N T IF IE R TYPE (Code-Group) F U N C T IO N A L CATEG O R Y (Code-Series) The Program Id e n tity Code System is sim ply a shorthand method of positive u n it identification fo r use in play-by-mail games and noting the position o f units in games which must be interrupted and re-started

2 0 A 12 16 '5**6

35 men, 9 SMG, 5 PzKw Vlb tanks, 2 trucks.

STREAM FORD

PONDS

NO units may cross pond-hex sides. Costs 4 MF for trucks to enter. Costs all other vehicles 3 MF to enter. Attacker's AF is halved. See TET. MF cost as per other terrain on hilltop-hex.

SLOPES

SY M BO L LEGEND I platoon company

in fa ntry

light flak,

how itzer

anti-tank gun

m ortar

HILLTOPS

Combat
HOW TO H AVE CO M BAT A - Basically, to have combat, the attacking u n it compares its A tta ck Factor (AF) to the defending unit's Defense Factor (DF). The comparison is stated as a ratio: AF to DF; then rounded o ff in the defender's favor to conform to the ratios given on the Combat Results Table (CRT). Example: 11 to 3 rounds o ff to 3 to 1. Roll the die and take the action indicated by the CRT. N O R M A L A T T A C K IN G B A tta ck takes place before the movement p o rtio n o f a player's turn. O nly the player whose tu rn it is may attack, the other player is considered the "defe n d e r. C O nly enemy units w ith in the Range Factor (RF) o f the attacking u n it may be fired upon by that unit. D A player may make as many or as few attacks per turn as he desires (w ith in the restrictions o f the rules o f com bat). A player is never forced to attack. A ttacking is an act o f vo lition . E Every" firin g u n it firin g on the same defending u n it must combine their A tta ck Factors in to one large A tta ck Factor before com puting odds. Units may fire o n ly once per turn. F Units which fire (attack) in the com bat p o rtio n o f the turn may NOT move in the movement p o rtio n o f the same turn. G D ifferent attacking units may fire at the same target u nit. Each firin g u n it is announced to be firin g at a common target, and the combined attack is resolved all at once. H Units may not split their attack factor (i.e. a given attacking u n it could not apply part o f its factor to one attack and part to another). A tta ck and defense factors are not "tra n s fe ra b le " from one u n it to another. Each u n it is treated as an indivisible set o f factors. I When there is more than one defending u n it in a hexagon, attacks against that stack o f units may be prosecuted in one of three m utu a lly exclusive ways: 1. SELEC TIVE A T T A C K : O nly one u n it (the weakest) in the defending stack is attacked; the others are ignored and may not be attacked in the normal attack phase o f th a t turn. The "w eakest" u n it is defined as being th a t u n it in a defending stack against which that particular attacking unit(s) can attack at the highest odds ratio. Selective A ttacks may be made at odds as low as 1 to 4. 2. M U LTIP LE A T T A C K : More than one u n it in the defending stack is attacked. Each u n it attacked is treated as a separate battle w ith the die being rolled once fo r each battle. In this type o f attack the W EAKEST u n it is attacked firs t at at least 1 to 1 odds; then the next weakest u n it is attacked at at least 1 to 1 odds: fin a lly the strongest u n it (defense factor) may be attacked (at at least 1 to 1). By d e fin itio n , at least TWO o f the defending units in a stack must be attacked to use this method. Of course, to be able to make a M ultiple A tta ck against a defending stack, the attacker must use at least one d iffe re n t attacking u n it against each defender. Remember a u n it may never use its attack factor more than once per turn. 3. C O M BIN ATIO N ATTACK: The defending units are treated as one combined defense factor and the attacker totals his units into one combined attack factor. The die is rolled once for the entire stack and the result applies to all the defending units in that stack. Com bination attacks may be made by as few as one attacking u n it and at odds as low as 1 to 4. See Weapons-to-Target Relationships rule. OVERRUN A T T A C K A Arm ored vehicle units may overrun enemy units in clear terrain. B To overrun a u n it or stack o f units, move the attacking armored vehicle unit(s) straight through the enemy-occupied hex, exiting into the hex D IR E C T LY opposite the hex o f entry. Overrunning units must stop in the "e x it-h e x " and may move no fu rth e r that turn. If the e xit hex is occupied by enemy units, the overrun may not be made. Overrunning units may not travel at the road-movement rate during that turn. Overrunning units must have su fficien t movement factors available to reach the e xit hex. The e xit hex does not have to be a clear terrain hex, nor does the entry hex: o nly the target hex must be clear terrain. C As you move over the enemy u n it or stack o f units, execute your attack. This is the

only case in which an attack may be made d u rin g the m ovement phase o f a turn. O verrunning units attack w ith an increased combat effect. Figure the odds ratio o f the attack using the basic AF to DF system then increase the odds by one in favor of the attacker (e.g. a ratio o f 3 to 1 increases to 4 to 1). Also subtract 2 from the die roll results (e.g. a die ro ll o f 3 is treated as if it were a roll o f 1). A defending stack is treated as one combined defense fa cto r when being overrun. More than one armored u n it may overrun an enemy stack and the overrunning units do not have to enter and e xit through the same hexes. They must, however, combine their attack into one large attack factor. In other words, a defending u n it or stack may not suffer more than one overrun attack per turn. In determ ining overrun odds use only the factors printed on the units (fo r attacker and defender). Do not halve or double the attack factors as shown on the Weapons Effectiveness Chart. Use on ly the overrun "b o n u s " as outlined in rule " D . " You may not fire overrunning units during the usual com bat p o rtio n o f the tu rn in which the overrun is made. Units on Block, Wreck, M inefield or F o rtifica tio n counters may not be overrun. The German SPA units (M aultier, Wespe and Hummel) may NOT make overrun attacks. Halftracks may not overrun Arm ored Vehicles (including enemy halftracks). Units may o n ly be overrun when they are in clear terrain or clear terrain-road hexes.

Note: Half range is always rounded o ff to the nearest whole hex; the attacking u n it loses fractional RF's (fo r example; half o f 9 is 4). A When making a normal C om bination A tta ck against a m ixed stack o f units, determ ine what type o f target (Arm ored or Non-armored) predominates in the stack and then treat the entire stack as if all the units in it were th a t typ e o f target. If the target stack is divided evenly between Arm ored and Non-armoed ta r gets, treat the whole stack as if it were th a t type o f target least favorable to the particular attacking unit(s). B Units in towns are considered as Arm ored targets whether or not such units actually are armored. Units stacked together in towns MUST be attacked as one combined DF. C F ortifica tio n s are considered as Arm ored targets. D WEC is not used in determ ining overrun odds.

Obstacles and Elevations


The PanzerBlitz mapboard is a two-dim en sional representation o f a three-dimensional space. The various terrain features, aside from affecting movement and defense, also affect the a b ility o f attacking units to fire at given defending units. Since the weapons used in PanzerBlitz are d ire ct-fire weapons, an attack ing u n it may not fire at any target which it cannot "see." The terrain symbols on the map show the location o f potential obstructions and the obstacle-hex side symbols show in which d irection fire is obstructed. These "h e a vy" hex-side symbols are color-coded according to the type o f obstru ctio n they represent. There are three general types o f obstacle/hexsides which cu t o ff the line o f sight and therefore prevent fire: 1. L o w Obstacles: Ground-level Green (woods) hex-sides and ground-level Gray (town) hex sides. 10 to 20 meters. 2. Medium Obstacles: Dark Brown (Slope) hex-sides. 60 to 70 meters. 3. High Obstacles: Orange (h illto p ) hex-sides. 100 to 140 meters. Whether or not a firin g u n it can "see o ve r" these Obstacles depends upon the elevation at which the firin g u n it and its potential target are. Units themselves are not considered as obstacles, and players may fire over or through all units, enemy or frie n d ly. There are three elevations at w hich a u n it may be: 1. Ground Level: 0 meters. 2. Slope Level: 50 to 60 meters. 3. H illto p Level: 100 to 140 meters. The elevation at which a u n it is, is o f course determined by the terrain it is on. The Target Elevation Table shows, in a general way, what hex-side symbols obstruct the line-of-fire in d iffe re n t cases. The table, however, does not cover all the situations which m ight arise. HOW TO D ETER M IN E THE LIN E OF S IG H T /LIN E -O F -F IR E (LO S /LO F) For all practical purposes the Line-of-Sight is equivalent to the Line-of-Fire. In "real life " the Line-of-Sight would be a perfe ctly straight line. In the game, however, the Line-of-Sight is traced through the hexagons in a manner sim ilar to the way units are moved. First, determ ine the range to the target. Then p lo t the route through the hexagons which your Line-of-Sight takes. The Line-of-Sight should trace through the exact same number o f hexes as the range to the target. The Line-of-Sight, in other words, should be as short and as straight as possible w hile still conform ing to the hexagonal grid. Whenever there is more than one possible "shortest and straightest" route, choose the one least favorable to the attacker: i.e. if one route is clear and an alternate route is obstructed, the obstructed route is consider ed to be the one through w hich the Line-of-Sight must be traced. In other words, the defender gets the benefit o f the doubt. Using the TET and the special notes, determine whether or not any hex-side symbols encountered in tracing the Lineof-Sight, actually obstruct the Line-of-Sight. SPECIAL NOTES (TO BE USED IN CON JUNCTION WITH TET) A When firing FROM a slope or a h illto p TO a ground-level target, the Line-of-Sight is obstructed if the target u n it is d ire c tly behind a Gray or a Green hex-side: i.e. "d ire c tly beh ind " means that the interven ing Gray or Green hex-side(s) form s one or more of the hexagon sides o f the target hex itself. B When firin g FROM ground-level TO a target on a h illto p or a slope, the Line-of-Sight is obstructed if the F IR IN G

CLOSE AS SA U LT TACTIC S (CAT) A ll types o f Russian and German in fa n try and engineer units as well as Russian cavalry units have the o p tio n o f using Close Assault Tactics instead o f m aking a normal attack. Close Assault takes place AFTE R movement. A Close-assaulting units must be d ire ctly adjacent to the defending u n it or stack o f units (i.e. in one or more o f the six surrounding hexes). % B CAT attacks take place after all movement, normal attacking and overrun attacks are finished. C Units u tilizin g CAT may NOT make normal attacks in the same turn. They may, however, move in the same turn. (NOTE: Overrun and CAT attacks are the on ly exceptions to the general rule which forbids movement and com bat by the same u n it in the same tu rn .) D Close Assaulting units have their effectiveness increased by subtracting 2 from their die-roll result: e.g. a die-roll of " 2 " becomes a die-roll o f ".0." The defending stack must be treated as one combined defense factor, and may suffer on ly one Close Assault per turn. E If in fa n try and engineer units are stacked together when Close Assaulting the same defender, the effectiveness o f that Close Assault is fu rth e r increased by raising the odds in their favor to the next highest ratio (as in the Overrun rule). A t least one engineer u n it must be stacked w ith at least one in fa n try or cavalry unit, on at least one o f the hexes o f Assaulting units. F Units capable o f using Close Assault do not HAVE to use it to attack adjacent enemy units (they may attack them norm ally in the normal attack phase if the player so desires). G Close Assault is the only way in which " I " units may attack Arm ored Vehicle units. H A ny type o f defending u n it may be attacked using Close Assault Tactics, CAT may be used in any type o f terrain. I Russian cavalry may not move more than one hex in a tu rn in which it is to be used for a Close Assault. No u n it may use the road movement rate and make a Close Assault in the same turn. J Halftracks may not use CAT.

I-

U N IT is d ire c tly behind a Gray or a Green hex-side. When firin g FROM a h illto p TO a ground-level target, the Line-of-Sight is obstructed by intervening Brown hex-side symbols if siffch a symbol is closer to the T A R G E T U N IT than to the firin g u n it or if the symbol is exactly m id-way between the tw o. To determ ine the relative position o f the Brown symbol, count the number o f hexagon SIDES through which the Line-of-Sight is traced (including the side o f the firin g hex and the side o f the target hex). When firin g FROM ground-level TO a target on a h illto p , the Line-of-Sight is obstructed by intervening Brown hex-side symbols if such a symbol is closer to the F IR IN G U N IT than to the target, or exactly m idw ay between the two. (Note B is the converse o f Note A and Note D is the converse o f Note C.) The O N L Y case in which a u n it may trace an unobstructed Line-of-Sight through m ore than ONE Orange (h illto p ) hex-side symbol is when both the target and the firin g u n it are on hilltops. In all other situations, the LOS is obstructed if it must be traced through more than one Orange hex-side. No m atter w hat the obstacle or the terrain, a u n it may A LW A Y S fire at a target to w hich it is d ire c tly adjacent (regardless of elevation). Notice th a t in some cases there are towns and woods on top o f h illtops. The Green and Gray symbols in these cases obstruct A L L fire, no m atter what the elevation o f the target and the firin g u n it (except when d ire c tly adjacent to each other as per note "F "). Note th a t when both the target and the attacker are on ground-level, A L L hex-side symbols (Gray, Green, Brown, and Orange) o bstruct the Line-of-Sight (except as per note " F " ) . (M APBO AR D NO TES:) The interior hexes on the large plateau-like h illto p on Board No. 2 are a|l h illto p hexes even though they do not have Orange hex-sides superimposed upon them. (For practical and esthetic purposes the board designer fe lt it w ould have been redundant to so o u tlin e those hexes. You w ill notice th a t in some cases, slope hexes do not have Brown hex-side symbols. This is because the Brown symbols actually represent the way in which the slopes curve and fo rm "co rn e rs" to o bstruct the LOS. Consequently, whenever a slope is relatively straight, it does not obstruct the LOS along it. In some instances, tw o or more slope hexes meet w ith o u t a h illto p being form ed between them. This represents a ridge or "ra z o rb a c k " h illock. The Brown hex-side symbols represent the "s p in e " of these ridges.

at by) units on slopes and hilltops. In these cases treat the u n it in the gully as if it were at ground-level fo r TE T purposes. C " F o r d s " r e p re s e n t exposed (not depressed) areas o f a streambed. They are equivalent to clear terrain fo r all purposes. The hexagons on which a road crosses a gully are also considered as clear terrain (even if fo r some reason the road becomes unusable. D Hexagons containing the end or beginning o f a gully are treated as fu ll fledged gullies.

Positional Defenses
B BLOCKAGE The BLOCK counters represent tank traps, road blocks, barbed w ire, felled trees and anything else that m ight impede movement. A - Blocks may be placed anywhere on the board, no more than one Block per hex. Once placed they may not be moved or removed. B A u n it may o n ly enter a hex w ith a Block in it if it begins its tu rn d ire c tly adjacent to the Block. Upon entering the Block-hex, the u n it must stop and go no fu rth e r th a t turn. In their N E X T tu rn they may move o ff the Block at the normal movement rate. C Blocks do not obstruct the Line-of-Sight and have no effect upon combat. D When a F o rtific a tio n is destroyed, replace it w ith the Block counter. E A Block counter on a road negates the road in th a t hex. V E H IC U L A R U N ITS may not enter Block-road hexes in Swamps nor traverse d ire c tly adjacent Green hex-sides when moving o ff a Block-road hex. C

Spotting
When a defender is in a Woods or a Tow n hex, he may not be fired upon by units which are not d ire c tly adjacent to him unless he has been "s p o tte d ." A To "s p o t" a u n it in a tow n or woods hex, the attacker must have a frie n d ly u n it d ire c tly adjacent to the defender. B The u n it doing the spotting does not necessarily have to be involved in the attack upon the spotted unit. C - Dispersed units may not be used fo r spotting. D The same u n it may spot any number o f adjacent enemy units.

D E F G

I-

Jc a \ # 40 1

WRECKAGE Whenever an ARMORED vehicle u n it (including halftracks) is destroyed in combat, remove it from the board and replace it w ith a Wreck counter. A Wrecks may not be moved or removed. B Wrecks count as a u n it fo r stacking purposes. C A Wreck on a road hex NEGATES THE R O AD, and th a t hex is treated as a non-road hex. Vehicle units may not enter swamp/road hexes containing Wrecks, nor may they cross Green-hex sides from a road hex w ith a Wreck in it. D The presence o f Wrecks has no effect on combat. E It is possible to have as many as three German or tw o Russian Wrecks in a hex, or a com bination o f German and Russian Wrecks not exceeding a total o f THREE. F U nits may enter hexes containing enemy and/or frie n d ly Wrecks as long as they do not exceed stacking lim its.

F O R T IF IC A T IO N S (Bunkers, Redoubts, prepared trenches, etc.) A F ortifica tio n s are placed wherever on the board the player desires (except swamp hexes) o r as directed by the S ituation

Card. Once placed th e y may n o t be moved. F ortifica tio n s do not a ffect movement or stacking. Units in fo rtific a tio n s defend using the defense fa cto r o f the fo rtific a tio n s only. Their own DF's do not count. F ortifica tio n s are treated as an AR M O R ED target. Terrain and Weapons Effectiveness are taken in to account when a fo rtific a tio n is defending. A n y type o f unit(s) may occupy a fo rtific a tio n w ith in normal stacking lim itations. Units may fire fro m fo rtific a tio n s using their normal attack factor (A F ). If a fo rtific a tio n is destroyed, any units in it are also destroyed. The fo rtific a tio n counter itself, has no attack factor and it may o n ly defend. If abandoned or unoccupied, fo rtific a tio n s may be "c a p tu re d " and used b y the opposing player. To capture a fo rtific a tio n , sim ply move a u n it in to the unoccupied fo rtific a tio n counter. Unwanted fo rtific a tio n s may only be destroyed by attacking them w ith one's own fire weapons. . The fo rtific a tio n u n it is n o t an obstacle to fire, whether units are in it or not. Units are indicated as being IN the fo rtific a tio n by placing them UNDER the fo rtific a tio n counter. F riendly units ON TOP o f fo rtific a tio n s (i.e. "o u ts id e " the fo rtific a tio n ) and the fo rtific a tio n counter on which they are sitting, may be attacked using any one o f the three Normal attack techniques as well as Close Assault Tactics.

K Enemy units may be actually ON the fo rtific a tio n counter w hile frie n d ly units are still in it. In this case you may fire on that hex. But you must roll the die twice fo r this attack, once fo r the attack on the enemy units and then fo r the effect on your own fo rtifie d units. In this case it is possible to destroy the enemy u n it and not yo u r own, or both. Or you may sim ply have a com bination o f dispersals. Enemy units may not enter a fo rtific a tio n hex if there are frie n d ly units ON TOP o f the fo rtific a tio n . L When enemy units are sittin g on top o f a fo rtific a tio n , frie n d ly units inside the fo rtific a tio n may not leave. The frie n d ly units may still attack any enemy units w ith in range, including the units sittin g on the fo rtific a tio n : when attacking the units sitting on the fo rtific a tio n the units inside attack as if they were adjacent to the enemy. S im ilarly, the enemy units may attack the fo rtific a tio n as if they were adjacent to it. The units inside, in this case, may NOT use Close Assault Tactics; the enemy units on to p may use CAT. M F o rtifica tio n s may suffer "dispersal" in which case the units occupying them are dispersed also. N No more than one fo rtific a tio n may be placed in a given hex. O Arm ored vehicles may NOT make Overrun A ttacks against fo rtifica tio n s. P Destroyed fo rtific a tio n s are replaced w ith Block counters. Q F ortifica tio n s m ay NO T be placed on to p o f Mines.

Game Procedure
SEQUENCE OF PLA Y The game is played in turns, each player moving and having com bat sequentially. Two "P layer-Turns" equals one complete "G am e-Turn." G ERM AN P L A Y E R -T U R N STEP 1 German player resolves any M inefield attacks against Russian units. STEP 2 German player announces which o f his units are attacking which Russian units, and w hat attack techniques are being used. STEP 3 German player resolves all Normal combat, rolls the die once fo r each attack. German player flips face-down all firin g units, as they are fired, to signify th a t they may not move. STEP 4 German player moves as many face-up V E H IC U L A R units as he desires, executing any Overrun attacks as he does so. STEP 5 German player moves any face-up N O N -V E H IC U LA R units and makes Close Assaults after doing so. STEP 6 German player turns A L L his units FACE-UP, including those dispersed by Russian attacks in the previous turn. RUSSIAN P L A Y E R -T U R N STEP 7 The Russian player repeats Steps 1 through 6 using his own units. STEP 8 Indicate the passage o f one complete Game-Turn on the T urn Record. Players repeat Steps 1 through 8 for as many turns as the S ituation Card indicates or u n til one player concedes.

HOW TO WIN See S itu tio n Cards fo r conditions o f victo ry. SETTIN G UP FOR A GAME Each game variant is ou tlin e d in a S ituation Card. Select one o f these cards by m utual agreement (it w o uld be better to take a situation w ith a low number o f u n it counters u n til you have gotten_ used to the game). Punch o u t the die-cut u n it counters (keep them segregated by type and side), and take o n ly those units indicated by the S ituation Card and set them up as outlined on the card. Make sure you have the correct mapboard configuration.

Weapon-to-Target Relationships
The class-key letter symbols determ ine what type o f weapons a u n it is armed w ith . " I " = In fa ntry weapons (rifles & machineguns) Note: Halftracks have " I " type weapons. " A " = A rm or Piercing Weapons (high velocity tank & anti-tank guns). " H " = High Explosive Shells (low velocity howitzers, etc.). " M " = Mortars (similar to " H " ) .

H IL L A N D SLOPE DEFENSE EXCEPTIONS As indicated on the TEC (Terrain Effects Chart) a u n it attacking an enemy u n it defending on a slope or h illto p , attacks at half-attack-factor. There are some exceptional cases, however, in w hich the attacker is NOT halved. They are: A When the defending u n it is on a h illto p , an attacking u n it is NOT halved if it is also on a h illto p (not necessarily the same h illto p ). A defender on a h illto p could conceivably be attacked by units not on hilltop s and units on h illtop s as part o f the same attack; in which case the attackers not on hilltop s w ould S T IL L be halved. B When a defender is on a slope, the attacking u n it is NOT halved if the attacker is d ire c tly adjacent to the defender (regardless o f elevation). If, however, there is a Brown hex-side symbol between an adjacent attacker and defender, the attacking un it's factor IS halved. Units on slopes can conceivably be attacked by attacking units which are halved and units which are not halved as part o f the same attack. C In all situations other than those described in " A " and " B " above, an attacking u n it (regardless o f elevation) is halved when firin g at units defending on slopes or hilltops. G U LLIE S AN D STREAM BEDS The gullies and streambeds shown on the board are DEPRESSIONS (minus 5 to 7 meters). The terms "stream beds" and "g u llie s" are interchangeable. A Units in gullies may not fire at (or BE fired at by) units at ground level or in other gully - hexes (unless they are d ire ctly adjacent to each other). B U nits in gullies may fire at (and BE fired

MINES A - The player w ith the m inefield pieces positions them anywhere on the board he desires unless otherwise directed by the S ituation Card. One mine per hex. B Once positioned, mines may not be moved. C Minefields have no friends they affect both sides. D As soon as a u n it moves onto a m inefield, it must stop. E The opposing player, during the combat portio n o f his tu rn rolls the die fo r the "a tta c k in g " m inefield. The m inefield attacks A L L units at 2 to 1 odds no m atter w hat the terrain. Surviving units may move o ff in th e ir next turn. F A m inefield is never "used u p ." It remains active u n til removed by an Engineer unit. G Engineers remove mines by moving adjacent to them and on the tu rn after moving adjacent rollin g the die. A roll o f " 1 " removes the mines. If unsuccessful, the Engineers may remain adjacent and roll each tu rn u n til they get a " 1 ." H U nits "dispersed" by m inefields may not move o f f them , and suffer m inefield attack in their next tu rn again. I Minefields do not count against stacking lim its. J M inefield "a tta c k s " take place BEFORE normal attacks.

THE M APBO AR D LO C ATIO N SYSTEM The letters running down the length o f each o f the three board sections id e n tify th a t particular row o f hexagons running straight across the short w id th o f th a t section. The individual hexes in th a t row are identified by counting o u t the number o f hexes (starting w ith and including the one w ith the row -letter in it). T o id e n tify a given hex on the map (regardless o f configuration) give the board section number firs t; row -letter second and hex number last. Thus: 1-P-6 is th a t hexagon on board No. 1 which contains the board number itself (No. 1). The town-name "U schas" is in 1-Z-10. H ill designation " 1 3 5 " is at 1-0-6. Note th a t this system is NOT a co-ordinate system. In some configurations the row -letters o f tw o boards w ill be in the same hex: those hexes may be identified as belonging to either section. The system may be used in conjunction w ith PICS fo r play-by-m ail and experim ental rules. PanzerBlitz Design C re d its .......... GAME DESIGN, H IS T O R IC A L RESEARCH A N D CAM PAIG N A N A L Y S IS James F. Dunnigan G RAPHIC DESIGN, SLIPCASE & BOX A R T A N D EQ U IPM ENT DESIGN Redmond A. Simonsen RULES E D IT IN G A N D IN T E G R A T IO N James F. Dunnigan & Redmond A. Simonsen CAM PAIG N A N A L Y S IS PRO FILE DRAW INGS George Bradford GAME P L A Y -T E S T IN G Robert Cham per and staff o f Strategy Tactics Magazine &

Optional Rules
Players may em ploy as many or as few o f the O ptional Rules as desired. IN D IR EC T FIRE German SPA units (M aultier, Wespe and Hummel) and all German and Russian m ortar units (M) may use Indirect Fire: i.e. they may fire at units w hich they cannot "see"; firin g over all obstacles to the lim it o f their ranges. A Indirect Fire may only be used in conjunction w ith CP units (200's). B The CP u n it must be able to "see" the target: i.e. trace a clear Line-of-Sight to the target. C Targets in towns or woods must still be "s p o tte d " (but not necessarily by the CP u n it itself). The spotting u n it w ould radio or flare-signal the CP, which in tu rn w ould radio the target in form ation to the u n it firin g indirectly. D SPA units may o nly use Indirect Fire against targets w hich are at more than half the SPA units' range. REAL-SPACE LIN E OF SIG HT D E T E R M IN A T IO N Use a straight-edge (ruler, s tiff cardboard, etc.) to determ ine the Line o f Sight. Determine range in the normal way b u t to calculate Line o f Sight, place a straight edge between the center o f the firin g hex and the center o f the target hex. O nly those hex-side symbols intersected by the straight-edge need be taken into account. If the straight edge bisects a hex-side symbol through its LEN G TH , take that symbol into account UNLESS it is a Brown symbol w hich connects w ith an Orange symbol. The defender gets the benefit o f the do u bt if the straight-edge cuts exactly through the "c o rn e r" o f a hex where a symbol-side and a non-symbol side meet. In any other ambiguous cases, use "comm on-sense" to decide, keeping in m ind the fact th a t the board s rapresenting a tnree-dimensional space.

P A N Z E R B L IT Z AS S A U LT In fa n try units riding on Arm ored vehicles may "ju m p o f f " in the hex im m ediately in fro n t o f a u n it about to be Overrun by those Arm ored vehicles. The in fa n try may then Close Assault the units which were just Overrun by the vehicles. A M M U N IT IO N RULE A n ytim e he desires, a player may fire one or more o f his " H " o r " M " class units "in te n s iv e ly ." Intensive fire allows such units to TR IPLE th e ir normal attack factor. A A given u n it may fire intensively o n ly once per game, im m ediately after which it is removed from play (its am m unition has been expended and its gun tubes burned out). B Units removed from play under this rule are counted as units lost. C Players may exercise this intensive fire option as many times as they wish during a game, lim ited o n ly by the q u a n tity o f " H " and " M " units available. D - "H " CLASS A R M O R ED V E H IC LE UN ITS M A Y NO T USE INTEN SIV E FIRE AS PART OF AN O VE R R U N ATTACK. E M A U L T IE R u n it may not use intensive fire.

player has a clear Line o f Sight to the un it's position. Once hidden units are moved, fired or spotted, they must be placed on the board and le ft in view. M inefields may be hidden anywhere; com bat units may o n ly be hidden in woods, swamps, towns, or behind hills. E X P E R IM E N T A L IN D IR E C T FIRE A llo w any German unit(s) to perform the fire-direction fu n c tio n o f a CP unit. A llo w Russian Guards In fa n try this capability. IMPULSE M O VEM EN T & RETURN FIRE This rule is a "m eshing" o f the tw o player turns w hich breaks down the simulated event into smaller bits o f tim e called "im pulses." Players use the fo llo w in g sequence fo r a complete tu rn : gA German moves units / executes M inefield attacks. gB Russian fires (do n o t flip firin g units). g C - German fires (does flip firin g units). gD German moves non-firing units / executes Overruns. gE German makes Close Assaults / Flips A L L units right-side-up. r A Russian moves units / executes M inefield attacks. rB German fires (do n o t flip units). rC Russian fires (does flip firin g units). rD Russian moves non-firing units / executes Overruns. rE Russian makes Close Assaults / flip s A L L units right-side-up. In this system, all units w ith a m ovement factor o f MORE than 1 may o n ly move H A LF their movement fa cto r in any movement impulse. Units w ith an ODD movement factor use the greater " h a lf" o f their factor in impulse " D . " U nits w ith a movement factor o f 1 may move one hex EACH movement impulse (A & D ) but they may not move at the road movement rate in impulse " A . "

WEC

WEAPONS EFFECTIVENESS CHART

The effectiveness o f these weapons changes in relation to target type and range from target. This is reflected in the WEC by doubling and halving a u n it's attack fa cto r accordingly.

HOW TO "F A C T O R " A G IVEN BA TTLE The alterations a unit's attack factor may undergo are cumulative. Therefore, when attacking: A First consider Weapon-to-Target effects. B Then consider defensive terrain effects. C E X A M P L E : One German "P a n th e r"(1 6 A F ) at ground level attacks one Russian Recon in fa n try company (4 DF) defending in a W oods/hilltop hex. Panther's 16AF is halved to 8AF (as per WEC) and then halved again to 4A F (as per TEC). Odds are 4 to 4 (or 1 to 1). German rolls a " 3 " which is increased to " 4 " due to woods hex. Combat Results Table indicates "n o e ffe c t."

CFIT
D IE RO LL

COMBAT RESU LTS TA B LE


O D D S R A T IO S

Explanation 4-1
D IE R O LL

TET
Die roll additions and/or subtractions affecting a given attacker due to terrain or position or weapons characteristics,are combined into one net figure and applied to the die. Example: +2 and -1 combined means add one to die ro ll. A unit may conceivably be attacked as many as three times in any one turn: first by a minefield "a tta c k "*; second by a normal attack; third by Close Assault Tactics. An attacking unit may never take part in more than one attack per turn.
Note: If the defending unit is not in a minefield, it could also be attacked by the Overrun method. The sequence of this series of attacks would be: Normal A tta ck Overrun A tta ck -C lo se Assault. U N IT S F IR IN G FR O M GROUND LEV EL SLO PES

TARGET ELEVATION TABLE


IN T E R V E N IN G O B S T A C L E / H E X - S ID E S Y M B O L S W H ICH O B S T R U C T T H E L IN E - O F - F IR E W H EN T A R G E T IS O N . . . GROUND L E V E L SLO PES BRO W N ORANGE H IL L T O P S see Note B see Note D NONE

WEC
CLASS OF WEAPON BEING FIRED

WEAPONS EFFECTIVENESS CHART


TYPE OF TARGET
ARMORED VEHICLES (including Halftracks) A t Half-Range or Less May attack only when using Close Assault Double AF A t Greater Than Half-Range Attacking not allowed ALLO TH ER S (including trucks) At All Ranges

Experimental Rules
The fo llow in g experim ental rules are ju st that: experiments! The game factors and mapboard are not necessarily designed to accommodate them. H IDD EN D EP LO YM EN T U tilizin g one o f the low u n it-co u n t Situations or one o f yo u r own devising, allow one player to secretly deploy his units on the board, m arking their positions o f separate pieces o f paper using the Map Location System, and remove the units from the board. The other player is not shown where a given enemy u n it is u n til it fires its weapons or u n til the second

X=Unit eliminated. D=Unit dispersed (turn counter face down) may not move in next player turn, may not fire. Subtract 1 from die roll of subsequent attacks u po n i t d u rin g th a t turn. Becomes "undispersed" at the end of that players next turn. See PLAY SEQUENCE. DD=Special dispersed. If defender already dispersed by fire in that turn, unit is destroyed. If unit was undispersed treat as normal dispersal. =No Effect. Odds are always simplified and rounded o ff in defender's favor. No attacks permitted at worse than 1-4. Odds greater than 4-1 are treated as 4-1.

1-4
D

1-3
DD

1-2 x 1 DD D D

1-1 X DD
DD

2-1 X X X DD
DD

3-1 X X
X

-1 0 1

x|
X
X

-1
0 1

D
D

A LL

See Note B BROW N O R A N G E see Note E NONE

2
3

D
D

X
X

X
X

D D

DD
DD

X
X

2 3 4
5

BRO W N O R A N G E see Note A see Note C

1
NONE

Normal AF

H IL L T O P S

5
6 . 7

A
[ hi m

Normal AF

Half AF

6 7

Normal AF

Half AF

Normal AF

V.

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