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Panzer War: WWII Armor Warfare Rules

Panzer War is a tabletop war game simulating World War II armored warfare, requiring players to use scaled miniatures, dice, and metric measurements. The game includes detailed rules for movement, combat, and tactical orders, with gameplay structured in turns representing approximately 75 seconds of real-time action. Players command platoons or companies, and the game accommodates various scales and models, enhancing realism and strategic depth.

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0% found this document useful (0 votes)
15 views49 pages

Panzer War: WWII Armor Warfare Rules

Panzer War is a tabletop war game simulating World War II armored warfare, requiring players to use scaled miniatures, dice, and metric measurements. The game includes detailed rules for movement, combat, and tactical orders, with gameplay structured in turns representing approximately 75 seconds of real-time action. Players command platoons or companies, and the game accommodates various scales and models, enhancing realism and strategic depth.

Uploaded by

P R
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Panzer War 0.0.

Equipment - Besides scale vehicles and troops


is a set of war game rules players must acquire a metric measure, a six side die
simulating World War II (D6) and at least two ten-side dice (D10). Additional
armor warfare that will equipment such as scale houses, trees, buildings, bridges
eventually use a variety of and terrain boards can be used to enhance the look of the
scaled miniatures. Currently game. It may improve play to use either sand tables,
it is scaled for ½85 scaled terrain boards or carpet/felt playing surface. Additionally
models. Each player can clear acetate overlays may be required to be made of
assume the command of a artillery effective areas.
Version 5.14 platoon or company of
troops. Panzer War includes rules covering weapons, 1.0. Scale - While the game was designed to be played in
vehicles and troops used during the conflict from 1938 either 1:2000 or 1:1000 ground scale with ½ 85 or 1/300
through 1945. scale models with some adjustments others scales using
Warfare on and over the battlefield is simulated in a 15mm or 25mm scale models can be played. All
detailed and realistic manner. The scale being one distances are given for ½85 scale in Game Scale Units
vehicle model for one real vehicle and one infantry stand (GSU) so that no calculations have to be made. Players
per infantry squad. The game may seem complicated at should be familiar with the metric distance system as all
first once the basic rules are understood and experience is measurements are in this system. If the rules say
gained they will become second nature to the players. something moves '100' or has a range of ‘100' then all
After familiarizing themselves with the basic rules that has to be measured is 100 millimeters no matter what
players should move on to more advanced rules one step scale one is playing at. Since models are considerably out
at a time. of true scale measurements between figures should start
The overall premise of movement and fire is that the from the center of the measuring unit to the edge of the
more movement a element does the later in the turn it is turret or superstructure roof or troop base.
allowed to fire (attack) thus moving can be perilous. For 10mm-15mm scale troops the ground scale can be
Movement is based on tactical orders. But orders are not expanded to accommodate their larger size. In this larger
given to individual elements like tanks or squads, they are scale 1 GSU would be 1/10th of an inch. Thus when
given to the mother unit like platoons and companies. something moves 50 it would move 5". When something
The individual elements must try to follow these orders as is 100 GSU away it is 10.0"
best terrain may allow.
Panzer War is played in turns. Each turn represents the
Table of Contents Page action in 75 seconds of real time. Time between turns is
0. Equipment 1 more abstract and is the 'junk' time given to waiting,
1. Scale 1 delays, rest and confusion. This is why a game may that
2. Dice 2 take 12-24 turns (15-30 action minutes) may in fact
3. The Turn 3 represent a battle that took several hours.
4. Command 4
5. Communications 7 1.1. Each vehicle, gun or aircraft model
6. Movement 9 represents one such unit. Scale vehicle may be
7. Sighting 14 purchased from a number of dealers. There is
8. Combat 18 no basing required for vehicle or gun models Squad
9. Vehicle Damage 23 other than what is required to handle them.
10. Artillery 30 Each squad of 6-12 men is represented by a ½"
11. Smoke Screens 35 x ½" counter or chit. Two to four figures can be
12. Infantry 38 mounted on these. Teams of 2-5 soldiers or
13. General Morale 41 crew operated heavy weapons are also Team
14. Ramming 42 represented by counters with one such model
15. Battlefield Obstacles 43 mounted on it. Figures are not mandatory as counters
Aircraft are in a separate module alone can be used, embellished with descriptions or
Designer’s Notes 44 symbols indicating what type or kind of unit it represents.

© 2006 Steven Lorenz 11/01/2006 1.2. The Game area descriptions sometimes include the

1
term contour level. A contour level represents 6 meters. number 11 has been made. If the backup roll is '7' then
On a game table is about 20mm in height. The vertical a 12 is made. An '8' is a 13. A '9' is a 14. If this second
scale and model scale are grossly out of proportion to the roll is another '0' this equals a roll of 15, the highest roll
ground scale. This is the consequence of using visually possible.
pleasing models and doesn't adversely affect the play of 2.1.2. Unders - If a '1' is rolled this can be 'backed up'
the game in most cases. The one place were this may be with a second dice roll. If this second roll is a '5' then the
unrealistic is in city fighting. Often a street will have to number 0 has been made. If the backup roll is '4' then a
be wide enough for a model vehicle but may make it such -1 is made. A '3' then a -2 is made. A '2' is a -3. If the
that troops could not effectively fire across it. In these second roll is another '1' this equals a roll of -4, the
cases common sense must be used and unofficial lowest roll possible. Infantry kill-power and high
stretching is permitted. explosive kill-power are numbers that need a D10 to be
rolled equal to or less than the specified value.
1.3. In order to indicate
direction on the playing area 2.2. The D6 roll is be used to determine penetration
the compass directions have adjustments, vehicle damage or crew or squad morale.
been broken down into 8 When rolling a D6 the numbers from 1 to 9 can be made.
directions. The numbers 1 to 6 can be read directly from the dice
These are the cardinal determined by the number of pips on the die. If a number
points and the points greater than 6 must be made then a '6' must first be rolled
halfway between these. on the die. A second die then is rolled. If this second die
From here on we will simply is a '4' then a 7 has been made. A '5' is a 8. And a
call this the Compass. second '6' equals a score of 9.
Directional numbers when 2.3. Sometimes the rules indicate two possibilities
given will refer to the directions on this compass. North having a 50:50 equal chance of either being the case.
will always be considered the '1' direction. Alternatively, This is sometimes noted by two numbers separated by a
when computing scatter effects direction '1' would be slash as in (4/5). Roll either a D6 or a D10 with the
along the axis of fire. lower half of the die numbers being the first case and the
high half indicating the choice is the second case.
2.0 Dice and Probability - Chance plays a big part 2.4. When a great number of low odds chances must be
in the game as it does in war. In the game dice rolls are made use one of the Aggregate Chance tables. These are
used to determine if something that has a chance of a table of numbers showing the average percent chance of
happening does succeed or not. Generally, the minimum a number of successes cross-referenced by the number of
number needed to succeed is derived from tables or attempts. This is where the D100 comes in.
charts. Rolling any number higher would also succeed. 2.5. The game uses the principle of determining a
Ordinarily only a single D10 or D6 (depending on the threshold success score by adding many variable factors
chart) are required to be rolled. However, when a great to get a total threshold score. A success would be to roll
number of small chance success rolls are needed it is a die to make or better that score. Usually adjustments
faster and more convenient to roll two D10 together and (up or down) are not made to the die roll number.
call them percent dice (D100). One D10 would be the
tens dice and the other is the ones dice. (Note in the case
of '00' this would be 100 not zero, but a '09' means 9.)

2.1. The D10 is used to generate to-hit chances as well as


randomly selected locations of a hit on a vehicle. When
determining success chances the numbers -4 to 15 (a '0'
on the die is considered to be 10) can generated. The
numbers 1 to 10 can be read directly from the dice roll.
Numbers over 10 are called OVERS. Numbers less than
one are called UNDERS.

2.1.1. Overs - If a '0' is rolled this can be 'backed up' with


a second dice roll. If this second roll is a '6' then the

2
Exa mp le: If orders given a p l a to o n w ere to hold in place and
3.0. The Turn - The game is played in turns. Both
after the full m ovem ent s e g ment suddenly enem y tanks were
players may move and have combat in the same turn. mo ved to positions on all sides, that p latoon could not decide at
Each turn represents actions done in a set period of time t h at time to move away. It would have to wait until the n e x t
(about 75 seconds). Turns are sequential, thus actions turn to issue that order.
done in previous turns happen before actions done in
following turns. Within a turn actions sometimes are D. Sighting Phase - This sighting phase is to sight new
divided by type of action rather than the time the action targets that have moved into sight or that could possibly
actually takes place. It may be necessary, within a single be sighted just by being where they are.
turn, to go back in time to resolve certain situations. All E. The Combat Phase This is the most complicated
this is handled by the turn phase sequence. phase. It is divided into 5 segments numbered
3.1. Each turn is divided into phases. Some phases are appropriately 1 to 5. Combat is defined as one player's
further divided into segments. Players do not alternate piece or unit attacking another player's piece. To attack
turns or phases, however, play in each segment is divided one must 'fire' at the other unit. Who fires (attacks) first
by players (or teams) in order to ease and regulate play. is usually given to the one who moves the least. Thus
3.2. Turn Sequence stationary or bore sighted systems will fire before full
A. Tactical Orders Phase - Tactical orders must be moving units. Fire within a combat segment is
simultaneous. Fire in lower numbered segments takes
S e q u e n ce o f P l a y - O u t li n e
A . T A CT I C A L O R D E R S P H A S E place before that in higher numbered segments.
B . C OM M U N I C A T IO N S P H A S E Separating two of the fire segments is a combat segment.
C . M O V E M E NT P H A S E This is reserved for the automatic sighting of elements
1. Aircraft /Infantry First Movem ent Segm ent.
2 . A FV C lo s e- u p / U n b u t t on S e g m e n t who fired in the first two segments.
3 . A FV F u ll M ov e m e n t S eg m e n t F. Sighting Firing Phase - This second sighting phase
4 . A FV H a l f M o v e m e n t S e g m e n t exists only in order to attempt to sight units that have
5 . A FV S h i ft M o v em e n t S e g m e n t
6 . A ir cr a ft / In f a nt r y S e c on d M o v e m e n t S e g m e n t fired in the Combat phase.
D . S I G H T IN G P H A S E ( P r i m a r y ) E. Battlefield Moral - If losses have been taken or
E. COMBAT PHASE communications broken there may be a need for a morale
1 . S ta t io n a ry F ir e S eg m e n t
2 . S hi ft M o v em e n t F ir e / O l d A rt il le r y S e g m e n t
check. The integrity of a unit will determine if it
(2a. A uto S ightin g of Firs t Firing Elem ents Seg .) continues with its mission or falls back. Morale failure in
3 . Ha l f M o v e m e n t F i re S e g m e n t one organizational unit may work its way up the chain of
4 . Fu l l M o v e m e n t F i re S e g m e n t
5 . Cl os e A s sa u l t / N e w A rt il le r y S e g m e n t
command as more sub-units are lost.
F. S IGH TIN G F IRIN G E LEM EN T P HA SE (Fin al) H. Final Details - This phase ties up all the
E . B A TT L E F IE L D M O R A L E P H A S E miscellaneous rules such as gun clearing, smoke/dust
H . M IS C E L LA N E O U S D E T A I LS P H A S E
removal, battlefield repair, bridge building or demolition.

3.3. Scenario Goals - A game that is a situation set up


determined at this time. Each unit must receive a new or with certain limitations on troops and vehicles over
maintain an old set of orders. Units without orders do specific terrain is called a scenario. A game scenario may
nothing. be set to last a certain number of turns or it may be
B. Communications Phase - To issue new orders, change limited to a set amount of play time for a team to achieve
orders and request support, units must communicate with a set of goals or objectives given by the scenario. A
other units. Most local communications are automatic, scenario will have two sides, each side will have at least
but communications to units above the company level one player. Several players can be on the same side, in
may not be. which case they constitute a team.

C. Movement Phase - This phase is divided into several


segments. Aircraft and infantry movement is in two
segments separated by several vehicle movement
segments. Vehicle movement is structured so that those
units moving the most in a turn must go before those
moving the least. (One reason why orders are so
important is that movement amount is committed to by
the orders.)

3
4.0. Command - In order to achieve the goals set forth for the player to issue his troops new tactical orders. Unit
in any scenario it is necessary to put together a general leaders must be selected in descending orders of
plan of action. This plan should be simple enough for all command.
players on a team to understand and remember. (Since
this after all just a game and there is no court marshaling 4.0.5. DOCTRINE - The type of orders will depend on
allowed, it may be a good idea that they all somewhat the type of doctrine a nation’s army adheres to. There are
agree on the plan.) Players must issue orders that are two general types of doctrines practiced. The first one is
justified by this plan. called the Art of War doctrine or type 'AoW' for short.
Note - ‘Units’ in Panzer War m eans organizational units like Many western armies, including German, American and
platoon, com pany o r battalion. ‘Elem ents’ in Panzer War means British attempted to practice this doctrine. It allowed for
squad, crew , tank, gu n or ve hicle.
greater flexibility for the individual tactical commander.
4.0.1. General orders are issued to units that contain However, without good tactical leadership tactical units
other units (not elements) as the next lower level sometimes worked at cross purposes. The AoW issues
organization. These orders determine the what and the tactical orders to each platoon.
how that all the companies and platoons within that 4.0.6. The other type of doctrine will be called the
structure will try to accomplish. These orders direct the Science of War doctrine or 'SoW' doctrine. This doctrine
units to go some place or to hold some piece of real sees warfare as a science not an art. Tactical
estate. They can be verbal or just arrows on a map but in commanders are given very little flexibility as that is
all cases they must be justified by the plan. reserved for the operational level commanders. The
Soviet army used this type doctrine. Actually, there are
“The company is employed in accordance with the
some that say the British used this doctrine (with their
battalion commander's plan. The company commander
'drill' training) as much as they did AoW. The SoW
bases his plan upon the mission assigned in the battalion
issues tactical orders to each company.
order.
One of the most effective means of coordinating the
4.1. Issuing Orders - When engaging in possible
efforts of the company is by the assignment of successive
combat situations tactical orders must be issued
objectives to attacking platoons. Each platoon should be
4.1.1. Orders issued to companies may not be changed
assigned, as its initial objective, the nearest terrain
feature . . . whose capture is essential to the further
more often than every other turn.
advance of the company as a whole.”
4.1.2. Orders issued to platoons may be changed every
turn provided there is tactical justification to do so.
4.1.3. Units that have suffered a moral loss will have
4.0.2. Tactical Orders - The tactical orders are given to
their orders given to them by the Morale Failure Results
units that contain elements as their next lower level of
table. These forced orders supersede all player/team
organization. These are primarily designed to govern
tactical orders. This is cannon.
movement. They are not so much to govern how a unit
or element chooses to attack or not attack during the turn.
That is left to the situation at during the combat phase of 4.2. Tactical Orders - Panzer War is meant to be a
a turn. A commander need not tell a unit to ‘fire’ or ‘halt simultaneous movement game. That is for the most part
fire’ during the command phase of a turn. movement of both sides can be done at the same time.
The orders given should anticipate what the other side
4.0.3. In a given scenario general orders may not be can do in the turn, not what they just did in their turn as
changed for Soviet or any minor axis or allied troops. in an IgoUgo system. In order to facilitate this each unit
US and British from 1944 on, German 1940 - 1943, and must be have a rigid tactical order each turn. There are
in some scenarios later may re-issue battalion level orders eight tactical orders permitted. They are: Advance,
within the course of the game. Rush, Bound, Charge, Engage, Overwatch, Regroup, and
Withdraw. These normally are issued by a command
4.0.4. In order for a player (commander) to change from
element. All units in the command must carry out these
one tactical order to another the organizational unit of
orders unless prohibited by game rules.
company or higher must have a command element.
(Platoon commanders are also required for British, 4.2.1. Only one tactical order may be given a unit at a
German and American units.) The command element time.
will be a vehicle for AFVs or a leader counter for 4.2.2. Units under rout or demoralization do not follow
infantry. If this element is eliminated during play a new the orders given the parent unit.
leader element must be selected (by the player) in order 4.2.3. Elements that are under fire while stunned or

4
pinned down do not follow tactical orders given its parent order that moves the stationary elements back into group
unit. with the first elements that moved.
4.2.4. Vehicles that are damaged or immobilized do not 4.5.2. Elements of a unit under bound order should stay
need follow tactical orders given its parent units. in sight of each other if possible.
4.2.5. If a unit suffers a moral failure result as defined by 4.5.3. If while separated (200 or more) the Bounding
the Morale Failure Results table the results supersede units encounters enemy elements it may not issue any
any and all orders given to that unit by the player. order other than Cover, Bound or Withdraw.
4.5.4. SoW Doctrine units cannot issue the Bound order.
4.2.6. Elements blocked from moving by terrain features
may halt or detour their movement. Elements 4.6. Charge - Units must move straight (they can avoid
encountering enemy units that appear and can be seen terrain hazards) toward the enemy or military objective.
within 150 GSU to the front of the element can The target (objective) must be within sight and within
immediately halt their movement at that point. 800 of the command unit (100 for infantry).
4.3. Advance - The unit as a whole must move toward 4.6.1. Mechanized units using 'SoW' type doctrine can
the enemy. All elements must to move more than a shift be issued Charge orders within sight of the enemy.
move (25 GSU) toward the enemy but no more than half Infantry of both ‘AoW’ and ‘SoW’ doctrine may be
of full movement. A terrain objective or march distance issued and may carry out Charge orders within 150 of the
from some starting location is usually the goal of an enemy.
advance. Advance orders stay in effect until the goal is 4.6.2. Once given a charge order no other order may be
reached or the enemy is encountered. Units may change issued by the commander until these units are within 50
orders from Advance to any other order the following (150 for mechanized) of enemy units or suffer a moral
turn if an objective is reached or the tactical situation loss.
changes. Losing movement initiative is not sufficient to 4.6.3. Once charging mechanized elements are within
change from Advance to another order. 150 of enemy units their orders automatically become
'Engage'.
4.4. Rush- Elements move full or bonus movement and 4.6.4. Once mechanized elements that have charged have
no element may move less than half movement. reached their objective and have suffered no morale loss
4.4.1. Rushes should be in the general direction of the and no enemy elements are within 150, then the unit
enemy, but they do not have to be straight forward. must issue a Regroup order and halt to regroup with their
Rushes can be made by tacking up to 45/ toward the elements. Infantry that have charged, have not suffered
objective. a moral loss, must regroup for a single turn (not move).
4.4.2. Rush orders may be issued to all doctrine units to After this they may receive orders as normal.
get them to move full speed if the elements are not 4.6.5. Units under Charge order have a +5% bonus
within 500 of known enemy elements. In addition Rush added to the morale failure die roll if the unit has lost
orders may be given to mechanized units using 'AoW' 25% or less of its elements.
type doctrine to within 300 of known enemy units or 4.7. Engage - Units act as individuals and not as part
'AoW' infantry to within 100 of enemy elements. of their parent organization. It is here they may sweep
Contrasting this Rush order may not be given to ‘Sow’ around, sneak up, look out for their own survival, pivot or
mechanized units with elements under 500 of the enemy stand still to fight the enemy.
nor infantry within 300 of enemy elements. 4.7.1. Only when vehicles come with 250 of enemy units
4.4.3. Units may change orders, turn to turn, from Rush or when infantry comes with 100 of any enemy unit may
to any other order before reaching the objective provided this order be issued.
the tactical situation changes. 4.7.2. Engaging enemy will disorder an unit. To recover
from engagement disorder a Regroup order may be issued
4.5. Bound - Half of a unit must move at least half that unit. Once this is done other orders may be given the
maximum movement and up to full while the other half unit. The only other order that may be given a disordered
covers from a stationary position. The unit should be unit is withdraw.
divided in two equal sized groups of mobile elements.
4.5.1. The half that moves may move up to 200 or one 4.8. Cover - (Overwatch if using the modern rules) -
full movement distance (whichever is greater) away from Units of one platoon ('AoW' doctrine) or company ('AoW'
the stationary part of the unit. Once the unit has and 'SoW' doctrine) or battalion covers another unit, itself
separated the next order issued must also be a Bound or an area. As such cover is both a general order and a

5
tactical order. 4.10.1. Units must move at least a half movement per
4.8.1. Units covering are not required to engage enemy turn.
units with fire. Covering/Overwatching forces may hold 4.10.2. Vehicles may back away but must use their full
fire in order not to reveal their positions to other enemy movement doing so.
elements. 4.10.3. Elements may engage in combat as they move
4.8.2. Elements of a unit covering may shift or move up away. They may not move toward or closer to the enemy
to half move to find cover or hull or turret defilade however.
positions to prepare to fight. They cannot move more
than one turn to find such cover. 4.11. Initiative - This is the ability for units to make last
4.8.3. A unit cannot be issued another order until all second responses to enemy moves. This is not an
elements in the unit ordered to Cover halt (do not move) alternative to issuing proper orders. This is just a way to
for one complete turn. Basically if a unit is ordered to carry out those orders in the most flexible manner.
Cover and some of its elements continue to move into Generally both sides in a battle will move simultaneously
defensive positions the unit must continue to follow the within a specific movement segment. This is realistic
Cover order the following turn. In the second turn of plus it speeds up play. But, when enemy forces approach
Cover no elements are permitted to move, regardless if within 800 of each other there may be a need to see which
they have found ideal positions or not. side moves first.
4.9. Regroup - Units come together to reform and Initiative
reorganize their leadership. Units cannot regroup while Nation Time Period
engaging in or are under direct fire.
1939 1940 1941 1942 1943 1/44 7/44 1945
4.9.1. Platoons of the same company or companies of the
same battalion or battalions of the same regiment that Finland +3 +3 +3 +2 +2 +2 +2 +1
have taken losses or elements that have lost their France +1 +2 +2
command element may come together. They then can Germany +3 +3 +4 +4 +3 +2 +1
combine their remaining forces into a single unit. Once Italy +1 +2 +2
combined this new unit will determine any new loss
Japan +1 +2 +2 +2 +1 +1 +1
percentage from the number of elements making up the
Poland +1 +1
new unit. An additional 10% regrouped unit penalty
will be levied on this unit if it has to test for morale later Russia -2 -2 -2 -1 +1
in the game. When determining the percentage of losses, U.K. +1 +2 +3 +2 +2 +3 +3
during morale phase, of a regrouped the size is the U.S.A. +1 +2 +3 +4
number of elements at the time of regrouping. Other Allied -2 -2 -1 -1 -1
Other Axis -1 -1 -1 -1 -1 -1 -2 -2
4.9.2. Units regrouping without any command elements
Add Initiative Bo nus to initiative die ro ll.
must have a new command element chosen for them. Elite troo ps add an addition al +1 to die roll.
4.9.3. In order to regroup a unit that is within 600 of the A tie results in a straight 'roll of f' with the hig hest die ro ll
enemy must be within 150 of each other. Units further winning (no modifiers).
than 600 from any enemy units must be within 250 of
Winner of the initiative moves second in each movem ent
each other to regroup. segment. It does not determine who fires first nor does it allow
4.9.4. It takes 1-3 (D3) turns for mechanized units to an element moving full move after an element moving half.
regroup if a unit has a command element. Infantry with Regardless of who wins or loses initiative tactical orders must
a command unit and within 100 of one another need only be fo llow ed.

one turn to regroup.


4.9.5. If there are no command elements present before 4.11.1. Each side rolls a D10 to determine who moves
regrouping it will take 1-6 (D6) turns for a mechanized last in each segment for that turn. Note that this is only
unit to regroup and select a new command element. within a segment. A full moving unit will always move
Infantry elements which have to select a new command before a half moving unit no matter who wins the
element must take 1-3 turns to regroup. initiative.
4.11.2. Only roll once per side if it consists of a single
4.10. Withdraw- Elements within the organization unit nationality. This is computed for the command element
must move away from the enemy. They may make it by of the highest echelon on the game table. If there are
charging, rushing or bounding to the rear. mixed nationalities, each nationality commander will get

6
to make a roll for their command. Add to this die roll
any bonuses of minus penalties that apply (see Initiative
Bonus table).
4.11.3. The highest total will move last. The lowest first.
4.11.4. If a tie results there is a straight roll off. No
bonuses are added.
4.11.5. If the highest echelon command element suffers
a moral loss the entire side automatically loses initiative
until the unit can regroup.

Example: The highest on board command element for


the Germans in a 9/1944 battle is Wehrmacht. But there
is a single elite SS company (+2 modifier) in the game.
The German side rolls a '5' and the American a '6'. The
American would win and go last except for the one
company of SS which in this turn would go last. (Their +2
modifier only applies to them.)

Note - Initiative sequencing (4.11-4.11.6) is a playability rule and as


such there is no reality that is intended to be simulated. Players can
decide to modify it to their liking. They could let each player roll a die
for their command and go in whatever order that this results in.

4.11.6. If certain lower echelon units have higher (or


lower) initiative modifiers then their initiative total will
be done separately using the same die roll.

4.12. Orders Chits - Instead of written orders small chits


could be used to issue orders. Only four different kinds
are really needed. They can be labeled on one side as
Full, Half, Shift, Withdraw. This basically tells the
players how much movement and correspondingly which
movement segment the unit will move in. For full, half
the movement is always toward the enemy. For withdraw
it is always away from the enemy.
4.12.1. During the orders phase the orders chits are
placed blank side down next to the unit. During
movement the orders are turned over as the units are
moved. The units have to follow the chit orders. The
orders also serve to remind players how much movement
the element did during the firing phase.
4.12.2. Orders such as Charge, Rush and Bound are all
full movement orders. Players can simply announce
which of these flavors of Full movement is being done.
4.12.3. At the end of the turn pick up the chits and
prepare for the next turn.

7
5.0. Communication - In order to execute
orders, co-ordinate attacks or organize defense units must
be able to communicate with one another. While it is
possible for close by units to communicate with
semaphore signals, flares, telephone or runners most
distant communication is done through the use of radios.
Radios are the most used method of communications at
the tactical level. The ability to communicate via radio is
limited by the range and the amount of information to be
transferred.
5.0.1. Most AFVs and some other vehicles have a
combat radio. FM radios have a combat range of 800,
while AM radios have a range of 600.
5.0.2. Most companies will have a command element
with a radio that will have a range of 10-25 kilometers.
5.0.3. Battalion level command or higher, special radio
communications vehicles will have radios with ranges of
60 kilometers or more.
5.0.4. Forward observers spotting for artillery may have
radios with ranges of 10-25 kilometers.
5.0.5. Terrain effects are a major cause in the reduction
of radio range. Low hills can reduce FM radio range by
a 25% while reducing AM radio range by one third
(33%). Tall hills and mountains reduce FM range by
50% while reducing AM radio range by two-thirds
(66%).
5.0.6. Weather conditions or enemy jamming or even
friendly noise also has a detrimental effect on radio
communication distance.

5.1. In order communicate through the use of radios two


elements must make Radio Contact. Roll one D10 using
unders and overs to make that contact on the Radio
Contact Table. A success means the message has been
received and understood.
5.1.1. Only one attempt is made per contacting element
per turn.
5.1.2. If more than one element is trying to contact the
same element note all that will try in a turn. Then roll
for each contact. If more than one makes contact then the
highest roll receives priority and gets to relay their
message or request for artillery support. If both (or all)
the highest numbers rolled are the same then the message
is garbled and is not clearly received. (Note game
masters may have some fun with this and may make up
some gargled message to be sent or received to maybe
confuse players.

5.2. Communication is done during the Communication


Phase of a turn. A change of orders, or of artillery
placement must be communicated during this phase.
Write down any change of artillery position at this time.

8
The artillery Forward Observer or control element must 5.3. Linking Time - I will take only one turn to link to
anticipate any movement of target in writing. the command element directly above or below the
RADIO CONTACT TABLE contacting element.
5.3.1. There is an additional two turns delay in linking

Contact
Type Contacting Element

Maintain
Contact
to each successive higher or lower echelon command

New
element.
5.3.2. Where there is a single designated FO per
German Infantry Forward Observer 5 0 dedicated artillery battery the link time is only one turn.
German Command Element 6 1 Where there is more than one FO per battery or the link
US Infantry Forward Observer 4 0 to the artillery battery is from a command element the
link time is two turns.
US Command Element 5 0
5.3.3. Once a link has been made the element making
British Infantry Forward Observer 6 0 the link can make an artillery support request that turn.
British Command Element 6 1 5.3.4. There is an additional one turn delay in a request
Russian Infantry Forward Observer 39+ 9 2 for artillery as the request must be verified and approved.
Russian Infantry Forward Observer 43 8 2 So the least amount of time from request to artillery
Russian Infantry Forward Observer 44+ 7 1 arrival is two turns for a FO and three for a command
element.
Russian Command Element 43 7 1
5.3.5. At least two more turns are need to link to and
Other Infantry Forward Observer 8 1 receive artillery support for batteries not directly in
Other Command Element 8 2 support of the calling element.
New Contact is required each time a new request for
fire is called.
Also New Contact is needed for some change of plans
from one company command to a higher off board
command element.
Command elements requesting fire are usually
company or battalion leader elements.
Treat special radio FO vehicles same as Infantry FO
with -1 to maintain contact.
Elements only need to maintain contact to change
location of artillery fire or stop it sooner than
requested allocation.

5.2.1. Requesting and getting artillery fire support is


only part of the process. Once artillery arrives it may
need to be corrected. In order correct fire the radio
contact must be maintained, but contact does not need to
be maintained while waiting for artillery to arrive. Roll
each time an element wants to contact the artillery battery
in order to direct it. If the control element does not wish
to maintain or fails to maintain the radio then contact
ends. In order to communicate again with the artillery or
command element a new contact roll must be made in
another turn.
5.2.2. Command elements at company or battalion level
do not normally need to be in contact nor maintain
contact with their command elements at higher echelon.
They do need to make contact when there is a change of
plan or for some warning to be sent. Or when morale
failure results in forcing them to contact and to re-affirm
or change their orders.

9
per turn.
6.0 Movement - In order to close with the
6.1.5. Cavalry move in the infantry movement segments.
enemy or escape the enemy, friendly units (models) must
Normal move is 100 per turn. Unlike infantry cavalry
be moved on the game table. A defined amount of
may charge at 150 per turn for four consecutive turns. Or,
movement distance is allocated to each movable element
a one turn charge move of 250 per turn. But may not
each turn. When it comes time to move that element a
charge again for 4 turns.
tape measure (metric) is drawn from the leading edge of
6.1.6. Horse or mule drawn wagons and carts move at 40
the model to a position ahead of that unit to measure the
per turn on roads and good going. May make charge
prescribed amount of distance. Then the model is picked
moves of 125 per turn for 4 turns on good going.
up and placed at that point in the same orientation as it
Note - for combat cavalry are treated like squads of
was before. Deductions from the prescribed movement
infantry but horse transport are treated like individual soft
allowance are made for various factors such as turns and
vehicles.
terrain type. Clear terrain costs movement on a one
6.2. Each motorized ground unit (which from here we
factor per one GSU traveled basis. Other terrain types
cost more than one movement factor to cross. See the will just call a vehicle) is assigned a cross country (CC)
speed and a road speed. Amphibious vehicles are also
AFV Movement Cost Table for various factor costs.
assigned a water speed (W). The values of which are
There are 6 separate movement segments in each turn. In
found on the vehicle data charts. This amount of
each movement segment a player may move all, some or
movement is said to be their movement allowance.
none of the units permitted to move. Players may
alternate movement within a segment in order regiment 6.2.1. When a vehicle spends its entire movement for a
play. The side with the lowest initiative score for that turn traveling along roads it can use the road speed
turn will go first within each segment. The amount of movement.
movement a unit can make is dependent on the speed of 6.2.2. When a vehicle moves only on non-road terrain or
the unit and type of terrain it crosses. on a combination of road and non-road terrain it may
only use the Cross-country movement for that turn. Also,
6.1. There are two movement segments dedicated to when crossing rubble, road blocks or wreckage and
infantry and aircraft movement. Infantry and aircraft moving only on the road a vehicle must still use the
units divide their turn’s movement by half and can use cross-country speed.
half in each segment. In cases where infantry will not 6.2.3. When crossing obstacles or special terrain features
come within 250 of any enemy one can save time and use there are further deductions in movement applicable. The
all their movement in a single segment. Ground vehicles designer of the terrain situation will be the one that
must use one of the other three movement segments to do defines special terrain as embankments, walls, steep
movement. grades or anything else that would be difficult or
6.1.1. Infantry movement is defined as 25 per segment or expensive for a vehicle to cross.
50 a turn total for good going. Infantry moving through 6.2.4. Vehicles may only move in reverse at ½ full
rough terrain or woods may only move 20 per segment or movement if unbuttoned or ¼ full movement speed. No
40 a turn. AFV may move greater than 50 in reverse. (Unless it is
a reverse-full speed moving (FR) vehicle.)
6.1.2. Infantry can charge 40 for a single segment but
Moving in reverse is considered a vehicle’s full
this must be part of its orders and there must be an enemy
movement even though it can be far less than their
unit within 80 as their objective. It is allowable for
normal cross-country or road movement allowance.
infantry to charge two segments in a row, however they
are assumed to be disordered in their second charge move
6.3. There are three movement segments dedicated for
and may be less effective.
vehicle movement. Segment number 2 is for vehicles that
6.1.3. Infantry that have their morale broken must rout
are moving full or at least moving more than ½ their full
away from the enemy. Infantry rout by moving 25 in one
movement. The next segment is for vehicles moving less
segment and 50 in the next.
than or equal ½ their full movement allowance but move
Routing infantry are always
than 25. The fourth movement segment is for vehicles
in disorder.
that are only going to pivot, or shift position slightly.
6.1.4. Infantry in cover
6.3.1. All vehicles moving full movement or expending
must declare if the are
more than ½ their movement allowance must move in
hidden at this time. This
Movement Segment 2.
like buttoning/unbuttoning
an AFV can be done once 6.3.2. All vehicles moving or expending ½ of their

10
movement allowance may only do so in Movement loses move Initiative for that turn.
Segment 3.
6.3.3. All vehicles simply pivoting or vehicles shift 6.6. Burst Movement - An AFV may move at 1.75 times
moving 25 or less , including those changing from hull normal movement if it elects to Burst Move. It may only
down to turret down or from turret down to hull down are Bust move under the following circumstances:
considered to be doing a shift move. (Also note shifting A. The vehicle Bonus moved the previous turn.
vehicles are not considered moving targets when it comes B. The vehicle did not Burst move the previous turn i.e.
to trying to hit them.) no Burst movement two turns in a row.
6.3.4. Vehicles are only permitted to move in one of the C. The vehicle moves straight ahead and does not
three Movement Segments. Thus, a vehicle, which has deviate is path by more than 22.5/.
moved in the Full Movement segment (2), may not make D. The vehicle does not fire and has both its driver and
a shift move in Movement Segment 4. Even though they commander unbuttoned.
might then find enemy units to their flanks. So once it E. The vehicle may only move along roads or across
moves it may not move further in a turn. clear open terrain.
6.3.5. To move a model that will make a turn move the Note - Technically Burst movement works out to be the maximum real
speed the vehicle is usually associated as being able to attain.
model up to the point of the turn. Determine if there are
sufficient movement factors remaining in the move to 6.6.1. A vehicle moving Burst movement can possibly
make the turn. If so then pivot the model at that point damage its suspension. Roll a D6 per turn for any such
and deduct the turn cost from the units remaining vehicle. A '1' means the vehicle has damaged its
movement factors. If there still are movement factors left suspension (tracks) at the halfway position. Back up this
in that unit’s movement move the model straight ahead roll with another roll. On a 1-3 (D6) the
again. track/suspension is permanently damaged and the vehicle
can no longer move during the course of the game. Other
6.4. Tracked vehicles are difficult to maneuver. They than that the vehicle may not move for 4 turns.
generally travel nearly straight except to make sharp 6.6.2. A vehicle moving Burst movement automatically
turns. A tracked vehicle must expend 25 of its movement loses move Initiative for that turn.
allowance for each turn 22.5/ or more that it makes. If it
makes a turn of 60/ or more while moving forward or 6.7. Instantaneous Reaction (Auto Sight)- There will be
backward it must expend 50 (an additional 25 not an cases where during the movement phase a unit cannot
additional 50.) Turns under 22.5/ are free as long as the help but sight an enemy unit. If a moving unit could
path does not deviate by more than 22.5/. sight the enemy unit from a position during its movement
6.4.1. Stationary tracked vehicles only expend 25 to pivot by making the worst possible roll on the Sighting Chart
in place 45/ or more. it spots the enemy unit automatically.
6.4.2. Wheeled vehicles expend 25 if turning 45/ or 6.7.1. Units automatically spotted can be reacted to by
more. maneuver as any unit might do to avoid an enemy.
6.7.2. Units may only react on an individual basis and
6.5. Bonus Movement - An AFV may move an may not communicate their knowledge during movement
additional 50% of its movement if the following are true: to another friendly unit.
A. The vehicle moves straight ahead and does not turn. 6.7.3. Moving units (except those moving Bonus or Burst
B. The vehicle moved straight and full speed last turn movement) with enemy within 150 of their front may
while in clear open terrain. assume to be given 'Engage' orders and seek cover or
C. The vehicle does not fire and has both its driver and attack.
commander unbuttoned. 6.7.4. Even vehicles moving Bonus or Burst move may
D. The vehicle may only move along roads or across use Instantaneous reaction. In this case the vehicle can
clear open terrain. only seek to avoid collision with enemy units by halting
or making turns. On doing so both Bonus and Burst
6.5.1. A vehicle which moves Bonus movement and
moving units must make a suspension damage roll as per
which then crosses any linear obstacle or broken terrain
6.6.1.
can possibly damage its suspension. Roll a D6 per turn
for any such vehicle. A '1' means the vehicle has slightly
damaged its suspension or tracks. The vehicle must halt 6.8. AFVs may not move over enemy units unless
at the half way point for 4 turns. performing an Overrun attack.
6.5.2. A vehicle moving Bonus movement automatically 6.8.1. Tracked vehicles may run over and attempt to
'crush' enemy infantry, artillery or light weapons it

11
encounters. must be placed together and not move for the time it takes
6.8.2. Tracked vehicles may attempt to 'crush' any enemy to load or unload.
unarmored vehicles. It may try to push aside any 6.11.4. Unloading a towed artillery piece does not enable
abandoned armored vehicle. To be able to push aside it to be fired. To be able to fire after being unloaded
another AFV the pushing vehicle must weight at least as additional time (turns) must be spent stationary preparing
much as the pushed vehicle. Pushing speed is 15. the unit to be fired. Should the weapons crew be routed
or suppressed the time spent routed/suppressed does not
6.9. Vehicles may transport units or items by either count toward the setup time.
carrying them on top, within or by towing them behind 6.11.5. There is also a take down time cost for some
them. artillery pieces. This is the time required to gather
6.9.1. In order to be transported a unit must be loaded various supplies associated to the weapon. If it is an
onto the transporting vehicle. emergency the weapon may be loaded in only 1 turn.
6.9.2. A 'loaded' artillery piece will be towed behind a Thereafter the weapons setup time is doubled.
vehicle. In order to be used the artillery piece must be 6.11.6. Self-propelled artillery does not need additional
'unloaded' from the transporting vehicle. setup time to fire direct fire. But to fire indirect fire it
6.9.3. If a vehicle is destroyed while towing an artillery must take some additional time to setup. This is ½ the
piece the artillery unit is destroyed also. setup time of towed weapons of the same caliber.
6.9.4. If a soft skinned vehicle is destroyed any infantry
it is transporting are also destroyed too. Set up and Take Down Required Time
6.9.5. If an AFV is transporting infantry either by riding Up Down
inside the AFV or on top of the AFV there is a chance Anti-tank gun up to 60mm 1 ½
that they will be destroyed. For vehicles riding on the
Anti-tank gun 60 - 80mm 2 1
outside of a vehicle treat hits on the vehicle as also a hit
on the infantry per shell killpower. (On the Killpower Anti-tank gun 80 - 110mm 3 2
Adjustment Factors table there is a line adjustment for Anti-Aircraft gun up to 60mm 1 ½
riding on the outside of an AFV.) For hits on AFVs with Anti-Aircraft gun up to 110mm 3 2
infantry passengers there is a roll to knock out internal Mortars up to 66mm ½ ½
passengers.
MMG, HMG ½ ½
6.10. Night Movement - Vehicles may move at night Mortars 66 - 88mm 1 1
with or without driving lights. No Bonus or Burst Mortars 88mm - 130mm 2 1
movement is allowed at night. Self-propelled Artillery up to 95mm 1 1
6.10.1. Infantry movement is reduced to 15 per Artillery up to 95mm 2 2
Movement segment at night. Infantry cannot charge
Artillery 95 - 165mm 3 2
move if there is less than 50% moonlight.
6.10.2. Vehicle movement is reduced to 75% when using Artillery 165- 210mm 4 3
driving lights and to 25% when not.
6.11.7. Setup and Take Down Table lists the various costs
associated with deployment of artillery and other weapons.
6.11. AFVs may transport units or items by either
carrying them as in the case of infantry or towing them as
6.12. Terrain - Players may configure their game play
in the case of artillery pieces. In order to be transported
area to represent real locations or may makeup their own
a unit must be loaded to the carrying/towing vehicle. In
arrangement. Generally the area of play will be at least
order to be used an artillery piece must be unloaded.
a 4' x 6' area. Anything else might limit mobility of the
When loaded all units are considered to be the same
troops depending on the scenario. Such a small area
target as the transporting vehicle.
could still be used for some early war games. The terrain
6.11.1. One full turn is required to load or unload
could be sculptured out of sand or from terrain modules.
artillery pieces for towing.
Even just a flat table could be used with felt or carpet
6.11.2. One full turn is required to load and unload most
covering it. Various standard terrain features are defined
infantry units. Russian descant infantry riding on AFVs
as such:
('tankodesantnik') take only ½ of a turn to load or unload
onto the outside of Russian tanks.
6.13. Hills - Each hill is an irregular shaped feature that
6.11.3. Both the transporting unit and the cargo unit
rises at least 25 GSU and is at least 200 x 100 on the side.

12
Each hill is to be from 1 to 6 contour levels in height. 6.14.2. Thick woods - may be found in deeper forests far
One contour level is high enough to block sight through from towns. Movement through these woods must be
it between units on lower contours. Since play is meant limited to 50 GSU a turn. There is a greater chance of
to be on a three dimensional surface a straight edge, stalling for vehicles moving through these woods.
string, mirror or laser pointer can be used to determine if 6.14.3. To test for stalling. Roll one D6 for the first time
the hill blocks line-of-sight. a vehicle enters a wooded area. Once in the woods make
6.13.1. Movement up or down normal hills is done at an additional roll for each turn a vehicle moves through
half speed. any woods. On a ‘1' the vehicle stalls.
6.13.2. Movement up steep hills is done at a maximum 6.14.4. Vehicles moving along roads through woods use
75 per turn for tracked vehicles. Wheeled vehicle with the road movement rate and do not roll for stalling.
Vehicle Movement Costs Table the road movement rate and do not roll for stalling.
Movement Max. Move 6.14.5. Stalling only means the vehicle does not move
Situation Speed any further in the turn. It simply stops and ends its
CC Road
movement for the turn. It happens at the first GSU of the
Moving in clear terrain. Full Full - vehicles movement in the described terrain. The next
Moving along roads Full - Full turn the vehicle recovers and may attempt to move again.
Climbing hills ½ ½ 6.14.6. Mud/bog: Mud/bog is very soft ground that
Through light woods. ½ 100 - vehicles and troops have difficulty traversing. It can be
represented by dark brown felt or by dark brown areas on
Through heavy woods. ¼ 50 -
terrain boards. Movement: Infantry: ¾ speed. Full
Through soft sand. ½ 100 tacked vehicles: ½ speed. Roll to stall. Half-tracked or
Through rocky ground ½ 100 Wheeled (4-wheel drive) vehicles: ¼ speed. Trucks: ¼
Through high vegetation ¾ 150 speed. Will stall on a ‘1' or ‘2'.
Through bog or marsh ¼ 50 6.14.7. Houses and Buildings. These block lines of
sight and provide cover. At the ground scale of the game
Through deep snow ½ 100 200
individual houses and building can’t be shown. Blocks of
In reverse (un-buttoned) ½ 50 50 houses or buildings can be represented by felt squares.
In reverse (buttoned) ¼ 30 But to make this more visually pleasing place model
Crossing linear obstacle -50 houses on top of this. A special Terrain Section at the
Turning over 22½/ to 60/ -25 end of these rules will explain the attributes of most
terrain features.
Turning over 60/ -50
less than three axles cannot climb steep hills. Wheeled
6.15. Double Length Turns
vehicles with three or more axles can climb steep hills at
While moving in the initial stages of a scenario, or
50 a turn. Note - no vehicle may climb at more than ½
moving while retiring from battle during the conclusion
maximum speed, so if 75 is more than ½ maximum then
of a scenario it may be advisable to double the time of a
the lower number must be used.
turn. All movement distances are doubled. Orders are
6.14. Woods - and forests of sufficient dept will block
only issued once per double turn. Sighting is done only
sight and hinder movement. Woods are defined by being
once but has a +2 adjustment for all group sighting.
at least 25 x 25 of wooded area. Anything less is
6.15.1. When moving into contact and enemy units are
considered to be small clumps of trees and do not hinder
sighted and are within combat range, turns return to their
sighting or firing are considered linear obstacles for
one for one rate.
movement purposes. Woods are from one to two contours
6.15.2. All units must either use the double length turns.
high. Use green felt to better define the outline of the
If one uses normal length turns all must do so.
wood area. Since the outline is all that is needed the felt
6.16. Turret Turning (Advanced Rule) - Turret
can just be a ring and can be hollow inside. Place model
turning is done anytime during movement, but does not
trees or model RR lichen on the felt to give it that forest
cost vehicle movement to do so. It is most often can be
look.
done at the end of movement. Turret turning is not
6.14.1. Light woods - are the most common form of
considered movement so players can position the turret in
woods in Western Europe where the underbrush is
the last movement segment if they wish.
usually cleared. The maximum speed in these woods is
6.16.1. Tanks and other turreted AFV differ in the speed
75. There may be a chance of the vehicle stalling when
in which they can turn their turrets. Thus each tank is
moves through these type of woods.

13
rated as to their turret turning speed. segment 1 would be on the side turret not the front.
[Link]. Fast turning turrets are rated as (F). 6.16.5. Because a turret can only be pointed in one
[Link]. Medium speed turning turrets are rated as (M). direction in a turn tanks cannot fire in one direction then
[Link]. Slow turning turrets are rated as (S). turn the turret and fire in another direction outside their
[Link]. Very slow turning turrets are rated as (V). firing arc. While this is not permitted, what is permitted
is position the turret such that both targets are within the
6.16.2. While there is no movement penalty for turning gun arc. This may be pointing the gun at a position half
turrets there is a firing to-hit penalty for turning more way between potential targets.
than a basic number of degrees given by the turret turn Example: Two Russian T-34/76s have appeared the
factor. previous turn 150 away from a German Panther tank.
[Link] (F) - +1 for turning over 135/. The Panther had fired the previous turn but managed
[Link] (M) - +1 for turning over 90/. only a bounce off the turret of one of them. This turn
[Link] (S) - +1 for turning over 45/; +2 for turning over during movement both T-34s rush forward (Engage
135/. Orders) one on each side of the Panther to get to within
[Link] (V) - +1 for turning over 30/; +2 for turning over point blank range. This is a very difficult problem for
90/;+3 for turn over 135/. the German. The Panther must try to hit and destroy
one T34 in the first fire segment and the other in the
6.16.3. In addition turning more than a basic number of
final fire segment. Luckily the T-34s will move full and
degrees will delay the fire segment a vehicle is permitted
only be allowed one shot each in the 4th fire segment.
to fire in.
To get both targets the Panther cannot keep the gun
[Link]. (F) - For turning over 135/ - stationary fire
pointed exactly on to the T-34s last position and it can't
becomes shift fire, shift fire becomes half moving fire.
turn it turret to point directly at one or the other moving
All other movement is not affected.
vehicles final position. The Panther (M rated turret turn)
[Link]. (M) - For turning over 90/ - stationary fire
must turn his turret around 45/ from the beginning
becomes shift fire, shift fire becomes half moving fire. position of T-34s and hope the final position is also within
All other movement is not affected.
his covered arc.
[Link]. (S) - For turning over 45/ - stationary fire First segment fire. The Panther fires at the T-34 no
becomes shift fire, shift fire becomes half moving fire. longer in its covered arc. This is a disappearing target.
For turning over 135/ all stationary and shift movement This T-34 does get to move 1/8 movement before it is a
becomes half moving fire. target. Check to make sure the Panther did not turn its
[Link]. (V) - For turning over 30/ - stationary fire turret too far and let this tank slip away. If it still is in
becomes shift fire, shift fire becomes half moving fire. the current firing arc it can be attacked. If the vehicle
For turning over 90/ all stationary and shift movement is destroyed or immobilized it remains at its 1/8
becomes half moving fire. movement point. In the third segment the Panther again
[Link]. German medium and heavy tanks needed to gets to fire. If the other T-34 is also in its firing arc this
power their turning mechanism from the engine. If that can be selected as a target. If it is destroyed then the
is turned off or knocked out the turn rate goes to slow (S). Panther has saved itself. If in any case one of the T-34s
6.16.4. Two positions at once. The question was asked: gets to the side of the Panther it can have a stationary
"Where is the turret's gun pointed at any time during a side shot.
turn?" 6.17. Ground Slope Effects (Advanced Rule) -
The answer is – the gun faces the target it last fired at Vehicles are affected quite drastically by the angle of the
until its turn segment to fire takes place. Then it assumes ground. In climbing hills and aiming while on side
the new orientation. slopes, tanks are adversely affected. The following rules
Example: If a stationary tank with fast turn was firing are to try to take this into account.
north the last time it fired in the previous turn turned it When climbing hills, measure the slope ALONG the axis
turret west (90/ ) it is permitted to fire in segment 1. of the vehicle. If the angle is 10/ or higher, consult the
Any tank firing in segment 1 from the west toward the below table to find the cost in moving up the hill:
fast turn turret tank can hit it only on the front turret. Angle Movement cost
Example: If a stationary tank with (M) turn was firing 10-19/ 1 GSU per 3 GSU’s moved
north the previous turn and now has turned it turret to 20-29/ 1 GSU per GSU moved
fire south west (135/ ) the turret is considered to be 30-44/ 2 GSU’s per GSU moved
turned north until fire segment 2. There is no pro-rated 45-60/ 3 GSU’s per GSU moved
turn angle, thus a turret hit coming from the west in over 60/ not possible

14
within 45/ of a line straight forward of the front turret of
7.0. Sighting Other than by radio (and maybe by a vehicle. This will usually coincide with an area 45/
radar) information the only way to determine and respond
either side of the vehicles main gun. The driver and hull
to enemy activity is to spot (sight) them. A successful
gunner also have a covered arc but it is only an area 22.5/
sighting check must be made on an enemy unit before any
either side of the front of the vehicle. (This may be
direct weapons may be directed at that element. In order
important when the vehicle's turret is facing a different
to sight a unit three things are necessary.
direction than the front hull.)
7.0.1. The element to be sighted must be within the
7.2.2. The Covered Arc of an open topped, unbuttoned
covered arc of the sighting unit.
AFV, or any infantry heavy weapons or gun crew is 90/
7.0.2. A direct line of sight must exist between the two.
either side the main gun or front of the infantry unit.
This can be affirmed with the use of string or with an
7.2.3. Moving infantry will have a covered arc of 90/
optical check.
either side of the direction of march. Stationary infantry
7.0.3. The element to be sighted must be within proper
will have a compete 360/ covered arc.
sighting distance of the sighting unit. Sighting distance
7.2.4. Set-up and stationary anti-aircraft weapons have
is a variable factor and can be found by employing the
a 90/ covered arc of either side their main gun(s).
Sighting Calculator.
7.3. Units have one chance to sight in each Sighting
7.1. Button Up - Most AFVs have the ability to close
Phase. Units may attempt to sight all elements that are
hatches and fight from the full protection of their vehicle
both within sighting range and within the covered arc as
(button-up or close-up.) But, this has a cost. It is not
long as they are not obstructed.
easy to see from within a closed-up AFV. Thus there is
7.3.1. During the Sighting of Movement Phase units may
a reduction in the sighting ability of a buttoned vehicle.
only attempt to sight other units that have just come into
Some vehicles have cupolas. These help sighting slightly
the covered arc the previous Movement Phase or are
when a vehicle is buttoned up.
currently in the covered arc but have not been sighted.
7.1.1. Players must declare which vehicles are
Do not use the fact the unit has fired in the past as part of
unbuttoning in the second Movement Segment (Close-up
any sighting roll at this time.
/ Unbuttoning). Once buttoned in this segment the
7.3.2. During the Sighting of Firing Phase units may
vehicle must remain buttoned the full turn. A vehicle
only attempt to sight other units that have fired in the
may button-up later in the turn if it comes under attack.
previous Combat Phase. Do not use any factors that take
This does cost that vehicle somewhat in its ability to
into account whether or not the vehicle has moved as part
engage targets.
of any sighting roll at this time.
7.1.2. Only vehicles with hatches and armored roofs may
7.3.3. A successful sighting will be of ALL units of a
button-up. Open topped or unarmored vehicles are
certain disposition (in the open, hull down, in woods,
always considered to be unbuttoned.
etc.) by the sighting unit(s) up to a specific range and
7.1.3. When AFVs are moving at Bonus and Burst
within the covered arc unless the line-of-sight is blocked
movement speeds the driver must be unbuttoned. Some
by a physical object (hill, building, forest).
open topped vehicles have an armored roof (with hatches)
over their drivers. In that case the driver would have to
7.4. Elements may attempt to sight as individuals or as
be declared to be 'unbuttoned' even for open topped
part of a group, but not as both. Units with radio contact
vehicles.
with other units of their platoon within 100 of each other
7.1.4. Auto-buttoning - When unbuttoned AFV that
may be part of a group sight. Units without radio contact
receives a hit from fire in a segment it may button-up at
within 25 of another unit may also sight as a group.
the end of that segment. The AFV must, of course, have
Additionally only units that are in the same sighting class
the ability to button up. The vehicle cannot fire in the
may combine their sighting into a group. Only one roll
fire segments after it auto-buttons.
on the Sight Table may be made per turn by any element
or group. The reason that a group would be used is
7.2. The Covered Arc is an area in which the sighting
because each member of a group increases the sighting
element can attempt to sight or can make an automatic
variable die roll by two factors. A sighting class is
sighting of all (friendly and enemy) units. The arc
defined as units with in close proximity and all disposed
theoretically extends to infinity, but practical sighting
(moving, firing, facing the same) the same way.
within the arc is limited by terrain or the disposition and
7.4.1. To spot as part of a group all the elements must be
condition of the viewer and the target.
within communication range and have overlapping
7.2.1. The Covered Arc of a buttoned up AFV is an area

15
covered arcs. Auto-sighting would take place when rounding a curve
7.4.2. Units wishing to sight as a group must be of the on a road and an enemy vehicle or troops are first seen
same sighting class. A class may not contain elements and about to be run into or over. You would not have to
that are both over and under the maximum (100%) move your vehicle any further than to where NOT
sighting distance any target. sighting of these elements is impossible. And at the point
The rank of sighting from the best at letter 'A' to the of auto-sighting an enemy as very close range an order to
worse for letter 'D'. advance, rush, bound or charge can be altered to become
The classes are: an ‘Engage’ order.
A. Open (un-buttoned) and stationary or any infantry 7.6. To find if potential targets can be sighted by either
squads. individual element or a group determine the observing
B. Open and moving class of the unit. Roll one D10 per individual or group
C. Closed (buttoned up) and stationary sighting, Use the Sighting Calculator to cross-reference
D. Closed and moving. the target-type with the observing class . If the distance,
Example: Three tanks of a platoon are unbuttoned and adjusted by the die roll modifier, is equal to or less than
overwatching as four tanks of another platoon of the the listed distance then the target(s) are sighted unless:
same company, make an advance toward some woods. 7.6.1. If there is not a clear line-of-sight from the
In the same turn enemy tanks move hull down along a observer to the target , or
distant hill crest. The three stationary tanks may make 7.6.2. If there is some sort of weather or lighting
a group sighting attempt since they constitute members condition that limits the maximum sighting distance to
of the 'A' class. The four moving tanks may also make less than this distance.
their own group sighting attempt as they are a 'B' group. 7.6.3. Distance to sighting units.
Using The Sighting Distance Calculator:
7.4.3. If vehicles cannot sight as a group in a turn they 1) Start by finding the sighting elements' status
must sight as individual elements. Groups do not stay (open-moving or buttoned-stationary, for example) and
grouped the entire game. They may be re-constituted note the "Sighting Factor". The starting sighting factor of
each sighting phase depending on circumstances of all four statuses is clearly listed on the Sighting
placement. Players may voluntarily reduce the class of Calculator.
units so to combine them with lower class units in order 2) Then apply all modifiers that apply, listed to the right
to create a larger group. This is more or less playing with of the sighting calculator.
the rules and probability but is permissible. 3) Calculate the resulting range for the resulting
7.4.4. If the group can sight units out to a distance all "Sighting Factor".
units within the group can sight to that range. Provided 4) Modify the resulting range with the die roll made at
that the line-of-sight to a particular unit is not physically the beginning of the sighting phase, modifying the die
blocked. roll by the number of sighting vehicles.
7.4.5. Vehicle units sighting as a group can add +1 for 5) The resulting modified range is the range at which the
each additional unit within that group. Infantry squads target can be sighted by elements of the sighting unit. The
also add +1 per additional squad within the group. elements that can sight at this range must meet the
Infantry teams and vehicles without Tank Commanders minimum requirements used as status and modifiers.
or radios only add an additional +½ (rounded down). That is, a sighting element in a condition that is worse
The maximum additional factor sum that can be added to than the one used in calculating the sighting factor
any single group sighting is +4. cannot sight the target element.

7.5. Auto Sighting - There is an auto-sighting ability. Any element of the unit that has a clear line-of-sight to
This can take place any time during movement segment the "target" element may be included in the sighting
or during the 2a. Combat Sighting Segment. Taking attempt. However, the modifiers applied to the group
into account all of the Variable Sighting Table sighting are from the worst of the group. Example:
Adjustments, except grouping of elements, the distance Three Panthers have a clear line of sight to US infantry
is the same as when a '1' rolled on the Variable Sighting during the firing sighting phase. One of the Panthers
Table. To use auto-sight an enemy or unknown element fired, the two others didn't. If the commander of the
appears/fires in the covered arc of that unit. Panthers wants to include the Panther that fired in the
Auto-sighting can only be done on an individual element sighting group (so that the firing Panther will see the US
basis not as a group. infantry AND add +2 to the die roll) the -5 modifier for

16
"sighting element fired" must be applied on the sighting the target distance and type of weapon used.
calculator. The Panther commander may check both 7.7.2. Auto-cannons and machineguns can always fire
ways to try to sight and may select either after the first sight at a new target.
calculations are done. 7.7.3. The fire segment that this 'first sight' will depend
There is no limit to the number of elements that a unit on the amount of movement the firer and/or the target
may include in its sighting arc and thus count as 'sighted'. performs during the turn. This will either be in Combat
Fire segment 3 or 4. This is because units would
Example: A platoon of four Panthers (unbuttoned, normally have to move into sight from an out-of-sight
moving) during the sighting movement phase attempts to location. In doing so they spend time out of view.
sight a stationary US Sherman tank is in some light woods
300 away. The base number for moving unbuttoned is It is theoretically possible for two elements to begin the
‘35'. Target tank stationary in woods is -5 for being in turn stationary but unsighted and unknown each other.
foliage of any kind. An addition -10 for being within 1-25 They could each roll to sight in the first sighting segment
of the edge of the woods brings it down to 20. The and succeed. They would be permitted to fire in segments
Sherman is a size 1 vehicle which now brings the total to 1 (or 2) and 3 (or 4). They do not move form out of sight
21 or a sighting range of 150. This is out of sighting to in sight. They are totally in sight of each other the
range for a single observer, but the Panther can count on entire turn.
three other tanks to help in the sighting. These will add
+3 to the random roll for the sighting adjustment table 7.7.4. It is also possible to claim to sight first sight from
for a group sight. The roll is ‘7'. While this brings to seeing an enemy element fire is Combat Segments 1 or 2.
total to ‘10' it is only 150% of 150GSU or 225GSU. In this case the first possible return fire would be in Fire
That Sherman and all other unseen Shermans in the
Segment 3. Such a situation will arise when a concealed
woods 226 or more away are not sighted this segment.
element fires in Combat Segment 1 or 2 but is within first
The die roll would have to have been a ‘9' or better to
sight range (or sighting element has auto-cannons).
get the 200% adjustment to have sighted the Sherman.
7.8. Night Sighting - There are two types of night
Example: A company of Russian T-34's Model 1942's
sighting. The first is absolute sighting. In this the
(moved, buttoned) without radios is attempting to sight
outline of the target can be determined. Like day
a stationary, hull down firing Pzkw IVH some 600 in
sighting, absolute sighting has a maximum range. Units
distance during the moving-sighting phase.
within this range can be sighted at one half the daylight
1) Since the T-34s are moving-buttoned the base sighting
range. Beyond this range nothing can be sighted unless
factor is 26. The model 1942 has no cupola.
there are special circumstances.
2) Apply all modifiers: Target hull down: -8. Firing: +15
The second type sighting is flash sighting. In this the
gives a total of 33 for a distance of 500.
3) But the T-34 is part of a 10 tank company thus it has
target can be located because its gun flashed or it is
9 friends. But these 9 friends have no radios so they
emitting some sort of light. The exact outline and range
contribute only ½ point each to a group sight. Even so cannot be determined.
‘+4' is the maximum help that can be given to any group. 7.8.1. Without any sight aiding system the maximum
4) For the random variable sight roll a ‘7' was rolled. sighting range in moonlight is 250. Without moonlight
This plus 4 yields an ‘11' factor. Which is 150% distance. the maximum range is 50. For partial moonlight
The resulting sighting distance for hull down Mark IV or determine the percentage of full moonlight that is present
any other size 0 AFV is 750 GSU. The German tanks has and multiply by 2. Add 50 to that to get the maximum
been sighted. range.
7. 8.2. White light search lights illuminate objects within
7.7. First Sight (Also see 8.8 for the effect on Combat) a 45/ arc as if daylight up to 600.
Note - This is a very important rule and is unique to 7.8.3. Flares and star shells illuminate an area as if the
Panzer War. area were daylight for two complete turns. The area
Units are not automatically allowed to react to and/or fire illuminated is a circle listed 100 in diameter. Usually
at units sighted for the first time in the same turn. only one or two elements of a battery will be used to fire
Usually something must wait until the following turn a star shell.
before firing cannons at a new target. This situation is
called 'first sight'. 7.9. OVERWATCH - ( optional rule ) Stationary and
7.7.1. The ability to react to a threat is dependent upon shift moving vehicles and guns may declare that they are

17
overwatching an area. A marker of some kind is placed from their centers up to 25 GSUs in their covered arc.
at the position if no clear reference point is indicated. 7.12.3. This free zone only negates the sighting costs up
(Otherwise a bridge, cross-roads or road bend could be to 25 GSUs in distance. Beyond that distance all sighting
declared.) This is done during the Communication calculations are computed as starting from the center of
Phase. The point must be within sight and within 800 of the sighting element not the edge of free sighting zone.
the overwatching unit.
7.9.1. Only units under Cover orders may perform Example: A Pak 40 AT gun is positioned in some light
overwatch. woods. A Sherman tank moves up to a position 75 GSU
7.9.2. If during the movement phase a hostile unit within away but there is 50 of woods between the two. The Pak
75 of this mark the overwatching unit does not have to 40 does get to sight for free through up to 25 GSU of
wait one turn to fire 'first sight' if this is a new target. woods. But once beyond that distance it must pay the
7.9.3. If during a firing phase a hostile unit fires within full -10 sighting factors for sighting through 25-50 of
50 of this mark the overwatching unit may return fire but woods.
must delay for at least two fire segments. Thus if the Had the Sherman crawled up in another direction so that
hostile unit fires in fire segment 2 the overwatching unit only 15 of woods were between it and the Pak 40 the AT
must wait until fire segment 4 to return fire. gun would not have to pay any penalty to sight through
woods.
7.10. Disappearing - Once sighted an element remains
sighted until:
7.10.1. The target element moves behind blocking cover,
the sighting element moves behind blocking cover or
some blocking obstruction comes between the two.
7.10.2. Or, the element moves out of the covered arc of
the sighting element.
7.10.3. Or, the element moves to a location such that it
is over 200% ( 2 times) or more the normal sighting
distance per the Sighting Calculator. That is it becomes
impossible to sight the target no matter what is rolled on
the variable sighting table.

7.11. Blocking Terrain.


7.11.2. Hills or ridges or other ground contours that
block line-of-sight are blocking cover.
7.11.3. Over 100 of light woods or over 25 of heavy
woods block line of sight. Under 100 of woods do not
always block line-of-sight.
7.11.4. Over 25 of buildings block line of sight.
7.11.5. Over 100 of sketchy smoke blocks line of sight.
7.11.6. Over 25 of thick smoke blocks line of sight.

7.12. Free sighting distance - Elements parked at the


edge of woods or buildings can often find positions to
look through them to greater distances than they can be
sighted at. There is nothing physical that is being
represented here. Since we are playing with certain sized
models we have to make allowances for their physical
size. That is why this free zone is so large. At a different
scale it would shrink considerably.
7.12.1. Elements parked within 25 GSU of the edge of
woods or buildings do not pay for the first 25 GSU of
their covered arc. This is the free sighting zone.
7.12.2. Elements stationary have a free sighting zone

18
units. The Fire Zone is
8.0 Combat - All attacks take place during the that part of the Covered
Combat Phase of a turn. The following rules cover Zone that the unit's
direct aimed fire. Direct aimed fire is an attack of one weapon can be brought to
element directed at an enemy element such that the bear without changing its
attacker (which we will call the firing unit) can sight the position. The fire zone
target unit. The attacking unit is said to fire its cannon or will be a smaller part of
other weapon at the target unit along a line-of-sight. the covered zone.
Direct aimed fire is the common method of selective
8.1.2. The fire zone for a
attack on an enemy unit. This can be with cannon fire, Front 22.5/ fire zone
fixed gun on a turret or a
machinegun fire, rocket propelled bomb or in the case of
hull mounted gun is 22.5/
infantry small arms fire. There are two general types of
each side the gun line.
direct aimed fire attacks.
8.1.3. The fire zone of an artillery piece or anti-tank gun
8.0.1. The first type is an attack on an armored vehicle.
is 22.5/ either side the gun line.
In this case the attacker will fire a weapon to hit it and
8.1.4. The fire zone of an anti-aircraft gun stationary and
penetrate the armor of the vehicle. If the armor is
ready is a full 360/ around the models center when firing
penetrated the vehicle can be damaged or destroyed and
at aircraft. When firing at ground targets it is 45/ either
eliminated from play. This process involves a roll to hit,
side the gun line.
a roll on what part of the target was hit, a roll to
8.1.5. The fire zone for infantry small arms is 360/ for
determine if the armor is penetrated. If penetrated one or
stationary and 45/ either side their path of movement
more rolls on issuing damage to the target. This type of
when moving. Infantry carried machineguns are 45/
attack also covers attacks on other vehicles and anti-tank
directly forward of the units base.
guns.
8.1.6. In no case may a model be moved or turret turned
8.0.2. The other type is an attack on an infantry or soft
during the firing phase in order to get a shot at another
target. Here a killpower factor of the attacking weapon
unit.
is compared to the defense of the infantry or soft target.
Sometimes the target must first be hit as if it were an
8.2. The Vehicle
AFV other times the hit number will be included in the
Data Chart lists the
kill factor.
vehicl e' s armor
8.0.3. To find the gun that a particular AFV uses look on
basis of the various
the Vehicle Data Charts. Sometimes a vehicle will have
facings and
more than one cannon. Also found on this chart is the
locations of the
weapons rate of fire ROF. ROF is vehicle dependent so
vehicle. There are
two vehicles using the exact same weapon may have
10 standard location
different ROF numbers.
defined on a vehicle
To find the characteristics of the Weapon look on the
no matter what the
Weapon Data Chart. Weapons can often fire a variety size. The numbers
of different shells depending on the purpose. usually correspond
8.0.4. Generally speaking most stationary vehicles and to locations from
guns will be able to fire twice in a turn. The first the lower on up for
segment of fire will be in Fire Segment 1. They may then the AFV. Location
be able to fire again in Fire Segment 3. Most shifting 1 is almost always tracks and location 10 is always the
vehicles would be able to fire in Fire Segment 2 and 4. upper turret or super structure. Vehicle compartments
8.0.5. Moving elements will usually have their fire are broken down into either 'H' for hull or 'T' for turret.
curtailed. Half moving elements would fire in Segment 3 A turret-less vehicle will have a Superstructure
and full moving elements in Fire Segment 4. These rules compartment which has the same function as a turret but
are dependent on the weapon having a ROF rating of 4 or cannot turn. Vehicle armor basis to the nearest
more. So moving delays the order of firing. Remember centimeter for each location is listed. This is armor
this when moving your elements. protection adjusted for slope of armor and armor quality.
See Fire Segment Allocation Table.
8.3. The Weapons Data Chart lists a weapon type and
8.1. Zones - Cover - The Covered zone is the area that is composed of rows of data on common types of rounds
a vehicle can spot and see targets or to react to enemy

19
the weapon can fire. Each type will have a To-Hit listing single firing may result in more than one hit.) All eligible
and a Penetration list. The To-Hit section lists numbers elements are permitted to fire in a turn. All firing in a
from 1 to 10 along the top. These are the basic D10 segment is considered simultaneous.
numbers that must be rolled (or higher) to succeed in 8.4.3. Acquired Target. A firing element that has hit
hitting a vehicle sized target. Beneath are the ranges that its target (with direct fire) the previous time it fired and
this will be a success for. The Penetration section neither the target nor the firer moved more than a shift
indicates what the maximum armor penetration will be move can claim to have ‘acquired’ the target. This
out to specified ranges. means it is -1 to hit the target.
8.4. TO-HIT When an attack on an enemy piece
8.5. Units generally fire while stationary. While it was
possible to hit something at close range when moving the
game assumes what the vehicle actually is doing when it
moves and fires in the same turn is move and then make
a short halt to fire. Also, one may notice vehicles
moving Bonus and Burst movement are not permitted to
fire as they are not assumed to be making a short halt at
the end of their turn. (Modern vehicles with good
stabilization can fire on the move and there are
supplemental rules for this.)
8.5.1. Towed artillery and rocket launchers may not both
consists of firing a weapon at that element a to-hit move and fire in the same turn.
situation arises. In this case a certain score must be 8.5.2. AFVs and self propelled artillery may both move
obtained or exceeded by rolling a D10 die. The score that and fire in the same turn. When firing an moving the
must be obtained is a result of finding a basic to-hit chance to hit is reduced (the to-hit number is increased)
number and adding a series of adjustments to that basic depending on the amount of movement done.
number. Rolling this number or higher on a D10 results 8.5.3. Some vehicles have a gun stabilizer. This slightly
in a 'hit'. helps the vehicle move and fire in the same turn. (Note-
8.4.1. The basic to-hit number is listed on the Weapons in modern times this greatly aides to-hit while moving.
Data Chart. Directly underneath this number is another See Airland War modern supplement.)
number. This is the maximum range that this number 8.5.4. Machineguns and auto-cannons with infantry
succeeds for. If the range (measured from the center of killing capabilities mounted on vehicles do not have to
the attacking piece to the edge of the defending pieces' roll for hitting. Their effective killpower is reduced by 1
turret/superstructure) is equal or less than the listed range factor while firing on the move.
a hit is scored on the target unit. Almost all the to-hit 8.5.5. Infantry units in the form of squads or teams may
adjustments are shown on the Direct Fire To-Hit move and fire their small arm weapons. There is no
Modifiers Table. To-hit roll when firing infantry weapons. The infantry
Example: A German Panther tank with a 75/L70 gun has kill factor is reduced by one factor when moving and
seen a Russian T34/76 enter its covered zone last turn. firing.
It is at a range of 440. Since it was over its 8.5.6. Infantry heavy weapons behave differently
auto-sighting range it could not fire at it in that turn. depending on their targets. If firing at infantry or soft
This turn both are stationary. In fires segment 1 the unarmored targets the killpower factor of the weapon is
Panther wishes to fire APHE at the T-34. The basic to-hit reduced by 2 when moving. When firing on hard targets
number is 2 for a range up to 450. This is the Panthers or AFVs a to-hit D10 must be rolled to hit the target. In
first shot at this target over 300 so there is a +1 this case the machinegun behaves as if it were a moving
adjustment added. No other adjustments apply at this vehicle and a to-hit adjustment is added to the To-Hit
time so the Panther needs just a 3 or better to score at number. The vehicle in this circumstance would be the
least one hit.
weapons team or squad.
8.4.2. Each time a weapon 'fires' it must roll a separate 8.6. A Target is described as a single unit or a group of
D10 to attempt score a hit. It is possible for many similar units all disposed the same and within 75 of each
stationary vehicles and guns to ‘fire’ up to two times in a of one another. Disposed means they are all moving
single turn. Only one ‘fire’ (to-hit) attempt is permitted together or stationary together usually in line or pattern.
per gun per Fire Segment. (Later we will see that a

20
8.6.1. When firing at a group target one of the group element it must be both within the covered zone and the
must be chosen as the primary target. This unit is the one firing arc. If either the following circumstances are true
hit first if multiple hits are scored. a element can fire first sight. Otherwise they may only
fire the turn following the first sight. In all cases it must
8.7. Disappearing Target - To be fired on a target must be possible to sight the target and to establish a
be visible at the time of firing. Since firing theoretically line-of-sight to the firing point:
can take place anytime during the turn a stationary unit 8.8.1. The firing element is using an auto-cannon,
may fire at targets that have moved out of sight in a turn. machinegun or small arms. The only range limit for this
This is called firing at disappearing targets.. is the maximum range of the weapon and the target is can
8.7.1. An element firing at a target along its path may be seen.
not fire at it during the first ¼ of its movement if the 8.8.2. The firing element is a buttoned up stationary
target element has not been fired on by the firing element. vehicle and the target is 300 or less away.
8.7.2. An element firing at a target along its path may not 8.8.3. The firing element is unbuttoned or open-topped
fire at it during the first 1/8 of its movement path at any stationary vehicle or artillery/anti-tank gun and the target
time. If the target was able to get completely out of sight is 450 or less away.
under that brief period then it cannot be fired on. 8.8.4. The firing element is unbuttoned and has moved
8.7.3. Targets that were sighted in a previous turn but in the turn and the target is 225 away or less.
move out of sight during the movement phase can only be 8.8.5. The firing element is buttoned up and has moved
fired on with cannons in Fire Segment 1 or 2. As it is in the turn and the target is 150 or less away.
only stationary attackers for the most part that can fire in 8.8.6. The target has moved to within 50 (75 for
these segments it is therefore only stationary elements auto-cannons or fast turret traverse) of a point
that can fire at disappearing targets. bore-sighted, over-watched or a previously acquired
8.7.4. A shift moving element attacking with an target. The range limit to this type of first sight fire is
auto-cannon or machinegun may fire from its starting 800 (see 7.9 Overwatch ).
position at a disappearing target in Fire Segment 2. 8.8.7. When using ‘at first sight’ firing can not take
8.7.5. A shifting element with a cannon that is stabilized place in Fire Segment one or two. Even if the firer is
may fire from its starting position at a disappearing target stationary. This is because the target is considered to
in Fire Segment 2. come into view at or after the mid-point in the turn.
8.7.6. If a moving target which has moved out of sight, 8.8.8. Stationary vehicles or guns are allowed to make
is immobilized by an attacker firing while it was their 'first sight' firing in Fire Segment 3. All other
'disappearing' the target vehicle is moved back from its moving (including shifting) elements perform their 'first
end position to a point within sight of the attacker. It sight' firing in fire segment 4.
has thus failed to move out of sight. In subsequent fire
segments for that turn the attacker or any other attacker. 8.9. Projectile type. The type of round most often used
If the target was only stopped (immobilized) it may fire against armored targets is the armored piercing round
from this spot. It must fire as if it had moved its full (AP). This comes in many forms AP, APC, APCBC,
intended distance even if it moved far less than that when APBC, APHE. All are meant to defeat and penetrate the
it was immobilized. Vehicles immobilized or which lose armor of a tank or other armored vehicle and destroy the
tracks during movement are not allowed to pivot or turn tank from within. The APHE is very much like the other
their turrets in that turn. AP shells but it contains a small explosive filler that may
8.7.7. Elements remain spotted and thus are not new cause more damage than the solid shot AP round when it
'first sight' targets until they remain out of sight for one penetrates. The price it pays is that it will offer slightly
complete turn. Elements that merely move behind cover less penetration than the solid shot.
and then reappear again the same turn or in the next turn
can be fired on by sighting elements. 8.9.1. In Panzer War all full size solid shot projectiles
8.7.8. The Fire Segment Allocation Table shows which are considered to be AP. That is AP, APC, APBC,
Fire Segments moving and non-moving units are APCBC are just AP.
permitted to fire. 8.9.2. APCBC-HE and APHE is just APHE.
8.9.3. HVAP, APCR, APDS are also solid shot AP like
8.8. Firing at First Sight - Elements that fire their weapons but instead of being full sized they contain a
weapons at targets in the same turn the target was first smaller (sub-caliber) tungsten core and a lightweight
sighted are said to be ‘firing at first sight’. To fire at any sheath. In APDS this sheath or sabot comes off shortly

21
after firing and the core alone will fly the rest of the based on the firers ROF
distance to the target. These shells were rare during (rate of fire). The
WWII and used mainly near the end of the war. For the Additional Hit Table will
Germans they were rare in the early and mid years of the list the number of
war and nearly extinct at the end of the war. While these additional hits along the
rounds will penetrate more than the AP rounds they tend top row. Beneath this is
to cause less damage because of their smaller size. In the number in excess of
addition these shells have a higher tendency to be the To-Hit number that Sometimes it takes a great
deflected by highly sloped armor. is needed to score number of hits to knock out an
AFV.
8.9.4. High Explosive Anti-Tank - HEAT shells can be additional hits. The
used by both infantry weapons and tank guns. As they do number along the left
not rely on the kinetic energy of their impact to defeat column is the number needed to score a single hit.
armor they penetrate equally well at all ranges. HEAT Example: A Sherman with a 75mm needs a base 4 to hit
shells can also be fired at infantry with effect. a Mark IV at 320 away. Since it is the first shot over 300
8.9.5. High Explosive - HE shells are used primarily and no other modifiers apply there is only a +1
against infantry, soft targets or artillery. Each HE shell adjustment to this for the actual to-hit number of 5.
has a Kill Factor rating just like infantry small arms. HE The Sherman is stationary and has a ROF of 9. An '8' is
shell can also be used against structures like buildings or rolled to hit. The Sherman scores one hit for having
houses in order to demolish them. When fired at an AFV made at least a 4. Looking at the (ROF = 9) table we
an HE has some penetration or armor shattering find that with a basic To Hit of 5 a second hit is scored
properties. when a 8 or better is rolled. Thus two hits are scored.
8.9.6. Canister - Some short caliber German guns fired
a canister round. This made the AFV gun behave like a 8.11.1. To assist in quickly finding what the multiple hit
large shot gun. There should be some reference found to numbers are some to-hit columns will list scores needed
identify which vehicles carried canister. The canister for additional hit in superscript.
round has the same kill factor as a similar sized HE Example: In the image to the left the to-hit column
.7.10 .
round, but the adjustments to the kill factors are tripled. listed as 3 means 3 or more gets you one hit. A 7
8.9.7. When using direct aimed fire an AFV the firing through 9 will score two hits. A 10 or better will score
player must announce if they are using a shell type other three hits. For numbers greater than those listed check
than AP. the Additional Hit Table. Also note the ‘As ROF=8' means
this only applies to a ROF of 8.
8.10. ROF - It is possible to fire twice in the same turn.
Each D10 ‘firing’ roll is not considered a single shot but 8.11.2. The maximum possible D10 roll is a 15 thus it is
a quantum of fire as such more than one hit may be possible to get quite a number of hits on a target. And if
scored per firing. To find if an element can fire twice in a 14 were rolled in the previous example this would score
a turn find the ROF number on the Vehicle Data Chart 4 hits in a single segment. Also, these hits all take place
and cross-reference it with the amount of movement a in a single segment.
vehicle has done in the turn on the Multiple Fire Table. 8.11.3. Since a target can be a group target it is possible
8.10.1. Elements that are permitted to fire twice in a turn to spread hits to other close adjacent targets. As long as
must fire in Fire Segment 1 (or 2) then wait and fire a the primary target is the first unit hit, hits can be
second time in either Fire Segments 3 or 4. allocated to other units in the group. If the firer does not
have a traversing turret it is allowable to spread hits
8.10.1. Elements that are permitted to fire twice in a turn
along a column or pattern of targets as long as they are
cannot fire more than once in any single Fire Segment
within 50 of the original target. If the firer has a
nor in two consecutive Fire Segments.
traversing turret it is allowable to spread hits along a
8.10.2. Elements that are permitted to fire twice in a turn
column or pattern of targets as long as they are within 50
cannot save their fire allotments up to use in other fire
of the last target hit. If the firer has an auto-cannon,
segments or other turns.
machinegun or fast turret traverse the distance increases
to 75.
8.11. Additional Hits - When firing at a target (single or
8.11.4. If a vehicle moves more than half movement in
group) it is possible to score more than one hit with a
a turn and fires no multiple hits can be scored.
single D10 ‘firing’ roll. The Additional Hit Table list
8.11.5. When using ammunition that has a limited
the number needed to be rolled to score additional hits
supply players are not forced to use all the additional hits.

22
8.12. Suppressive Fire - This is fire at a suspected area 8.14.3. All elements moving a shift move or up to 1/8 of
where the object is to disrupt enemy elements. their full potential movement are fired on only at their
Suppressive fire takes an entire turn. No multiple hits are end position in Fire Segments 1 or 2.
scored when using suppressive fire. Roll one D10 per 8.14.4. All elements moving ½ move or more can only
weapon firing. The adjusted to-hit number must be a 6 or be fired on at a position ½ or less of their full movement
less for the range to target at the area chosen. The area in Fire Segments 1 or 2. This means that as some
affected is the size of a US penny (19mm diameter). Roll element approaches a stationary firing element it can be
one D10 and add 4 to it. If this total is equal to or less fired on at the halfway position in Fire Segment 1 and at
than the killpower the entire area is suppressed. its final location in segment 3. This differs from
8.12.1. All infantry in the suppressed area cannot move conventional basic firing where the stationary/shifting
the following turn. element would get to fire at the end position in both Fire
8.12.2. All infantry elements in the suppressed area have Segments 1 and 3.
their small arms fire power reduced by one the following 8.14.5. Elements disabled (in movement) but not
turn as well as any following fire segments in the current destroyed along their path remain at that location for the
turn. remainder of the turn (actually for the remainder of the
8.12.3. All other non-armored elements in the game.) These elements are considered ‘moving’ in Fire
suppressed area have their to-hit number modified by +2 Segments 1 and 2 but not for segments 3 or 4. Thus an
the following turn as well any following fire segments in vehicle that was to have moved full and only allowed to
the current turn. fire in Fire Segment 4 may now be said to have moved
8.12.4. One die roll is made per gun tube firing only half movement and is allowed (should it survive) to
suppressive fire. If a '10' is rolled roll per kill factor on fire in segment 3. Thus, while it was ordered and
the hit element. Thus it is possible to kill or rout while intended to move full it could not physically do so.
firing suppressive fire. 8.14.6. Elements hit when moving can be ‘acquired’ if
8.13. HE attacks on Infantry - Infantry targets can be that element is halted by the hit. Hits by other firers on
engaged with direct aimed fire. Infantry elements that vehicle that do not actually halt the target cannot
themselves would be very difficult to actually hit and claim to acquire the target in that segment. The target is
damage with an armor piercing round unless they were considered to be moving for the entire segment not
riding in a vehicle of some kind. Instead high explosive withstanding the order in which combat is resolved.
shell are fired in their general location. 8.14.7. Gun Jams - When rolling to-hit and a ‘1’ is
8.13.1. HE shells do not have the same precision of aim rolled then roll a second time to see if this is an ‘under’.
as armored piercing rounds. To save space we have not If the second roll of the D10 is a ‘1’ (-4) then the gun
included HE to-hit firing tables for many weapons. jams and can no longer be fired until it is cleared. If the
Instead either use the firing table for any HEAT shell second roll a ‘2’ (-3) and belongs to any other country
that weapon may fire. If none are used then the following other than USA the gun jams. If the second roll is a ‘3’
general to-hit adjustment can be added to the AP firing (-2) and belongs to Italy or Russia then the gun also jams.
table. If the scenario calls for there being limited ammunition
8.13.2. Most HE shells are +1 to hit over 450 GSU and supply then if the second roll is a ‘5’ (0) or less then the
additional +1 over 900 GSU away. gun jams. Gun jams can represent a variety of different
8.13.3. Hits by HE on buildings, houses, emplacements problems from shells being stuck in the breech to the
and revetments can damage them as well as destroy vehicle being out of ammo. See Section 9.19.9 to see how
personal and equipment within. Houses and building are to clear jammed guns.
considered extremely large targets and are -3 to be hit [Link]. If the weapon firing is an automatic cannon of
from all ranges. 20mm or more with a single crewman the weapon will
8.14. Realistic Firing (Advanced rule) - Certain jam when the second roll is a ‘4' (-1).
latitudes are made to facilitate easy of play and to move [Link]. If the weapon is has an automatic loader (self-
things along but a more realistic look at the actual loading) of any kind in a turret of 2 or fewer crewmen the
location a target occupies can be made. weapon will jam when the second roll is a ‘4' (-1).
8.14.1. All firing elements fire only from the position
that they are at after all their movement is completed or 8.15.1. Tilted Firing Positions (Advance rule) -
halted. (This is the same as in the basic rules.) Side-slope has an effect on AFV and their guns. (This is
8.14.2. All elements are fired on only at their end because gun sights are calibrated to the drop of the round
position when fired on at in Fire Segments 3, 4 or 5. at range. When the drop is off to the side the calibration

23
is off.) No AFV may move onto or start a scenario on a
side slope of 30/. The side slope is measured
9.0. Vehicle Damage
When an armored vehicle is hit by fire it can become
perpendicular to the long axis of the AFV.
damaged or be destroyed. To understand the rules for
8.15.2. Angle of ground perpendicular to the GUN firing
this it is necessary to become familiar with the Vehicle
To-hit modifier
10-15/ For base To-Hit 7 or more: +1 to hit. Charts.
16-25/ For base To-Hit 4 or more: +1 to-hit.
25-30/ For base To-Hit all: +1 to hit; 9.1. There are three facings or Aspects of a vehicle listed
For base To Hit 2-4: +2 to hit; on the charts. These are front, rear and side. The top of
For base To Hit: 5 or more1: +3 To hit the vehicle can also be exposed to fire when firing from
above. The top is further broken down turret top and
The scale of ground and height are very different. As a deck. The hull can be considered a rectangular box with
result, the angle scale is different. The ground scale is a front, rear and two sides.
1:2000, the vertical scale is 1/ 285 and the angle scale is 1:2. 9.1.1. Only the front aspect of a vehicle is exposed to fire
That is, a 30/ measured angle represents a 15/ angle. from within 30/ of a line extending directly to the front of
the center line of the vehicle.
8.16.0. Main Gun Depression - Every AFV’s main gun 9.1.2. Only the rear aspect of a vehicle is exposed to fire
could only be depressed only so far, thus preventing the from within 30/ of a line extending directly to the rear of
AFV from firing from positions where the hull is pointed the center of the
upwards at any large angle. To measure the angle of vehicle.
depression, measure the angle of the ground the AFV sits 9.1.3. Only the
on (or its equivalent) on the axis of the direction of firing. side aspects of a
Then measure the angle required to hit the target. This v eh i cle is
angle is best measured when your angle level is placed on exposed to fire
your laser pointer. Usually this isn’t required, but if it is from within 30/
a close call, it can help. of a line
extendin g
8.17. Firing more than one weapon on a vehicle directly to the
If a vehicle decides that it wants to fire more than one of si d e a n d
its weapons it must pay a price. perpendicular to
8.17.1. If more than one main gun fires on a vehicle the front or rear
there is a +1 to-hit modifier for each gun. of the center of Aspects of a tank
8.17.2. If machinegun on the vehicle is firing the same the vehicle.
fire segment as a main gun there is a +1 to-hit modifier 9.1.4. There is
for each weapon. an area 15/ wide each side of the 45/ line from the front
8.17.3. If a co-axial machinegun fires as well as the or back of a vehicle such that there is a chance that both
main gun both have their ROF reduced by half. Half of the front or side aspects, or rear and side aspects can be
‘ac’ would be a ROF of 6. In the case of killpower the hit. The 45/ line is also known as the deflection line
machineguns killpower would be reduced by one. because hits from this area are automatic deflections hits
8.17.4. If the TC fires the turret top mounted machine on the hull or superstructure of a AFV.
gun the same segment as the main gun is firing treat the 9.1.5. Hull hits from attackers firing within the Front
firing ROF of the main gun just as if the TC is a casualty, Deflection zone have a 2:3 chance of being front hull hits,
i.e. loss of one man of the turret crew, for that segment. and a 1 in 3 chance of being a side hull hit (Roll D6 on a
“5” or “6” it is a side hull hit). Hull hits an attacker firing
within the Rear Deflection zone have a 2/3 chance of
being rear hull hits, and a 1/3 chance of being a side hull
hit. Note – If a side is hit from the front or rear deflection zone
multiply the effective armor basis (of the side) by 1.5 times.
9.1.6. Hull hits from an attacker firing within the Side
Deflection zones at the front have a 5/6 chance of being
a side hull hit and a 1/6 chance of being a front hull hit.
(Roll a D6 on a “6” it is a front hit.) Hull hits from an
attacker firing within the Side Deflection zones at the

24
rear have a 5 in 6 chance of being a side hull hit and a 1 9.3.1. Some locations have two values separated by a
in 6 chance of being a rear hull hit. Note – If the front aspect slash ('/'). This means that there are two possible armor
is hit from the side deflection zone multiply the effective front armor by values for the location. Roll a D6 for each such hit at
1.5 times. If the rear aspect is hit from the side deflection zone multiply
these locations. Rolls of 1, 2, or 3 means the first value
the effective rear armor by 1.5 times.
9.1.7. There is no aspect adjustments to turret hits unless is to be used. A 4, 5 or 6 means the second value is to be
the turret region is listed at ‘SuperS’ (superstructure). used as the armor basis. When this is a side aspect then
Treat SuperS hits the same as Hull hits for purposes of locations 1, 2, 3 is the front compartment of the hull, 4,
deflection. A side hit on a turret is always a side turret 5, 6 is the engine compartment.
hit. A front hit on a turret is always a front turret hit and 9.3.2. Penetration of the track armor basis does not
a rear hit on a turret is always a rear turret hit. Front, penetrate the tank itself but can cause track mobility
side and rear aspects all end at the 45/ line. failure. If the track is penetrated roll a D10. If the
9.1.8. Cupola. If the tank has a cupola then when the number is two less or better than the 'D' (Destruction)
turret is hit at location 10, roll a second D10. There are factor of the shell the track is broken and the tank suffers
two sizes of cupolas. A high profile cupola is noted by a a track loss.
capital ‘C’. If this number is a 8, 9 or 10 then the large 9.4. The maximum normal penetration a shell will
cupola is hit. If the cupola is a low profile cupola (small penetrate is listed on the Weapons Tables. The
‘c’) then this second die roll must be a ‘10' in order to be penetration values are listed in decreasing order as range
hit. If the second D10 does not achieve a cupola hit then gets longer. Underneath the armor value is the maximum
the hit is an ordinary location 10 turret hit. See Location range that this penetration is valid. Determine the range
Damage notes for cupola damage. Note cupola armor is from firer to target. If this range falls under the listed
the same from all aspects. range band the resulting penetration is the maximum
normal penetration. The maximum penetration may not
9.2. Normally a vehicles top is not exposed to direct fire. be the ACTUAL penetration for each shell, however. To
There are a few exceptional case where it is. When a top find the actual penetration some adjustments may be
actually is hit there is a top turret and a top deck, each made. Roll a D6 and adjust this factor per the Variable
may have different armor basis values. Roll a D6, 1,2,3 Penetration Tables. If the actual adjusted penetration
is a top turret. 4, 5, 6 is a top deck (engine compartment) equals or exceeds the armor basis of the vehicle’s location
hit. facing hit then the vehicle has suffered a penetration.
9.2.1. The top is exposed to all Indirect Area fire. 9.4.1. There are several Variable Penetration tables.
9.2.2. The top can on rare occasion be hit by direct fire The table that is used is dependent on the type of shell
of HE or HEAT over 900 for guns under 30 calibers and used in the attack. There are tables for ordinary AP and
1500 for guns of 30 calibers or more. Here a +1 location APHE. Another table is used only when the shell is
adjustment is made when determining the hit location APDS, APCR or HVAP. A third table is for attacks by
when firing these shells. HE shells.
9.2.3. A vehicles top is exposed to fire from direct fire
weapons if the firer is higher than the target by a factor of 9.4.2. There are separate tables for deflection or rounded
25mm per 100 GSU or less distance. armor. Check the Variable Penetration Tables for the
9.2.4. Location 11 is considered to be a top hit. The way penetration. There are reduced armor penetration when
to hit location 11 (top) is to roll a 10 for location and striking rounded and deflection armor.
have a +1 location adjustment. These are always 9.4.3. Highly sloped armor (45/ or more) is noted by
considered a deflection hit unless using HE. being underlined in value. This will cause a higher
chance of deflection than vertical armor. There is a
9.3. The armor of each location on an AFV is assigned special Variable Penetration Table column for this.
a value. This value is a representation of that armor basis 9.4.4. Armor that is highly curved or rounded tends to
in centimeters, adjusted for slope, curvature and armor cause most shells to ricochet. This armor is noted by a
quality. When an attack does score a hit on an AFV roll small 'r' (rounded) next to the armor value. Subtract one
one D10 per hit. Consult the Vehicle Chart to find the from the D6 roll. Armor that is curved in two directions
location and the armor basis at that location. It is this has a small 'rr' (doubly rounded) next to the armor value.
armor the shell must defeat to penetrate the vehicle. Subtract two (-2) from the D6 roll.
When a top is roll a D6. A 1, 2, 3 means the turret top is
hit. A4, 5, 6 means the deck of the engine compartment 9.4.5. After adjusting the die roll and using that to adjust
is hit. Roll the respective damage in each case. the amount penetration an armor penetration number is

25
derived. If this number equals or exceeds the armor of to check this is to look at the row labeled ‘Top’. If ‘T’ is
the location rolled the vehicle is penetrated. See listed before ‘D’ then the turret is first. If ‘D’ is listed
Location Damage Chart to determine the damage the first then proceed as if the engine is in the front and the
vehicle suffers. turret or superstructure is in the rear.
9.5.5. More Detailed Side Locations - Some players
9.4.6. Variable Penetration die rolls are only used when want even more detail in their side hull locations. In this
trying to determine if the armor of an AFV, fortification instance the hull will be divided into three compartments
or gun shield is penetrated. Hits on soft targets from the side: Roll a D6- 1,2 is the drivers compartment -
(unarmored) are handled differently and is matter of treat as a front hull; 3-4 is the fighting compartment -
fragmentation and concussion . Note - hits on units or vehicles treat as a turret; 5-6 is the engine compartment - treat as
that are partly armored and partly soft (portee) are handled with special a rear hull. For AFVs like the Hummel or Wespe with a
rules.
mid-engine the 1-2 is the driver compartment; 3-4 is the
9.5. The Location Damage Chart lists the different engine compartment; 5-6 is the fighting compartment.
damage done to a vehicle by a penetrating shell hit. This
damage increases when the shells are larger or more 9.6. Vehicle on Fire - If when rolling for fire the
destructive explosive filler. There is a Location Damage resulting D10 total is greater than the shells D-number
chart for AFVs and one for artillery pieces. the vehicle catches fire and the ammunition or fuel
9.5.1. The destruction factor imparted by a shell is listed explodes immediately destroying the vehicle and
under 'D' on the gun table. When the damage at a eliminating it from play.
location list something as 'D' this means use the 'D' If the D10 total is exactly
number from the shell’s table. If the die rolled is equal equal to the D-number
to or greater than this number then the corresponding then the vehicle catches
damage occurs to the AFV. Damage that shows a 'D+1' fire but is not destroyed.
the D-number is increased by one. This means the D10 9.6.1. If a vehicle catches
roll must be higher to cause damage, thus the chance of fire and does not explode
damage is lower. Damage that shows a 'D-1' the floor then the vehicle must test
destruction number is reduced by one (higher chance of in the Miscellaneous Use colored cotton to s imu late
damage). Remember - The D10 die roll is not modified, Details Phase each turn it fire and smo ke.
it is the base number that is raised or lowered. is on fire. Roll 1 D10 per
9.5.2. Damage is allocated by the aspect and vehicle burning vehicle. If the crew did not bail out and a '0' or
location penetrated. Each location has different damage less (remember 'Unders') is rolled then the crew has put
type factors. A D10 may be rolled for fire and one for out the fire or for some other reason the vehicle is no
mobility. Or several other damage types. Roll a D10 for longer burning. If a 8,9 or 10 is rolled the vehicle
each damage type listed. To speed up play use 4 D10 immediately explodes and is destroyed.
dice in one roll. 9.6.2. Modifiers - The chance to roll to Damage in the
They can be colored as follows: case of fire can be modified. If the vehicle is listed with
Red = fire; a -1f this means the base chance of fire is lowered by one
Green = Mobility/Gun; on the fire die roll.
White/Tan = TC (Tank Commander); Note - To mark an occupied burning AFVs place a red colored marker
Blue/Black = Stun. (Not all will apply but it is just as next to it. If the vehicle is destroyed place black or brown colored
easy to roll 4 dice as two so this just saves time if one gets cotton (smoke) on the vehicle to mark it destroyed. Remove all other
pins or markers as they are superfluous at this point. In a large battle it
in the habit.) may be best to just count all burning vehicles as destroyed as to save
9.5.3. Damage from penetrating hits on the front aspect time.
of an AFV will be rolled on the Front Hull column.
Damage on the rear aspect of a hull will be rolled on the 9.7. Track Damage - Vehicles suffering this damage
Rear Hull column. Damage from penetrating hits on the cannot move from the point of the hit. They can however
turret will be rolled on the Turret table. Damage from pivot in the following turns. Roll one die (either
penetrating side hits are handled differently. Roll a D6 odd/even or high/low) to determine which of the tracks is
for each penetrating side hull hit. If a 1 or 2 results use damaged. Each hit on a track will have a 50:50 chance
the Front Hull table, a 3 or 4 use the Turret table, a 5 or of hitting the same track. Additional hits on a damaged
6 use the Rear Hull table. track cause no additional damage.
9.5.4. Tanks and most AFVs have their engine in the Note – In the time scale of the game the track cannot be
rear, but a few have it in the front or mid-hull. The way repaired.

26
9.7.1. Two track damage results on different tracks result barrel ‘armor’.
in mobility loss. Roll odd/even or high/low to see which 9.10. Tank Commander (TC) The command personnel
track is hit. of the AFV is killed. The vehicle can no longer sight as
9.7.2. More than one damage result on the same track part of a group and is -5 for its own sighting and no
has no additional damage or crew morale effect. longer receives a ‘cupola’ bonus when buttoned up.
AFVs without TC always lose initiative and must move
9.8. Mobility - Damage to crew drivers, engine, before other elements with TCs. Vehicles losing their TC
drive-train, transmission, fuel system or to both tracks are always considered buttoned up unless they are
can result in mobility incapacity. Vehicles suffering open-topped.
mobility loss cannot move the remainder of the game. 9.10.1. 3-man turret/gun compartment. Tank now has
For action involving more than a dozen tanks on either a 2-man turret. When firing main or turreted weapon has
side use the following rule: A mobility kill from a front a +1 to-hit adjustment and has normal ROF cut to ½
hull penetration will eliminate the hull machinegun, i.e. normal (rounded up).
drivers compartment destroyed. 9.10.2. 2-man turret/gun compartment. Tank now has
1-man turret. When firing main or turreted weapon has
9.9. Gun - Main gun destroyed. The vehicle can no a +2 to-hit adjustment and has ROF cut to ½ normal
longer fire its main weapon. This usually is considered (rounded down).
the turret weapon if a vehicle has one. Some vehicles 9.10.3. 1-man turret/gun compartment. AFV can no
have a sponson gun (M2 Lee). If penetrations occurs at longer fire the turret weapon. If the vehicle has no other
location marked 'Sp' the sponson gun can be destroyed. weapon other than MGs then it acquires a Gun loss
If a side hull penetration results in 'Turret' damage the marker too.
gun damage that may result applies to the sponson gun 9.10.4. Any hit by direct fire on an open topped or
and not the turret gun. unbuttoned vehicle on location 10 will kill the AFV’s TC.
9.10.5. A hit with HE on locations 8, 9 or 10 by direct
9.9.1. For vehicles with multiple turrets the main gun fire on an open topped or unbuttoned AFV will kill the
is the gun in the central turret. Secondary turrets are TC.
marked as either T2 or T3. When penetrations of the side
that result in 'Turret' damage there would be a 1 in 3 9.11. Hull Gun (HG) In most games this casualty is not
chance that the turret would be the secondary turret. used. When playing skirmish actions the hull gunner can
9.9.2. For vehicles with a secondary main gun or weapon be included in play. This person is also the radio
other than machinegun in its hull/sponson roll a D10 to operator in many vehicles. This could be the sponson
kill this weapon. Use the D10 that is normally used to gun or the hull. As per 9.5.1 the white die is used to
kill the 'TC' (the white one) to destroy the hull weapon. determine if this crewman and/or weapon is eliminated.
9.9.3. Hits on AFVs at location ‘9’ may result is just a
gun hit. If the front or side aspect of a turret is hit at 9.12. Passengers. (Pas) Some armored vehicles
location ‘9’ then roll a D10 again. For any size gun if transport passengers. These are non-crew elements.
this second roll is again a ‘9’ then the gun barrel has been They may be a squad or a gun or weapons crew. If a
hit directly. For guns greater than 60mm and this second penetration occurs there may be a roll to determine if this
roll is a ‘9’ or ‘10’ then the gun barrel has been hit element is eliminated. If it is remove it from play. Loss
directly. Roll to penetrate the gun barrel ‘armor’. The of passengers has no effect on crew morale for bailout
armor is considered to be ½ the caliber size but not purposes.
more than 5cm. If this is penetrated the gun is destroyed
but no further damage happens to the vehicle. Roll also 9.13. Some kind of notation or counter/marker/bead
as to stun. should be used to denote the various damage or problems
9.9.4. If the AFV also has a sponson (SP) gun or a a vehicle has suffered. This allows easy reference and
second turret and location ‘6’ at that location and aspect speeds play. But, it does alert your opponent and it may
can be hit then this results in a possible gun barrel hit on be more interesting to just write down the damage in any
that gun. Roll a second D10 to see if the gun barrel is hit kind of vehicle log one is using.
directly. For any size gun if this second roll is again a ‘9’ These are just suggested markings:
then the gun barrel has been hit directly. For guns greater 9.13.1. Black, brown and red Cotton 'smoke' can be used
than 60mm and this second roll is a ‘9’ or ‘10’ then the to denote burning or destroyed vehicle. Or turn them on
gun barrel has been hit directly. Roll to penetrate the gun their side.

27
9.13.2. Green pin can mark tracked AFVs. (Single track Every Area fire 'near hit' receives a stun roll. All gun
hit. Vehicle may still pivot.) shells have a stun rating. This is listed under 'S' on the
9.13.3. Pink pin can mark immobilized vehicle or one in gun tables (Right next to the 'D' for destruction rating.
which both tracks are disabled. Roll one D10 per hit. If this number is equal to or greater
9.13.4. Black pin can mark AFVs with destroyed gun. than the stun rating of the shell the vehicle is stunned.
9.13.5. White or brown pin can mark AFVs with TC 9.15.1. If the vehicle suffers any damage, i.e. mobility,
loss. TC, main gun, hull gun, add +1 to the morale roll.
9.13.6. Red pin can mark AFVs a with jammed main 9.15.2. A stunned AFV may not move nor fire nor sight
gun. new targets nor communicate with other units until it
9.13.7. Blue pin can mark a stunned AFV. becomes unstunned.
9.13.8. Yellow pin can mark a bailed out AFV. (remove 9.15.3. An AFV that becomes stunned in one fire
other pins). segment of a turn may not fire in following fire segments
We use colored counters looted from Risk games in our play. of that turn. As all fire in a single Fire Segment is
simultaneous it may fire in the same Fire Segment it was
9.14. Vehicle Crew Morale After each combat segment stunned in.
that a vehicle is damaged there is a chance that the 9.15.4. An AFV that moved and was stunned at a
remaining crew members will bail out of the vehicle, thus position along its path but not at the end point must be
removing it from play. placed back at that point. It then may move no further
9.14.1. Each type of damage has a bailout factor assigned than 10 GSU from that point. (Basically it coasts to a
it. For each vehicle tally the factors that apply into single stop.)
sum. The resulting number is the chance per D6 of 9.15.5. Vehicles that are both soft and armored suffer
bailing out. The factors that must be totaled are given on stun results if struck in their armored locations.
the Vehicle Bailout Table. 9.15.6. Anti-tank guns with armored gun shields can be
9.14.2. If the crew passes its bailout roll it will remain stunned when struck in their armored locations.
with the vehicle until more damage is done the vehicle 9.15.7. Un-Stun To un-stun roll one D10 per stunned
and where another test is required. unit during Miscellaneous Details phase. If the unit was
9.14.3. All damage in terms of factors are additive except hit by any shells during the turn only a 9 or 10 will
fire damage. If a vehicle is on fire count only the fire un-stun the unit. If no hits were scored on the stunned
factor to test for morale. Track damage is partially element then a 8, 9 or 10 will un-stun.
additive. One track damage counts as a track damaged, 9.15.8. It is easier to stun lighter elements and harder to
but two track damages to different tracks counts as stun heavy AFVs. Add +1 to the stun D10 roll for units
mobility damage. Track damage and mobility damage is of weight class of 1 or under. Subtract one (-1) from the
only just mobility damage. D10 stun roll of AFVs of weight class 5 or higher.
9.14.4. If the total bailout factor total is six or greater 9.15.9 Un-Jamming - Guns that are jammed can be
and a '6' is rolled the tank crew becomes fatalistic and is cleared (un-jammed). For every un-stunned gun that is
battle crazed. They do not have to roll again to bail for jammed roll a D10 in Final Detail phase. A ‘10’ will
another 6 turns. They also do not have to follow orders clear a jammed gun. If the guns mount (AFV, trailer,
to withdraw or remain stationary. They may move etc.) did not move in the turn a, ‘9’ or ‘10’ will clear the
toward the enemy and even ram if another vehicle jammed gun.
appears within 200 of their front.
9.14.5. A tank or vehicle crew suffers morale loss for a 9.16. Critical Hits - Occasionally a shell will hit a
type of damage only once. If repeated attacks result in location such as a turret ring, welded edge, machine gun
damage to already destroyed components (gun, mobility, port, or periscope such that it will be able to penetrate far
TC) the tank crew do not test to bailout for that loss greater than it would under normal circumstances.*
again. When rolling for actual penetration for the variable
penetration die roll and the final (Overs) D6 roll is a
9.15. Stun - is a combination of shock, concussion, seven ('7') or greater then a Critical Hit has been scored.
disorientation, damage and fear. It may be some kind of 9.16.1. A roll of '7' results in a penetration of +1 normal
temporary damage or malfunction. It may be a wounded penetration.
crewman who needs immediate medical attention. When 9.16.2. A roll of '8' results in a penetration 50% greater
an AFV is hit by any kind of shell, whether or not the normal penetration.
armor is penetrated, the vehicle may become 'stunned'. 9.16.3. A roll of '9' results in a penetration 100% greater

28
normal penetration. 9.17.6. Hull down protection will vary depending on
* Note - Modern research shows that there was a great variety in the what is providing the hull down.
quality of armor during the war. Even in the same AFV vehicle model.
Much armor was considered flawed to one degree or another. Also,
[Link]. A hill or ridge crest or gully sidewall will have
there is an 'edge effect' to armor. If struck near the edge of a plate the virtually infinite protection.
armor does not protect as well as near its center. All these things can be [Link]. A man-made berm, levee or debris pile will
reasons that a shell which might otherwise fail does penetrate. offer a random 10-60 cm. (D6 x 10) of additional
protection.
9.17. Hull Down - Hull down or hull defilade is a [Link]. A hull down location provided by a brick or
position such that a vehicle is sufficiently behind a hill, stone wall will offer 2-12 cms (2 x D6) of protection.
ridge, berm or some other impenetrable obstacle that its
hull is behind toward enemy ground elements while the [Link]. A hull down location provided by a cinder
turret is still exposed. This enables the vehicle, usually block, or dirt wall will offer 1-6 cm. (D6) of protection.
an AFV, to fire its weapons while protecting most of is [Link]. In addition every penetration of a ‘wall’ type
mass. protection add a deflection adjustment (-1) to the Variable
9.17.1. Hull Down is measured in factors. These will be Penetration roll. This could be compounded by the armor
from 3 to 6. Each factor directly relates to the impacted being deflected.
protection of vehicle locations per the Vehicle Damage 9.17.7. Hits by HEAT shells or warheads on hull down
Chart. A hull down factor of '5' will protect locations 1 protected location add an additional 10 cm. of protection
through 5. for a spaced armor effect.
Use a very small D6 to indicate the hull down factor of 9.17.8. Playing on modeled terrain - If playing on 3D
each hull down tank. terrain boards or sand tables, the problem of which
9.17.2. When moving into a hull down position for the location of a tank that can be hit by a round is a little
first time roll a D6 for each vehicle. A (1 or 2) is not more difficult. We use the following rules (if the player
considered hull down for purposes of sighting but still has a better solution, use it and tell us about it!).
protects those locations from hits. Place this small D6 To determine the part of the target that can be hit, run a
with the hull down factor next to the model after laser light beam of a small laser pointer over the top of
movement to indicate hull down factor. the firing gun (either AFV or ATG). Bounce the beam off
9.17.3. After the first turn of attempting to find a hull the target and estimate the locations that are not
down position the concealed from
vehicle may shift the firer. Use
to a better hull features on the
down position. target to help. If
T he pl a yer the target's tracks
chooses the hull are hidden by the
down factor for Hull down behind a hill berm
ground or a wall, Hull dow n behind a stone w all.
his vehicle after then the tank is
the first turn. at least "hull down 4". This means that locations 1-4 are
Note - There should be some agreement between players on the
maximum hull down obtainable in some locations. A vehicle could not
cannot be hit. If the entire hull is not illuminated, then
get hull down 6 behind a small garden wall or in a shallow ditch. Also the vehicle is "hull down 6". If where the gun meets the
note that if the vehicle is positioned in steeply sloping back position it gun mantle is not visible, then the target is turret down.
may not be able to fire on a lower elevation to the front. (Note that would mean the gun can not be hit nor can it
9.17.4. Some hull down positions are not adjustable hull fire at the lasering element as firing is measured from the
down positions. Places behind bumps or dips in a road, center of the element and not the end of the barrel.) For
rubble heaps, walls, or road embankments are not hull down values that are some where between these clear
variable hull down positions. They may offer a D6 of cut case roll a D6 to find the hull down value. Don’t
protection but a vehicle can not adjust its position to get forget while a vehicle is moving its hull down value
a better hull down factor. Whatever they rolled for hull would be changing from moment to moment so each shot
down factor remains the protection afforded that position. at a moving hull down vehicle may have a different hull
9.17.5. When firing at a hull down AFVs there is no down rating.
additional to-hit modifier. However, the locations that If two ends of the target have different hull-down values,
are 'protected' have their armor increased. If the average them as you are shooting at the center of the
attacking shell penetrates the combined protection and casting and not the model itself.
hull (or track) armor then damage can be done.

29
While the firing gun doesn't fire from the top of the tank, specific vital location on a AFV it is possible for the
but there aren't many alternatives. On the other hand, firing element to try to aim its shot. In Panzer War there
gun rounds do travel in an arc, and thus reduce the are only two types of aimed shot. That is to aim 'high' or
amount of protection offered by the ground, especially if aim 'low'. When aiming high it increases the chance of
the cover is substantially in front of the target. Granted, hitting a turret. When aiming low it increases the chance
these two effects don't really cancel each other out, but of hitting a track. Aiming high on a hull down vehicle is
one does help ameliorate the other. permitted.
One still has to assume during the first turn of 9.20.1. Vehicles or guns with Green crews cannot use
maneuvering into a hull down position the vehicle will Special Aimed Fire. All other crew types can.
not find a proper hull down position. So even though the 9.20.2. The player firing must declare if the gun on the
1000 foot general can position his tank piece so that the element he is playing is going to aim 'high' or 'low'. If he
laser only touches the turret a D6 roll has to be made for doesn't declare this it is assumed the normal firing
a random hulldown value. calculation is done.
9.20.3. Aim fire must be declared before rolling the die
9.18.0. Turret Down - Positions such as ravines, roll. Also Aimed fire cannot be used on disappearing
trenches, crests, and specially constructed defense targets nor on targets coming into sight (First Sight) the
positions that provide concealment and protection to the same turn.
entire vehicle can be turret down positions. This is a 9.20.4. To aim fire the firing element may not move. It
position such that the entire vehicle is out of view but a may not even shift move.
person in or atop the vehicle can still see the nearby 9.20.5. The first turn of aim fire there is a '+2' To-Hit
terrain. Here the vehicle commander may view potential modifier added to the normal to-hit calculation. Aim fire
targets and immediately enter the vehicle which would at the same target in subsequent turns has only a ‘+1'
shift out of its hidden position to a position where it could To-hit modifier.
fire. 9.20.6. If a hit is scored while aiming 'low' roll a D6
9.18.1. A vehicle moving from a turret down position to instead of a D10 for location of hit. Thus locations 1-6
a hull down position does not have to roll a D6 for a hull will be the only ones hit.
down factor number provided the vehicle was in the turret 9.20.7. If a hit is scored while aiming 'high' roll a D6
down at least one full turn. instead of a D10 for location of hit. Add +4 to this
9.18.2. A vehicle approaching a position that it wants to number giving the location that is hit. Thus locations
go turret down at must halt before it moves to the turret 5-10 will be the only ones hit.
down position. It then must take one turn and 'shift' 9.20.8. If the target of aimed 'high' roll scores a hit on
move to a turret down position. location '10' roll a D10 to see if the cupola is hit. The
9.18.3. Once in a turret down position a vehicle may go cupola hit rules are the same for aim fire as normal fire.
from turret down to hull down and hull down back to
turret down with just a shift move turn after turn. A 9.21. Accuracy at short range (Advanced
stationary unbuttoned AFV may be declared ‘turret down’ to-much-detail Rule) - At very close range the to-hit
and can see over a crest of a hill by placing a figure on modifiers for aimed fire and size of target does not affect
top of the tank and spotting from the head of the figure. the aiming ability of a firing element as much as they do
at medium and long range. For ranges up to 300 and
9.19. Dead Zones - Vehicles that are in hull down where the base to-hit number would be a ‘1’ the
positions may have a dead zone in front of them. This is adjustment for aimed fire or vehicle size is reduced by
a zone where they may not fire on targets in this zone. half rounded down.
This is because their gun may not be able to depress Example: This would mean where the base to-hit
enough. The dead zone is dependent on the gun number was 1 up to 400 the adjustment for aimed fire
depression ability of the vehicle and the slope the vehicle would only be +1 up to 300 and +2 beyond.
is positioned on. Example: This would mean where the base to-hit
9.19.1. Use the following Chart to determine the dead number was 1 up to 250 the size to-hit modifier for a size
zone of a vehicle. -1 vehicle would be 0 up to 250. It would still be +1 to
9.19.2. There is no dead zone if a vehicle is positioned hit beyond 250 where the To-Hit number is 2 or more.
on level ground behind small non-hull down positions.
9.22. Hits on Artillery elements - A hit on an anti-tank
9.20. Aimed Fire (Optional Rule)- In order to try to hit guns or other artillery piece is handled somewhat

30
differently than one on an AFV. A gun can be hit by
direct aimed fire just like most large objects. They can
10. Artillery - Artillery fire is usually fire
directed at group of elements in an area rather than an
also be destroyed by the fragmentation of high explosive
individual element as in aimed fire. All elements within
HE shells without a direct hit.
this area stand about the same chance of being hit
9.22.1. Artillery pieces and indeed anti-tank guns are
directly. Unprotected and unarmored elements have a
usually small. It makes them harder to hit. Check the
much better chance of being destroyed by fragmentation
Artillery and Anti-Tank Gun Data table for specific
and blast than armored targets.
sizes of artillery pieces.
10.0.1. Artillery is usually organized in batteries of 2 to
9.22.2. While most artillery pieces did not have gun
9 guns or rocket launchers. All guns in the battery are
shields most anti-tank guns did. The hits on the gun
commanded by a single artillery battery command
shield must penetrate to do damage to the crew or gun.
element (BCP). Without this command element the
9.22.3. The LOCATION DAMAGE ON TOWED
battery could not fire as a unit. Since artillery elements
ARTILLERY table should be consulted when
fire as a group they can coordinate their fire to cover an
determining hits and damage on anti-tank, towed artillery
area defined around a single point. This point is the
or anti-tank guns. This is just like the Location Damage
center of the area. The area will be defined by
table for AFVs but for artillery pieces.
positioning this center point. The center can be marked
9.22.4. If a hit from direct fire has been scored on a
by a pin, chit or small (20mm) cotton ball (smoke round).
towed weapon roll a D10 for location per this chart. In
10.0.2. When weapons area fire they usually have a good
some cases the gun shield may be hit. In others only a
supply of ammunition as the effectiveness of area fire is
near miss is scored. Roll a D10 per infantry killpower vs
as dependent on the quantity of shells fired as the
the crew to kill or rout them. Unlike a tank crew, routed
accuracy of the fire.
infantry elements including gun crews can be rallied.
10.0.3. All elements in an artillery battery must be
Treat gun crews like infantry elements in terms of rally or
located within 150 of the artillery command element.
dispersion. Note – guns without gun shields are
Artillery elements can be placed no further than 25 GSU
considered to be ‘in the open’ unless dug-in or in
from each other. The usual number is 10 to 20 GSU.
woods/buildings/rubble. Crews with gun shields are not
Batteries cannot be placed more than 150 from other
considered to be ‘in the open’ for being driven to ground
batteries in their artillery battalion if the artillery is on the
or suppression.
defense.
10.0.4. Batteries may be designated as 'off board' where
they are not physically on the game table. But some sort
of distance from the game edge must be given. This
distance must be more than 1000 GSU. These artillery
batteries may still fire on to the game table but must be
communicated with via radios or telephone lines to
interact with on board units.
10.0.5. Batteries communicate between each other
through the use of land lines (telephone). If these fail
flag or radios can be used. However, then
communication is not as sure.

10.1. When attacking with artillery the area under attack


is called the Area of Effect (AoE). Or, alternatively the
beaten zone. The dimensions of this area are dependent
on both the types of shell, rockets or mortars being fired
and the size of the shells bein g fired. This shape is
either a square or a rectangle. If it is a rectangle the long
axis is along a line toward the firing battery.
10.1.1. Area fire can come from high explosive shells,
auto-cannons and even HEAT rounds. AP rounds from
cannons have no area effect.
10.1.2. The area of effect is defined by having an axis
and a width. The axis is positioned toward the firing

31
battery along the line of fire. The width is perpendicular Example: If a 4 gun battery were to fire area fire in the
to this axis. open sheaf pattern only one D10 would be rolled per
10.1.3. All elements, friend or foe alike, in the AoE are element in the AoE. (The total area though would be 4
under attack in area fire. They are all treated the same as times larger.)
targets. In that Area Fire can scatter and may fall on
friendly elements is one of 10.3.1. To graduate the possible hits on vehicles or
the potential dangers of artillery pieces into actual hits (Pa) another die roll
Area Fire. (D10) must be made. Roll one D10 per Ph made. For all
10.1.4. Single cannons or AFVs or elements with locations if this second roll is
machine guns when firing either a '1' or '10' then an actual hit (Pa) is scored. If a
area fire in a single fire ‘1’ or a ‘10’ is the number roll a D10 again for overs or
segment and not setup unders:
prior to game play have an A ‘0’ or less means the track has been hit.
AoE the size of a US A ‘1’ means location ‘2’ of the side aspect has been hit.
penny (19mm diameter A ‘10’ means the turret top (Top T) has been hit.
circle). An ‘11’ or higher means the top deck (engine deck) has
been hit.
10.2. While there are 10.3.2. Next roll to penetrate armor and then to damage
many different ways guns the object. The penetration is almost exactly like a
can combine their fire and normal direct fire hit penetration except HE uses a
spread their area, however different variable penetration table. If a penetration is
we only allow two in scored roll to damage. Then unless a track is hit, roll to
Panzer War. Closed sheaf artillery stun.
concentration
10.2.1. The first type is 10.3.3. If a hit is scored on the target (either locations 1
called the closed sheaf. or less or 10 or more roll to see if the gun is damaged by
This type of attack all the blast.) Roll a D10 and if a ‘9’ is the rolled then it
elements fire into a central must be backed up by another roll of a ‘9’ or ‘10’ in order
area and att ack all for the hit to be a gun barrel hit. If this is the case then
elements in this area. The see if the HE penetrates the gun barrel to destroy it. See
Artillery Area Fire Table 9.9.3. for gun barrel penetration and damage. If the AFV
defines the Closed Sheaf has a sponson gun or has multiple cannons then a die can
size. be rolled to determine which gun barrel was hit.
10.2.2. The other type is
called the open sheaf. 10.3.5. All AFVs that come under HE attack that can
This is where the elements Open sheaf artillery fire. button up must do so. AFVs that are open topped and
attack separate areas along that come under HE area fire will have a '+2' to hit
side one another. This has modifier added to their fire in the following turn.
a wider AoE but the chance of a hit is far smaller. For
open sheaf fire each gun is allowed to fire in an area of 10.3.6. For infantry and soft-targets that have suffered a
the size defined by the closed sheaf fire. These areas are Ph a second roll per Infantry Killpower is made against
all adjacent and spread out next to a central area. The the target.
chance to hit within this area is the same as if the artillery 10.3.7. For Ph on structures subtract the Infantry
battery had only one gun. Killpower of the shell from the structure strength factors.
When this goes to zero or less the structure may collapse.
10.3. To-hit with Area fire -For the first turn of fire or if 10.3.8. Infantry and soft targets are suppressed if the
the center of the area (CoA) was moved in the turn then to-Kill die roll is +4 or less above the adjusted Kill power
for every element (tank, AFV, squad, team, gun) within attack. Suppressed elements cannot move the following
the area rolls one D10 per gun or per 4 rockets*. If a turn and have a reduced fire combat value for that turn.
'10' is rolled then a possible hit (Ph) is scored. 10.3.9. Ph hits on other elements - Roll one D10 for each
Example: If a 4 gun battery were to fire closed sheaf possible hit on towed guns or other elements.
there would be 4 D10 rolls on each element in the closed [Link]. If a '10' is scored the element has been hit
sheaf AoE. directly. If there is overhead protection for the element

32
determine if the HE shell penetrates the protection as per [Link]. If the point of aim is 601-900 away the scatter
armor penetration. If it does then: distance of the CoA is 5 x D10 roll (in GSU) from the
1) If a gun, howitzer or rocket launcher roll on the PoA.
Damage Chart. [Link]. If the point of aim is 901-1800 away the scatter
2) If any other kind of element is hit roll vs HE killpower distance is 10 x D10 roll (in GSU) from the point of aim.
without any deductions for protection. [Link]. If the point of aim is 1801 or further away the
[Link]. If not an AFV but an infantry element use this scatter distance is 20 x D10 roll (in GSU) from the point
second D10 roll as the HE Killpower roll vs the target but of aim.
with deductions for protection as in (dug-in, gunshield,
etc. apply). 10.5.6. Direct Area Fire takes place only in Fire Segment
[Link]. If a soft vehicle, portee, wagon or other piece 4.
of equipment suffers a hit add +2 to the HE killpower 10.5.7. After the first turn of Direct Area fire may be
factor. Roll one D10 per Ph hit. If the adjusted HE corrected or changed up to 150 GSU per turn. Correct the
killpower or less is rolled the vehicle is destroyed. area by moving the center.
10.5.8. Direct Rocket artillery scatters to a much greater
10.4. Concentrated fire - If the artillery battery was set degree than other types of artillery. It always scatters to
up prior to the start of the game and h as not moved it the same degree as Indirect Fire scatters.
may fire concentrated fire. In concentrated fire the area
of effect may not have moved from last turn. In 10.6 Indirect Area Fire - Area fire from a mortar, gun,
concentrated fire roll 2 D10 dice per gun or artillery howitzer battery that cannot sight the target falls under
piece. An artillery battery is only permitted to fire up to the category of Indirect Area fire. This fire is directed by
4 turns of concentrated fire per game. a second party, usually but not limited to a forward
10.4.1. For super heavy artillery rounds roll 1 D10 per artillery observer (FO). The area covered by this fire
every 100 lbs. of shell weight. must have a point of aim. This point may be a map
reference or the center of a group of target elements or it
10.5. Direct Area Fire - Area fire from a mortar, gun, may be a single element. This point must be in sight of
howitzer, machine gun auto-cannon that can sight the the controlling party.
target falls under the category of Direct Area fire. The 10.6.1. Duration – The duration or turns of pure artillery
area covered by this fire must have a aiming point. This fire is determined depending on the complexity the
point may be the center of a group of target elements or players want to employ. In the basic artillery model the
it may be a single element. This point must be in sight of duration will be a maximum of 6 consecutive turns. Once
the firing weapon. This point is the point of aim (PoA). each turn communication link must be diced to be
10.5.1. Direct area fire may be done by a single weapon maintained or the fire does not happen. In the advanced
or a battery of weapons. To fire as a battery of weapons artillery model the number of turns is determined by the
the firing elements may not move in the prior 6 game size and kind of target the observer can view. This is also
turns nor in the current game turn. They must all be partly dependent on nationality of artillery and caliber of
within 25 of each other. artillery. Linking only has to be maintained to correct
10.5.2. Guns or howitzer firing direct area fire must be and change artillery. See 10.6.4.
greater than 450 from the target. 10.6.2. Indirect Area fire is only permitted done by a
10.5.3. Auto-cannons and machineguns have no battery. Only batteries setup at the start of a game and
minimum range to fire Direct Area fire, but no friendly that do not move in any turn may perform Indirect Area
unit may be within 19mm of the edge of this area. fire.
10.5.4. Mortars may fire Direct Area fire up to their 10.6.3. There are several methods to instigate Indirect
maximum range and down to their minimum range. Area fire. It can be pre-planned before the scenario. It
10.5.5. The center of area (CoA) of the Direct Area fire can be a response to enemy artillery fire (Counter Battery)
may scatter at ranges over 600 away. or it can be requested by some element. The request for
[Link]. Roll one D10 per battery firing Direct Area fire artillery fire must have some kind of location attached to
at ranges over 600 GSU. A '9' or '10' and the CoA does it. This can be in text or a little map scratched just to
not scatter at all. It is placed exactly at the PoA. For indicate in advance where this fire is intended to go.
numbers 1 to 8 the center will scatter as per the Compass Alternatively during Communication phase a marker of
section 1.3 direction. The distance of scatter is some kind may be placed at the point of aim.
dependent on the range to the intended point of aim. 10.6.4. Indirect Area fire will take place several turns

33
after the turn that it is requested. A table lists the various again for scatter distance. Multiply the D10 roll by 30
reasons for time lag. (30 x D10) to find the scatter distance. Move the CoA
10.6.5. The second party directing the indirect artillery this distance and direction from the point of aim. Thus
is called the observer. The observer must be connected via Indirect Artillery will scatter at about three times the rate
some kind of communication link to the battery as Direct Artillery.
commander. A communication link must be established 10.6.8. The center of the beaten zone can be corrected up
before controlling the battery. This is only done in the to 150 GSU per turn if the observing element can see the
Communication Phase. point of aim during battery fire and has a communication
[Link]. The link must be maintained to correct or link to the battery command element(BCP).
change the position of the point of aim. In fact the [Link]. The controlling FO or command element must
correction must be stated, written down, or at least agreed communicate the compass direction of the CoA move
to during the Communication Phase of a turn. The during the Communication phase. During the Combat
controlling element must state the direction (per 1 of 8 phase the center of the area can be repositioned up to 45/
compass directions) that the center of area will move. from this direction at the player’s discretion. (What this
This thus becomes a bit of a guessing game when firing means is the player controlling the artillery battery only
at moving formations as the player firing artillery firing has to try to estimate the angle that the artillery will move
does not know where his target may move to. within 3 ordinal directions and does not have to guess the
[Link]. A telephone line is usually used to link batteries distance. This saves him from having to become a
to their own command element. Defensive forward forward artillery observer himself and lets him play the
observers may also be linked by telephone lines. Units on game.)
the march will often not be linked via telephone line, but [Link]. The center of the beaten zone that is requested
must use radio to communicate to batteries. to correct must change it this direction at least 25 GSU
10.6.6. Duration of Artillery - A time length or duration and up to a maximum of 150 GSU.
in game turns of requested fire must be given at the time [Link]. Putting down pins and markers of intended
of connection link. This duration in the Basic Game can artillery correction before movement is not a good idea as
be no longer than 6 turns. After 6 turns the battery it may influence the movement of the targets units.
cannot fire again for additional 6 turns. To request [Link]. As stated in the Communication rules a FO or
artillery after this period communication must again be Command element controlling the artillery battery must
reestablished and the process of requesting artillery must maintain communication link with them each turn it
be started over. In the basic game radio communication wants to redirect the battery.
must be maintained each turn the battery fires. If it is lost 10.6.9. Rocket batteries are notoriously inaccurate. The
the battery loses contact and no more firing from that rocket battery does not correct as readily as normal
battery may occur for 6 turns. If using the Advanced artillery. Instead starting with the resulting scattered
Artillery Rules the number of turns is dependent on the point the observer may adjust this point (it becoming the
target type. However, radio contact only needs to be point of aim) up to 150 in any direction. However the
maintained when the caller is changing the position of next salvo and any following one directed at this point
the PoA or to change from spotting fire to FFE or to call will scatter as normal indirect artillery scatter except this
a stop to the artillery fire. Otherwise, the battery will scatter distance will be 20 x D10 in distance. Rocket
continue to fire at the last position for the allocated turns. artillery accuracy does not improve over this.
[Link]. Turns of fire must always be consecutive once 10.6.10. Once a particular battery has finished its fire it
FFE starts. cannot be recalled for 6 turns. (5 if defending if US,
10.6.7. Indirect Area fire will scatter in much the same British post 1944.)
way as Direct Area fire, but to a greater degree. 10.7. Targeting with Area Fire -Instead of
[Link]. Roll one D10 per battery for point of aim commanding the battery to fire at the selected point of
scatter. For number 1 - 8 consult the Compass directions aim and maybe wasting a turn or more of the requested
as per Section 1.3. If this is a '9' or '10' roll again to fire or possibly scattering the fire on to friendly troops it
determine a compass eight point direction. may be better to request the firing of spotting round(s).
[Link]. If on the second attempt to obtain scatter This may either be HE or smoke. If it is HE it will not be
numbers a ‘9’ or ‘10’ is rolled there is no scatter spotted over any trees, bushes and if there is other fire
whatsoever. The artillery is centered exactly on the point going on in the proximity it will not be identified. If it is
of aim. a smoke shell the enemy may get the idea that an artillery
[Link]. Once a direction of scatter is found roll a D10 barrage may follow. In either case once this lands and is

34
spotted by the artillery observer the center of aim may be 10.9. Artillery Allocation [Advanced Rule]. Artillery
corrected from this as per the following: is not an unlimited quantity. Only so may turns of fire is
10.7.1. If 150 GSUs is not enough to reach the original permitted to neutralize or destroy an enemy force. In the
point of aim further smoke markers may be requested in basic game a maximum of 6 turns of fire is permitted per
following turns (1 per turn) to correct at a maximum of request. In our advanced game the type of target must be
150 GSUs per turn. The player controlling the artillery specified. This is cross-referenced with the number of
will mark the new CoA with a smoke marker (cotton ball) turns of fire to be allocated to neutralize the target.
or a pin to indicate the adjusted / moved CoA. Along with this data is a priority rating number. This is
10.7.2. Multiple spotting rounds - ranging bracket. the tactical importance of destroying or neutralizing this
German, U.K. or Americans batteries with 2 or more particular target. Depending on supply of artillery
weapons may fire 2 spotting rounds at once. They land ammunition a certain minimum priority rating must be
200 GSU apart but only along the line of fire. Instead of reached before artillery will even be allowed to fire. In
positioning a single spotting round exactly at the marker reality there were times where supplies were so low that
after scatter separate two spotting rounds by 200 (100 only one or two turns of fire were permitted per day no
GSU long and 100 short of the point of aim). The matter what the need.
artillery player has the choice in the next turn to adjust 10.9.1. The element requesting artillery support must
fire from either of these positions. identify the target(s) sufficiently enough to determine the
10.7.3. Once the artillery center reaches the original size and type of target it is. They must make the
point of aim (or close enough to it) the firing player may communication roll to see if they can link to the battery
call for Fire For Effect (FFE) at which time the HE command element. If that succeeds the battery command
artillery can attack elements in the beaten zone. element will allocate a number of turns of fire based on
10.7.4. Once a FFE is called the artillery can still be the information the requesting element passes to him.
corrected or moved up to 150 per turn. Smoke rounds or The number of turns of FFE will be determined per the
HE marker rounds can no longer be used to spot for the Indirect Artillery Target Priority Allocation list table.
battery as there would be much to much dust and smoke If there are no turns of fire allocated for a particular
to distinguish a single smoke round. Also, note to change target on the table then the request for artillery support is
from spotting to FFE a radio contact roll must be made. denied.
10.7.5. No Cheaters Rule 1 - It is sometimes 10.9.2. If more than one successful request for fire link
gamesmanship to fire at an insignificant target in the is made from the same battery the battery allocation of
hopes that the artillery will scatter onto unseen but much artillery support usually goes to the target that is highest
more valuable elements that could not be selected as on the list. British FOs can 'order' their battery to fire
targets. If that happens the defending player has the rather than request it (provided the number of allocation
option of invoking 'No Cheaters Rule 1'. Which is: the turns is one or more). In that case a British FO's request
attacking player's artillery does not scatter at all but drops will supercede a command elements request for that
exactly where he intended it, on the insignificant target. particular battery regardless of the targets priority on the
10.8. Target Reference Points (TRP) - This can be any list. British FOs cannot however, order batteries other
landmark or terrain feature such a hill top or cross roads. than their own.
These are pre-registered targeting points. The artillery 10.9.3. Only one artillery FO is permitted per battery
battery has in the previous days fired on these points and unless a larger number is stated in the game scenario or
done the aim point corrections. TRP locations are written agreed upon before play begins.
down before the start of a game. They cannot be changed 10.9.4. There are any number of command elements that
once play begins. can make a request for artillery support. But no lower
10.8.1. In an attacker vs defender scenario the defender than a company command element may request for
is allowed 5 TRP and the attacker 3 TRPs. British and German. No lower than a platoon command
10.8.2. In a meeting engagement both receive 3 TRPs. element for American. And no lower than a battalion
10.8.3. In a campaign game the attacker receives no command element for all others including Russian and
TRPs beyond 80% of the range of its artillery on the day Italian.
of the battle. 10.9.5. Once the turns of artillery fire are completed for
10.8.4. Requesting fire at a TRP will be one turn faster a particular target the battery must rest ro move and not
than firing at unregistered targets. fire 6 full turns before it can fire another allocation.
10.8.5. When requesting indirect fire on a TRP point
artillery will only scatter as per direct fire.

35
smoke at ½ normal cross-country speed even if on roads.
11. Smoke Screens - Smoke screens are used Vehicles that can must button up when in or moving
to conceal movement of friendly troops and to obfuscate through thick smoke.
enemy positions. Smoke screens are defined to have two
11.2.3. When firing through a thick smoke puff there is
intensities; sketchy and thick. There are two main types
a +4 to-hit adjustment.
of smoke shells; chemical base-eject (CBE) and
11.2.4. The maximum sighting distance in thick smoke
phosphorus (usually noted as WP for white phosphorus).
is limited to 75 GSU. Ordinarily the –25 sighting factor
Most smoke has a defined minimum size of 25 GSU
will limit this to a lesser number.
across and 25mm high.
11.2.5. Two smoke puffs (25 GSU) per barrel in the
artillery battery are placed side by side on the game table.
11.1. Sketchy smoke is a hasty or less well made smoke
The center of which is the point of aim. If using indirect
screen. There could be areas in this screen which could
artillery fire the center may have to be adjusted as per
be regarded as completely opaque but there are gaps
normal battery fire. Below is an illustration of a 6-gun
between these. This type smoke is usually created by
battery firing in the direction that would be the top of the
direct fire of smoke shells from un-aligned guns or
page.
howitzers. Sketchy smoke screens may also be generated
11.2.6. Vehicles or infantry moving through smoke
by a vehicle firing smoke canisters, pots or candles or
must reduce their speed. Infantry move at a maximum of
infantry tossing smoke grenades. Each weapon firing
40 GSU per turn. Vehicles must use cross-country speeds
smoke shells will create one smoke marker (25 GSU
when on roads. Infantry are not considered to be ‘moving
cotton puff) per segment they are permitted to fire. (Tank
in the open’ when moving in smoke, thus smoke provides
guns or other weapons do not fire smoke at their full
a bit of concealment.
ROF.)
11.1.1. Sketchy smoke screen inhibit sighting to a
11.3. Direct Fire of Base Eject Smoke - When using
degree and add a +2 to-hit modifier when firing through
direct fire to deploy CBE smoke shells the minimum
any part of a sketchy smoke puff.
(point of aim) range is 200 GSU. The maximum is either
11.1.2. Vehicles moving through sketchy smoke may
maximum sighting distance or 1600 GSU which ever is
not move more than ¾ speed. Also, vehicles may not
less.
move at road speed, but at cross-country speed, when
11.3.1. Direct fired shells from guns will scatter beyond
moving through sketchy smoke.
the point of aim. This is because the rounds will ricochet
11.1.3. Engineer and some elite squads have enough
off the ground and will produce smoke at the point they
smoke grenades to make one puff of sketchy smoke per
come to a stop. To determine this point indicate the point
game.
of ground (point of aim) that the gun is firing at. (This
11.1.4. The effects of sketchy smoke puffs as well as
must be at a range of 200 or more.) Roll one D10 and
thick smoke puffs are additive. If there is a +2 to-hit
multiply by 20 GSU (a ‘0’ will be 10 in this case). Place
modifier when firing through one 25 GSU smoke puff
the smoke puff this distance down range from the point of
then there is a +4 modifier when firing through two such
aim. The exception to this is that the shells will not
puffs.
ricochet over hills. If the point of aim is backed by a hill
of at least 25mm in height or more the smoke will not
11.2. Thick smoke scatter beyond this level.
screens are created by
11.3.2. Slow acting CBE smoke will take effect in two
artillery batteries firing
consecutive fire segments or at the end of the turn that it
smoke shells for multiple
was fired in, which ever comes first. Up until that point
turns into a given area.
it has no effective obscuring ability.
11.2.1. The first turn of
11.3.3. Slow acting CBE smoke lasts 4 complete turns
smoke artillery fire will
not including the one in which it was fired. It is removed
considered to be sketchy
at the end of the turn 5 turns after it was fired.
smoke. More than one
11.3.4. Fast acting CBE takes effect in the following fire
turn of artillery fire into
segment after which it was fired or the end of the turn it
the same area will result in
was fired, whichever happens first. If has no effect in the
the smoke being thick
Fire Segment it was fired.
smoke. Two sm oke puffs are placed 11.3.5. Fast acting CBE smoke last two complete turns
11.2.2. Vehicles move at per firing gun tube.
not including the one in which it was fired.
a maximum through thick

36
11.3.6. When firing at targets sighted ‘first sight’ this 11.6. Smoke will tend to drift per the wind direction. As
turn or the firer has moved more than a shift move the it drifts additional smoke puffs are placed downwind from
point of aim will also shift from side to side. Roll a the last smoke puff. Roll a D10 for wind direction.
single D6 for shift. A 3,5 the shift will be to the left. A Additional smoke puffs are only placed during the
4,6 the shift will be to the right. A 1 or 2 there will be no Miscellaneous Details Phase of a turn.
shift. A 5 or 6 the distance will be 50GSU up to 400; 75 11.6.1. A ‘1’-‘8’ means the wind will drift smoke in that
up to 800 and 100 over 800. On a 3 or 4 the distance will compass direction. For CBE smoke place an
be half of this. additional smoke puff next to the last one placed each
11.4. Direct Fire of White Phosphorus - When
using direct fire to deploy WP smoke shells the minimum
(point of aim) range is 50 GSU. The maximum range is
the range of HE shells.
11.4.1. Direct fired WP shells will scatter its smoke Turn 1. A Turn 2. A
sm oke Turn 3. A third
effect from the point of aim. But unlike CBE smoke WP second
Turn 4. The fourth
puff is smoke puff sm oke puff is
releases its smoke in an explosion on impact. (There still placed. placed downwind sm oke puff is
is placed
is some scatter.) Mark or somehow indicate the point of downw ind of the last. placed downwind
of the last.
ground (point of aim) that the WP is being fired at. Roll of the first.
one D10 per barrel firing. Multiply the result by 10 GSU.
Move the puff this distance down range from the point of
aim. This is the point the smoke puff is placed.
11.4.2. WP smoke takes effect in the phase following its
use. It produces only sketchy smoke but it has an almost
immediate obscuring effect. Besides the turn that WP is Turn 5. The first Turn 6. The first Turn 7. All puffs
fired in it lasts for two more complete turns. and second are four puffs are except the final
removed and one removed but one one is removed.
11.4.3. WP can fire fired ‘at’ a tank sized target. mo re is placed is added. Turn 8 w ill have
Consider it ballistically comparable to an HE or HEAT downw ind. no sm oke.
shell. That is, if there is an HE to-hit chart for the firing turn after the first
weapon use it. If not use the HE/HEAT adjustments to turn. For WP smoke place an additional smoke puff next
find what is needed to hit with the shell. There are no to the last one every other turn after the first turn. There
multiple hits when hitting with WP. If the shell misses is no smoke drift done for the first turn. Smoke will drift
use the scatter effect per [Link] to determine where the until it is removed per 11.8 rule
smoke puff is to be placed. (The target would the point of
aim.) If the WP shell hits the AFV treat this as a HE 11.6.2. A ‘9’ means the wind is too strong to form a
killpower attack on any tank riders of the vehicle. Also, thick smoke screen (even with artillery). Roll until a
this eliminates the tank commander if the vehicle is open number between 1-8 is made as that will be the strong
topped or unbuttoned. If buttoned or not the vehicle is wind direction. Place two smoke puffs down wind each
blinded and can no longer sight nor fire until the WP turn after the first. But smoke in a strong wind will last
smoke dissipates. Place a smoke puff directly on the one turn less than normal.
vehicle if it is hit.
11.4.4. When firing at targets sighted ‘first sight’ this 11.6.3. A ‘0’ (10) means that there is no wind at all.
turn or the firer has moved more than a shift move the There is no drift of wind at all. Base-eject smoke will last
point of aim will also shift from side to side. Roll a an additional turn if this weather condition is present.
single D6 for shift. A 3,5 the shift will be to the left. A
4,6 the shift will be to the right. A 1 or 2 there will be no 11.7. While smoke lasts a number of turns it is not all
shift. A 5 or 6 the distance will be 50GSU up to 400; 75 removed at once. Remove smoke at the end of its duration
up to 800 and 100 over 800. On a 3 or 4 the distance will in the Miscellaneous Details Phase of a turn. If smoke
be half of this. was drifting remove two smoke puffs a turn starting at its
original location. This is after all the sighting for that
11.5. Unless smoke is fired from artillery it never turn has taken place. So new sightings will have to made
becomes thick smoke. Thus tank and assault gun smoke, the following turn for newly appearing targets. Also
chemical or WP, will only ever form sketchy smoke continue to drift the smoke 1 puff down wind until the
screens. last puff is one of the ones removed. For a strong wind

37
remove 3 puffs per turn. The illustration below shows produce a single puff of sketchy smoke at their location.
how to lay smoke puffs from a single CBE smoke shell Furthermore if they remain stationary the following turn
deployment. they can produce sketchy smoke that will drift (as per
11.7).
11.8. Smoke from tank turret dischargers as the Germans 11.10.6. Smoke candles cannot be restarted once used to
had can be used to form sketchy smoke. These are fired make smoke. Also, smoke candles cannot be stopped
in the Fire Segment that the vehicle is permitted to fire its unless the vehicle is driven into water deep enough to
main weapon not withstanding its ROF. These produce submerge its hull.
a puff 25 GSU across which produces fast acting sketchy 11.10.7. There is no smoke drift associated with candle
smoke. Thus they last two additional turns after the turn smoke unless the vehicle is stationary.
in which they were fired.
11.8.1. Up to two smoke puffs can be made per vehicle 11.11. Artillery fire of two or more turns cause obscuring
per game. They can both be fired at once and in the same dust (Unless in snow or rain or on wet and muddy
direction, one behind the other to produce a double thick ground). Cotton balls dyed tan can represent dust clouds.
screen. Each 50 GSU of dust is the equivalent of 25GSU of
11.9.2. This smoke screen lasts two turns following the sketchy smoke for sighting purposes. A dust marker of
one in which is was fired. 25 GSU is a +1 added to-hit adjustment. Dust also drifts
11.9.3. Fixed mounted turret dischargers can produce (to a maximum of 4 puffs) and is removed at the same
smoke only in the front 45/ arc of the turret. To fire in rate and manner as smoke once the artillery stops.
any other direction the turret must be traversed. 11.12. Burning/exploding tanks cause thick black smoke.
11.9.4. German turret mounted Nb.K.39 smoke But this covers an area only as large as the turret of the
generators can fire in a full 360/ arc of the vehicle. vehicle. It does not drift as it is hot and rises instead of
11.9.5. The maximum range of turret smoke dischargers hugging the ground. Smoke is considered 100 in height
is 30 GSU. so it may obscure sight from hills overlooking the
11.9.6. When firing tank turret dischargers a vehicle will burning vehicle. The smoke lasts the entire length of the
have a +2 added to its to-hit number for any firing it does scenario.
in that Fire Segment. Note – the only way a burning vehicle will stop producing smoke from
burning in a scenario is to submerge it in water. If a DD tank or boat or
11.10. Some AFVs were equipped with smoke discharger landing craft sinks this will stop the burning vehicle smoke.
candles or pots. These were fastened onto the rear or
sides of the AFV and produced a cloud of smoke in the
vehicles wake. While not as effective as a smoke
projectile this did produce a lengthy screen.
11.10.1. Place smoke puffs along the entire length of a
vehicle’s movement. This smoke lasts for one turn
following the turn in which it was produced. Thus it will
form a screen the maximum length of up to two full
movements of a vehicle. Also, movement over 300 GSU
in a turn reduces the effectiveness of the smoke to nil
similar to a condition of high winds.
11.10.2. This smoke has half the effectiveness of sketchy
smoke in both sighting and to-hit adjustments. However
like all smoke its effects are additive.
11.10.3. This smoke is effective in the turn that it was
produced. Place the smoke during the movement phase
of the turn and not the combat phase.
11.10.4. Smoke candles burn for 6 turns. Tank crews
usually ignite these themselves thus the tank crew is
exposed to fire the first turn of smoke making. The
vehicle is considered unbuttoned and can not move
greater than ¼ movement the first turn and cannot have
moved the previous turn.
11.10.5. AFVs that are stationary the entire turn will

38
their move and move in segments 1 and 6. When doing
12. Infantry - The basic infantry element in that they must break their total movement allowance into
Panzer War is the squad (section for British). This is a
two equal moves.
unit of from 7 to 12 men. The rules for combat and
12.2.1. Movement through woods or over rough terrain
movement for infantry is somewhat different from other
is not pro-rated. In any segment an infantry moves in
elements in Panzer War. The location of the squad is
this terrain it must move at the slower (40 per turn)
defined by a stand ½" by ½" area. Which is modeled in
movement rate.
the game by chit or counter of that size. It must be
12.2.2. Infantry elements may move through or stack
remembered that this is the general area of a group of
with friendly elements.
men. They can be anywhere within that area, and not
12.2.3. Infantry units may not move through, over or into
necessarily at its center or any other single point. While
contact with an enemy squad without making a contact
the squad is the standard element there are also 2-3 man
check. If they succeed the check they must stop when
weapons teams, scout or sniper teams and gun crews.
they touch (contact) an enemy squad. To pass the check
12.0.1. Weapons teams of 2-3 men are formed around a
roll one D10 per moving element. If the roll is equal to
single special weapon like machinegun anti-tank rifle or
or less than the 30* listed fire-factor number the test is
rocket propelled anti-tank rocket launcher.
successful. If the check fails the element must halt no
12.0.2. Two-three man scout, sniper or forward observer
closer than 10 GSU from the enemy squad.
teams may move separately from any platoon or larger
unit. Their loss does not affect the morale of their parent
12.3. Infantry units may be transported by vehicles as
unit.
passengers. When riding as passengers infantry do not
12.0.3. Each platoon (of 3 or more squads) on the attack
use their own movement but that of the transporting
may generate one scout team at the beginning of the
vehicle.
scenario. Each platoon (of 3 or more squads) on the
12.3.1. It takes ½ turn to load or unload from a
defense may generate one sniper team at the beginning of
transporting vehicle. Transporting vehicles must remain
the scenario. These may separate up to 250 from their
stationary the entire turn in order for the troops to load.
parent unit. (If the platoons of a company are too small
12.3.2. Transporting vehicles may only move up to half
to generate a scout/sniper team then one team may be
move when unloading passengers. A passenger unloaded
generated from each 3 squads of a company rounded
from a half of shift moving vehicle may not move in the
down.)
turn. An infantry unit unloaded from a completely
12.0.4. Crews are troops manning anti-tank guns or
stationary vehicle may move up to half its move in the
towed guns. The crew counter will represent about the
turn.
same number of men as a squad counter. Some very
12.3.3. Transporting vehicles generally carry up to one
large weapons have enough crew to qualify as having two
full squad.
crew counters. Crews do not have any ranged weapons
but do have a contact combat factor of 0.
12.4. INFANTRY COMBAT - Infantry squads are
rated to their effectiveness in combat. See Infantry
12.1. Infantry have two standard movement rates.
Tables. Each infantry squad has its own intrinsic
12.1.1. Infantry have a movement rate of 50 GSU per
firepower factor. This firepower is applied to destroy
turn if they are moving in terrain that is open and flat.
other infantry or soft targets. Each military has a chart
12.1.2. Infantry that is moving in woods, fields or
relating it infantry firepower for various types and at
otherwise rough terrain have a movement rate of 40 GSU
various ranges.
per turn. Note - the higher the firepower the more effective the element.
12.1.3. Infantry may make a double-time or charge 12.4.1. As with all killpower attacks on infantry the
non-standard movement rate of 80 per turn. An infantry adjusted firepower or under must be rolled on a D10 to
unit may not make more than two charge moves in a row. kill the element.
An infantry must halt for one turn after it makes two 12.4.2. The effective killpower at the range of the target
charge moves. is the base factor. This is adjusted by several factors. See
( This roughly equates to 3 mph for good going and 2½ Kill Power Adjustment factors.
mph for rough going. ) 12.4.3. A killed squad is eliminate from play.
12.4.4. A broken squad is no longer effective but is not
12.2. Infantry squads not within 200 GSU of enemy removed from play. Mark it as broken in some way.
elements may move all their movement in segment 6, the
last movement segment. If closer than 200 they may split

39
element per turn. Fire from full automatic weapons (
LMG, MMG, HMG) can affect more than one squad
sized element per turn.
12.8.1. For LMG, MMG, HMG mark (cover) a group of
more than infantry squad element with a US
penny(19mm diameter).
12.8.2. When firing LMG up to two squad elements
under or touching the penny roll a D10. For the first
element the normal killpower is applied. For the second
element subtract one from the normal killpower factor
total.
12.8.3. When firing MMG and HMG up to three squad
The penny covers 3 elem ents. The MG42 firepower is a base 2
elements under or touching the penny roll a D10. For
at the range. The British squad at the top moved in the open but
this is the first tim e the MG saw it so the resu lt killpow er is
the first element the normal killpower is applied. For the
2(base) +1(mo ving in open) -1(first sight) = 2. The Bren team second element subtract one from the normal killpower
also m oved in the o pen and w as sighted for the first tim e. It is factor total. For the third element subtract two from the
the secon d target of the MG area so the killpow er on it is
normal killpower factor total.
reduced 1 equaling 1. The squad in the house is also in the area
fire but it is the third target. It did not move in the open so the 12.8.4. Up to four team elements count as a single squad
result killpower on it would be 2(base) -2 (3 rd target) -1 (house in the above calculations. Teams are combined to count
prote ction) -1 (f irst tim e in sig ht) eq ualing -2 killp ow er. as a single target squad must be diced separately to be
killed.
12.5. Infantry firepower has an effective range of 200 12.8.5. The penny cannot cover another friendly element
GSU. It is most effective under 30. Firepower factors nor be within one penny's width of the firing element.
listed as Contact are a combination of aggressiveness, 12.8.6. Teams are combined to count as a single target
hand-to-hand ability, grenades and firepower. squad must be diced separately to be killed.
12.8.7. Rifle, SAR, SMG and AR type squads may use
12.6. Infantry squads are always allowed to fire their the penny method to cover more than one team element.
small arms if the target is in sight at the end of Here each team is diced separately to be killed. For rifle
movement. attacks each successive team reduces the killpower attack.
12.6.1. If they fire at targets that were not sighted last For SAR, SMG, AR there is no reduction in killpower for
turn their firepower is reduced by one factor. successive team targets.
12.6.2. If they fire on the move their firepower is reduced 12.8.8. Targets that are not within sight nor
by one factor. direct-line-of-fire of the firer cannot be covered with the
12.6.3. If the infantry unit is destroyed while on the move penny area.
their intrinsic LMG or anti-tank weapon does not get to 12.8.9. Infantry elements attacked with HE or machine
fire. The unit must survive until Combat Segment 4 in guns can be suppressed. If the To-Kill die roll is +4
order for moving LMG, MMG and HMGs to fire. above the net to kill number the element is suppressed.

12.7. Infantry units containing light weapons like 12.9. Infantry Squad Morale - Infantry squads have
machineguns, anti-tank rocket launchers, anti-tank rifles, three morale states in Panzer War. Normal, suppressed
or sapper and demolition equipment may only use that and broken. In the normal state the infantry may perform
equipment/weapon in following combat segments. tasks their commanding player decides for them. In the
12.7.1. If the infantry element does not move in the turn suppressed state the infantry cannot move and their
they may fire these weapons in combat segment 1. effective firepower is reduced by one. Suppressed
12.7.2. If the infantry is stationary but its target appears infantry sights at half the normal distance. In the broken
as a first sight target it fires in combat segment 3. state the infantry may not fire and must rout away if
12.7.3. If the infantry element moves it may only fire within 200 of firing enemy units.
these weapons in combat segment 4.
12.7.4. If the infantry makes a close assault it may only 12.9.1. Each infantry squad is rated to its breaking point.
attack in combat segment 5. This is the first number (+nn/xx/xx) listed under Morale
on the elements Infantry table listing and always has a '+'
12.8. Fire from rifle squads only affects one squad before it. When an attack is made on the squad and the

40
D10 number is up to this number higher than the actual removed from play. These elements do not have 5 turns
adjusted killpower then the squad is broken. to rally.
Example: The Adjusted Killpower against a particular
squad is '3' at 100. The target squad has a break factor 12.10. Organization - Orders are given to infantry units
of '+2'. If a 3 or lower is rolled on the D10 the squad at the platoon level if AOW and to the company for
suffers a 'kill' result. If a '4' or '5' is rolled the infantry SOW. Individual squads and teams move as part of the
squad suffers a 'break' result. platoon. Thus these behave in the command structure
much the same way individual vehicles behave.
Example: The Adjusted killpower against a particular 12.11. CAT Attacks (CLOSE ASSAULT TACTICS)
squad is '-2' at 200. The target squad has a break factor When infantry need to attack armored vehicles or
of '+2'. If a -2 or lower is rolled on the D10 the squad fortifications they can employ close assault tactics. Here
suffers a 'kill' result. If a '-1' or '0' is rolled then the one or more troops of a squad attempt to get close to the
target squad suffers a 'break' result. target and lob or place explosives on the target, fire rifle
grenades or otherwise attempt to damage or destroy the
12.9.2. Once a squad is broken it must retreat away from target with some kind of device. The CAT attack is an
any firing enemy units within 200. abstract attack as the owning player only controls the
[Link]. Broken squads that cannot rout without coming squad of the attacker. The individual soldiers are
within a penny's width (19mm) of an enemy and are considered to be somewhere within 25 GSU of that squad.
currently within a penny's width of enemy units must 12.11.1. Only non-routing and non-suppressed squads
surrender. may conduct CAT attacks.
[Link]. Broken squads within 100 with hard cover that 12.11.2. Only squads within 25 GSU of the target may
has not been penetrated by enemy fire may freeze in conduct CAT attacks.
place.
12.11.3. CAT attacks are always conducted in Combat
12.9.3. If a infantry team or squad is hit by fire which is segment 5. Should the squad be destroyed, routed, or
+4 or less above the net Killpower they are suppressed. suppressed before this segment the squad may not
Suppression lasts until the end of the turn following the conduct a CAT attack.
one they were suppressed in. [Link]. Squads may move or even charge move during
[Link]. Elements must be suppressed each turn to the turn it conducts a CAT attacks.
remain suppressed. They automatically recover from [Link]. Squads may fire weapons, even anti-tank
suppression the turn after the one they are suppressed in rockets in the segments that they conduct CAT attacks.
[Link]. Suppression Exception: Infantry elements
under charge orders and which move at charge speed in 12.11.4. The chance for a successful CAT attack will be
the turn may choose to disregard suppression and the sum of various factors. The starting base number is
continue to charge. But they must pay a price. There is 1. Add or subtract all applicable factors to 1. A single
an additional +2 to kill factor added on to any killpower D10 is rolled and if it is equal to or less than the sum
on all attacks on them in the turn. then the attack is a success.
[Link]. Suppressed elements do not move (are [Link]. Only one attack attempt is permitted per
‘pinned’) and have a reduced firing and sighting ability. squad per turn.
[Link]. Declare all CAT attacks of all squads before
12.9.4. Broken infantry may try to rally in General actually rolling for the attacks.
Morale Phase (E.). Roll 1 D10 per routing squad. [Link]. See the Close Assault Tactics (CAT) Factors
Compare this roll to the second number (+xx/nn/xx) table for various factors.
listed on the Morale column of the Infantry table. If this
number or higher is rolled the unit rallies and is normal 12.11.5. Special CAT Weapons - Only special squads
again. are allowed to use some weapons. These must be
[Link]. Broken teams, squads and crews are allowed up acknowledged by both sides at the onset of the scenario.
to 5 turns to rally. After 5 turns of being broken they [Link]. Demo Charges. These are only allowed to
removed from play. engineer or sapper squads. Only one Demo charge attack
[Link]. If while attempting to rally a number equal to is permitted per scenario per squad.
or lower than the dispersal number (third one of the [Link]. Flamethrower. These are allowed to
morale equations +xx/xx/nn ) the element is immediately specially designated engineer squads only. Only one

41
engineer squad per platoon. These may flame attack up
to three times per squad per scenario.
13. General Morale- Troops rarely fight to
the last man. Instead after taking casualties the
[Link]. Molotov Cocktails. These are special ad hoc
remaining troops will lose their motivation and seek their
weapons. Regular troops most likely would not use these
own survival. General morale is different from squad or
unless they are in a built up area and without their
vehicle crew morale. General morale covers the morale
nor mal anti-tank weapons. These can only be used by
of units rather than individual elements.
troops already stationed in the built up area and on the
defense.
13.1. When basic units suffer losses through casualties
that pass through the following percentile levels of : 15%,
12.11.6. If the CAT attack is successful roll one D10 on
the CAT Results table to determine the damage inflicted. 30%, 60% or 80%, they must test on the GENERAL
Note the damage may be multiple part. MORALE TABLE. The test is made when losses get to
[Link]. If the squad has some special weapons adjust or surpass the percentages listed. That is, a unit that has
the damage per the adjustment in the notes part of the suffered 14% losses does not test at 15%. A unit with
table. 25% does test at 15%. A unit must only test for any
given loss percentage once per scenario. If more than
[Link]. If the CAT attack is not a success no damage
one level is surpassed in a turn a test must be made on
in inflicted and the attacking squad suffers no damage for
each level.
its failed attack.
13.1.1. Units that are not within 800 of the enemy and
12.12. Flamethrowers. Designated engineer infantry
not under attack do not have to test for General Morale.
teams may possess flamethrowers. The specifics for these
13.1.2. Calculations are based on percentages remaining
weapons can be found in the Generic Infantry Weapons
of the original number of squad elements for infantry and
table of the Infantry Tables. Basically, they have a
vehicle elements for armor. Infantry team and support
killpower of 6 up to 30 away. At point blank range where
elements are not counted in this calculation. . The loss
the bases are touching the killpower is 7. They can be
percentage depends ratio of loss elements to the number
used to attack AFVs as part of a CAT attack. They may
the unit started with at the beginning of the scenario or
only be used in an attack 3 times in a game.
the size after a regroup resizing. Other resizing for
12.12.1. Some vehicles may be armed with vehicles returning to be re-supplied or repaired under
flamethrowers. These are more powerful than infantry their own power also establish a new base number to
flamethrowers and their range is up to 50. compare losses to.
12.12.2. The killpower of vehicle flamethrowers is 7 at 13.1.3. The exception to 13.1.2 is that if the original unit
point blank and 6 up to 50. In addition these can attack is made up entirely of team and/or support weapon, then
all infantry elements covered by a circle 19mm in use these elements in the calculation of lost elements.
diameter (a US penny) as per 12.8.1 that is as if it were a 13.1.4. Squads that have broken are considered
heavy machinegun. casualties for morale purposes. However, if a unit tests
12.12.3. A flamethrower armed vehicle needs to roll a to- morale at a given percentage level (15%, 30% etc.) and
hit number to attack another vehicle. The basic to-hit later the squads rally and rejoin their unit, when that unit
number is 2 to range of 50. All normal modifiers apply. again takes losses and again reaches a tested level of loss,
If a hit is scored the damage is as per a successful CAT it does not take the test again (for that level).
attack on an armored vehicle. See Close Assault Tactics 13.1.5. Vehicles left behind due to battle damage do not
Results table in the Infantry Tables. count towards losses until the parent unit is out of sight
12.12.4. An ordinary flamethrower vehicle may make up and out of communication and the disabled vehicle is
to 6 flame attacks per game. under attack. At that time the disabled vehicles must
12.12.5. If the vehicle tows a special trailer with a tank of test. The parent unit does not have to test until it suffers
additional fuel it may make up to 10 attacks per game. actual combat losses. At which time vehicle losses due do
These vehicles have 3 armor on all sides and if penetrated being left behind and battle damage all count together. A
will explode giving a flame attack on their towing vehicle with a jammed gun can retire to the rear (as if
vehicle. going to get more ammo) and once is more than 800 from
his unit and out of sight of enemy elements is no longer
considered a part of any unit for general morale purposes.
The organizational unit does not consider that vehicle a
loss and must resize itself down to a number that does not

42
include that missing vehicle. orders may move less than half move away from the
13.1.6. If a unit has been made of remnants from enemy.
different units regrouped together, the number of losses 13.5.1. Infantry elements retreating may fire their small
is based on the number of elements that were originally arms but not their support weapons.
in the reformed unit. 13.5.2. Gun crews that must retreat may destroy their
13.1.7. If a unit fails it morale test a second die roll must weapon before retreating if there are no enemy units
be made to determine the effect of that morale failure is. within 100 of their gun.
Roll percentage dice on the Morale Failure Results Table.

13.2. When a basic unit breaks morale and starts to


retreat or is completely destroyed, it may affect the next
higher level unit in the organization. If a basic unit of an
organization fails morale and starts to retreat and more
than 50% of like units are engaged in battle then the next
higher organizational unit must tests its own morale.
The calculations for higher level units is not in
percentage losses of elements, rather it is in
organizational units.
Examples: A loss of one platoon from a 3 platoon
company will dictate the company takes a morale test as
having lost 33% of its units. A loss of a company from a
four company battalion will dictate a morale test of 25%
for the battalion.
13.2.1. SoW organized armies do not test at the platoon
loss level. Basically the organization level that must test
first is the one tactical orders are issued to. SoW tactical
orders are usually issued at the company level. AoW
tactical orders are issued at the platoon level. That is the
level at which tests for general morale must start.
13.2.2. Organizational units not directly on the game
map do not have to test for general morale. Nor do units
which consider units on the game table to be less than
50% of their organizational strength.
13.2.3. Other than physical destruction of the unit, only
losses that result in a retreat being called are counted as
a loss for next echelon level units. Results of Regroup, or
Halt are not considered morale failure.
13.3. When a basic unit takes 30% losses or more in its
first game turn under fire, not only must it test at the 15%
and the 30% level, but if it fails either morale check, the
die roll on the Morale Failure Results Table is reduced by
20 factors.

13.4. No infantry elements (squads, teams) within a unit


(platoon, company) that has failed morale and ordered to
retreat may be rallied.

13.5. Vehicles from a unit that has been forced to


withdraw or retreat may fire smoke to cover their retreat
and may fire at the enemy. Units forced to retreat due to
morale failure must move more than half movement away
from the enemy. Units retreating by their own withdraw

43
14.0. Ramming. Running one AFV into 15.0 Battlefield Obstacles and
another. Ramming is different than pushing aside. A
tank may push aside a smaller tank but moves at shift
Engineering -
15.1. Mines. Minefields are either marked or hidden.
move speed. Pushing doesn't hurt the pushing tank.
The player owning the terrain can determine if the
Berserk crews must ram. i.e. 6 backed by 6 in crew
minefield is to be marked or hidden.
morale test. SS AFV crews in 1945 may ram.
15.1.1. If marked then elements within 25 can stop and
14.1. Vehicles may ram if they can reach an enemy
avoid entering the field even if their tactical order were to
vehicle before being destroyed by fire or the ramming
move into them. However it is possible to have dummy
vehicle explodes.
marked minefield.
14.1.1. Vehicles that moved ½ or less ram in fire segment
15.1.2. If hidden elements may try to ‘sight’ the mines
3.
by being next to them (0-5 GSU). Only unbuttoned
14.1.2. Vehicles that move over ½ ram in fire segment 4.
vehicles may sight hidden mine fields.
15.1.3. Minefields can be from 25 to 100GSU thick.
14.2. If the target of the ram moves in the turn they have
The length could be any distance. From 25 to the entire
a chance of avoiding the ram. This is done during
length of the game board. The size of the minefield
movement of the ramming vehicle. The effect though
depends on the scenario and the scenario creator. Small
does not take effect until the appropriate firing phase thus
25x25 minefields would be the ones commonly placed
the ram vehicle may not reach the target vehicle and will
before AT gun positions or fortifications or prepared
be moved back to a spot if it is immobilized.
firing pits. Full board mine-belts would be those placed
14.2.1. Both players roll a D6. If the ramming players
in major front-line positions like borderlines or long held
roll is equal or higher than the defender the ram takes
positions.
place.
15.1.4. Minefields are rated from 1 to 4 classes or
14.2.2. If the ramming tank is faster than the target tank
factors. This is the number of D10 dice rolled ‘to trip’
the ramming player adds +1 to his roll.
(‘to-hit’) A ‘1’ rolled on a D10 will cause a moving
element to trip a mine. This is per 100GSU of minefield
14.3. Both the ramming and rammed vehicle can suffer
moved through. Moving through only a part of a
damage in a ram event. There is no penetration roll, just
minefield will reduce the number of dice proportionally,
a damage rolls. The damage destruction (D) and stun (S)
but never to less than 1 dice in any turn. Moving
factors are dependent on the weight (in metric tons)
through 50 of a class 4 minefield will result in 2 dice
difference and which vehicle is being rammed and which
being thrown. Moving 150 through a class 4 minefield
is ramming.
would result in 6 die rolls.
14.3.1 The Ramming/Crushing Table lists the
15.1.5. Mine attack - For each successful tripping of a
Destruction factor and Stun factor of the weight
mine a detonation will occur. There are only two types of
differences between ram target and ram vehicle.
mines used in the game. They are anti-tank(AT) and
14.3.2. For each vehicle in a ram roll one D6 for location
anti-personal (AP).
of any damage. For artillery guns or anti-tank guns roll
15.2. The Anti Tank type mine can attack both the track
one D6 and add 4 to the value for location of damage.
and bottom of a vehicle. AT mines attacks as per a
Then using the (D) factor of the ram determine as would
120mm HE shell hit (Pen=6, D=2, S=7). The first attack
any damage to the element.
is to penetrate the track armor and disable the track. Roll
14.3.3. Each element in a ram can be stunned. Roll to
a D6 per the HE Variable Penetration Table. If the track
stun based on the stun value from the Ramming/Crushing
is penetrated roll a second attack to penetrate the bottom
Table weight difference.
armor to destroy or disable the vehicle. For armored
14.3.4. When two vehicles attempt to ram each other and
vehicles use the lowest non-zero top/deck armor value for
succeed both are considered to be moving. Both use the
the bottom armor. If the armor is penetrated then the
moving column for their damage and stun values.
damage must be determined just as if a shell has
penetrated the vehicle. If the track is not penetrated no
attack on the bottom armor takes place.
15.3. The Anti-personal type mine attacks an element of
infantry as a 50mm HE mortar shell (Kp=2). It also
attacks a vehicle as a 50mm mortar (Pen=1, D=5, S=12).
However, these only affect the

44
track/wheels of a vehicle and do not attack bottom armor [Link]. Critical Penetration hits are allowed on bunkers
of an armored vehicle. for AP as well as direct fired HE. This is to represent a
15.4. Mine attacks occur immediately after moving the hit on a bunker slit. As HE does not have a critical
vehicle in the minefield. Thus an element would have to penetration table it is defined as being 4 x the listed
auto-sight a hidden minefield in order to avoid moving penetration if the variable penetration number is a ‘9' (a
into it. If the element spots the hidden minefield it may six backed by another six.)
halt at its edge. It cannot choose to ‘go around’ the field 15.7.3. Destruction of bunkers - Because the bunker is
as it can only spot mines within 5 GSUs and would not of a material that can be gradually broken by non-
know where the edge is. Actually an element only spots penetrating hits it can be destroyed by multiple hits. But
5 GSU of hidden minefield per turn. this will take time and some bookkeeping.
15.5. If the minefield is marked then vehicles and [Link]. Each hit by a projectile that penetrates ¼ or
troops within 25 can stop and avoid entering the field more the armor of the bunker will cause damage equal to
even if their tactical order were to move into them. the HE killpower of the projectile (or 1 whichever is
However it is possible to have dummy marked minefields. greater)
One cannot tell a dummy minefield from a real one [Link]. Each 1 cm. of bunker armor will absorb 15 HE
unless elements stop and dig around the mines taking 3 killpower factors before failing. This failing means that
turns to do so. the armor of the bunker is reduced one factor.
[Link]. Once bunker armor is reduced to 2 cm. the
15.6. Buildings can offer shelter and protection to troops bunker collapses and is no longer considered a bunker. It
within. See Terrain Annex for rules. is considered just rubble and can no longer be reduced in
thickness or protection.
15.7. Bunkers - These are hardened battlefield structures
made primary of reinforced concrete or logs and 15.7.4. Stun - Troops within bunkers can be stunned by
sandbags. They can contain a single team or gun crew to hits on the bunkers, but as the shock is absorbed by the
larger size where they contain up to 2 squads of infantry. earth there is a reduced stun effect. The number needed
Several may be joined with passageways but are to stun is increased by 2 if the bunker is a heavy bunker
considered separate bunkers (like multiple module and by 1 if a medium.
buildings) for destruction or stun. [Link]. The stun is rolled on each element within
15.7.1. Bunker Sizes - This are reduced for convenience bunker module and not on the bunker crew as a whole.
into three sizes: large, medium and small bunkers. The [Link]. Stunned bunker elements become unstunned if
large bunkers can hold at least two squads and their a ‘7' or better is rolled in Turn segment H, unstun section.
equipment, machineguns and a large artillery piece. The
medium bunker will hold up to a single squad or a large 15.7.5. Bunkers sight as buttoned up vehicles.
gun and its crew. The small bunker will hold up to a 15.7.6. Bunkers have a covered arc only 45/ either side of
medium size gun and crew or a team with machineguns. the front of the bunker.
Bunkers are harder to hit as follows: Large, size=0,
medium, size=-1 and small, size=-3. As they do not
move and are often camouflaged they tend to be hard to
spot unless firing from their openings.
15.7.2. Bunker Armor - This are reduced for
convenience into three classes: heavy, medium and small.
The small bunker will have an all around armor defense
equivalent to 5cm of armor. The medium bunker will
have the armor equivalent to 10cm and the heavy bunker
will have an armor of 15cm.
[Link]. Hits on bunkers may penetrate the armor or
stun the occupants. Roll to penetrate as an armored
element. If the armor is penetrated there is a +2 added to
the projectile’s killpower in trying to kill any occupant
inside the bunker. Roll for each element within the
bunker module separately. Note that AP will have a base
killpower of 0 in this case.

45
Short Cuts For Quicker play Designer’s Notes
In order to speed up play certain short cuts can be implemented.
Panzer War Design Team
Turn movement is broken into six segments but there really
only 3 key ones. If infantry elements are not going to interact
Steve “Mobius” Lorenz
with an opponents tanks or infantry there is no need to move in
Wayne “Werderwayne” Smith
a separate segment nor even break their movement into two.
All the infantry movement can be done in one of the other
movement segments. Just pro-rate any movement costs for Contributors
loading or unloading of vehicles. Gary Archer
(Infantry movement was broken into two small impulses Joe Wiesenfarth
primarily to prevent them from unrealistically chasing down
tanks.) If there are no enemy AFVs to leap on then all the Welcome to the foremost, most accurate WWII land
movement can be done in one step. warfare game simulation system.
Looking up stuff on tables. After a while you will get a feel of
what numbers will score a hit. If there are going to be some
Overview - The basic idea of movement and combat
long range shots then rolling the dice before even looking up the system of Panzer War is that tanks moving the most fire
numbers on a table can save some time. If the number rolled is the least. A tank that moves all its move in a turn will
reasonably high like an 8 or better then maybe look it up. If it fire last in a turn. Those not moving at all will fire first
is a ‘3' might as well forget about it. and fire the most. Those that move half will fall some
where in between.
Movement of tanks is broken into segments. The first
segment is just for those tanks (vehicles) moving full
movement allowance. The next segment is just for those
that are moving half movement. The next is just for those
shifting or changing their hull down protection. When it
comes to tanks firing things proceed in the opposite
order. First goes the stationary tanks and guns, next
those moving half or shifting. Lastly, the tanks that move
full may fire and the ones that are stationary can fire a
second time. There are some variations and exceptions in
this general concept due mostly on a tanks rate of fire.
But, in general that’s all there is to it.

Why Play Panzer War?


Why Panzer War and not some other Squad Leader like
rule set? Yes, many other games covering this scale and
detail seem to be some homegrown version of Avalon
Hill’s Advanced Squad Leader board game. With +3, +2,
+0, –3 or some factor added to a basic to-hit number for
each weapon for 3-5 range bands. While these probably
are better for playing miniatures than SL or ASL, they are
probably not a good as made for miniatures rules. Only
a few rules have originality one is WRG’s Armor &
Infantry Rules 1939 – 1950 or their clone Firefly.
Another is Combat Commander Modern rules or its
WWII version called Battlefield Commander. These
were written before ASL and don’t take anything from
them. Of course we go into pretty much detail in Panzer
War and some may not care or like that much detail. For
those that don’t care there are plenty of more streamlined
less detailed rules too choose from.

46
Panzer War comes with a generous helping of is more friction for some armies than others. Why not
philosophy. represent this national difference as well?
Now the Reasons: To paraphrase Major A. H. Amin:
1. Panzer War is rare in that you can calculate what the One of the main reasons of slowness of British armor
armor of a vehicle will be if you don’t find it in the operations was the fact, that with a few exceptions, there
charts. Armor value isn’t given in quatludes or some was a tradition of leading from the rear. Decision-making
other made up factors. The armor values are basically the was thus done at a snail's pace. As the command was
armor basis in centimeters multiplied by 1 over the cosine apart from the front all sorts of false and exaggerated
of the angle. (This will get you in very close agreement reports were accepted as the Gospel truth.
to what we would calculate, though we also would
include armor quality and curvature.) Cast armor is 95%
the RHA. Dates
2. Have you ever read accounts where several tanks were Dates on many vehicles and some ammunition types are
knocked out in a minute or two of fierce combat? Have not when they were produced but when they showed up in
you ever played a game where a single tank could knock battle in significant numbers or were mentioned in
out two or three enemy tanks in a single turn? Probably history. For German and Russia a new type of weapon
not. Not unless you play Panzer War. And multiple hits this was usually at the start of some offensive when a
can be determined from a single die roll so you save time. good number were available. If no mention of them was
One of the fellows who helped shape our multiple hit found I usually allow 3 months delay time for their
rules concept was a M60A3 tank gunner. His concept of introduction. For American equipment there was a
fire was three shots – three kills within 15 seconds. He considerably greater delay since it had to be shipped
demanded (and whined) until we got something across an ocean to reach the front line. Also, there were
acceptable to him. That is why in Panzer War a single built up of inventories before launching a landing
tank, like a Tiger or Panther or PaK gun can ambush a somewhere so there were cases production ended on a
group of Shermans and destroy 2-3 or even 4-5 in a model before it even saw combat.
single 75 second game turn. A Michael Wittmann
commanded tank could disembowel an entire troop of Definitions:
tanks in a turn or two. Can any other set of rules do that?
Rounded armor – The round factors are unique to
3. Reading accounts of battle it sounds like battles take Panzer War. These are easily integrated into the game
hours, even days. Indeed most do. But, total action may system thanks to the variable penetration rule.
only be a few minutes. Most of the time is planning, Roundness is only given to a turret armor face if the
readying, delays, snafues, mopping up and debriefings. ricochet will clear the vehicle. If it merely channels it
I don’t want to game any of that stuff, do you? The into another face then roundness is not awarded.
action time is what we want to represent and that is what Example: The lower gun mantle of the German Panther
we try to do. As what was said in the beginning of the tank is not awarded a ‘r’ even though it is clearly round.
game there can be lots of ‘junk’ time between actual This is because it can deflect a striking shell onto the
turns. Reset your clocks after each turn if you want to drivers compartment roof. Many semi-spherical gun
write a battle report that sounds historical. “Be sure to mantles are only awarded an ‘r’ and not an ‘rr’ because
put in your reports all the time it took chowing down and the lower part of the round face will just deflect a striking
cleaning weapons”, he said sarcastically. shell onto another vehicle face while only the upper half
4. Some rules have hour-long turns but in them vehicles will deflect it up and away from the vehicle.
only move 500 yards. If a turn took an hour but tanks
only moved at a snails pace of 2-3 mph (24”) where Bolted armor – is indicated by a ‘+’ (plus sign) between
would the tank be at any point during that time? Say they two armor values (example: 8+3 ). The first value is the
aren’t dillydallying along the way, traveling at 2 mph, normal plate and the second number is the add-on plate.
getting passed by kids on tricycles. What then are they Use the sum of both numbers. When determining if an
doing? Would they be at the point they were at the end non-HE or non-HEAT shell can penetrate the armor and
of the previous turn for 58 minutes and then rush ahead the variable penetration D6 die is rolled and a ‘6’ or
to the final point? Or would they rush to the end position higher is rolled compare use just to the first number (the
and have tea there for the remaining 58 minutes of a one before the ‘+’) for armor. If this number is equal or
turn? It just doesn’t seem realistic either way. Even if exceeded then the armor has been penetrated.
this is suppose to represent some sort of ‘friction’. There

47
Spaced armor – is indicated by a ‘sn’ besides an armor so far was 17 pdr testing vs. hull up (9’) targets and hull
values. The n is the value of the armor versus HEAT down (3’) targets. This is what we based our rules on.
weapons. Use this number instead of the armor basis When computing the various to hit probabilities it was
number. In addition any rounding or deflection factor of found that a 17 pdr had a difference of about 6% drop in
the normal aspect is taken into account in causing a -1 chance to hit for every foot of vertical height distance at
penetration deflection adjustment. about 1000 yds. It also dropped by slightly less than that
Example: The side turret of a German MKIVH with a greater ranges. And 9 feet at 1000 yds presents a very
8
spaced armor is given as 4s . If struck by a US Bazooka similar size target as that used by the Germans of 2.5
at this location the armor is effective as an 8. If struck meters at 1000 meters.
by an AP at this location the armor is worth 4. Our +1 / -1 system varies by 10% a 10% change in the
to-hit number would mean the height distance should be
Per attacks by ATR (anti-tank rifles) as opposed to about 18 inches or 460mm. So starting with bands
normal machineguns on spaced armor including some outward from the standard 2.5 meter target we compile
anti-tank gun-shields (noted by a s2 ) use the variable the following size definition table: (7/16/02)
penetration table for HVAP, APDS and APCR table vehicle or target
instead of the normal AP, APHE variable penetration Vertical (meters) size
table. Also, treat this as a deflection hit when ATR 0.890 - 1.349 -3
rounds hit spaced armor. The spaced plates on German 1.350 - 1.809 -2
tanks originated as a defense against the Russian anti- 1.810 - 2.269 -1
tank guns. Later it was found that it protected pretty 2.270 - 2.729 0
good against the Bazooka. 2.730 - 3.189 +1
3.190 - 3.649 +2
Underlined armor – is indicated by underlining (10) the 3.650 - 4.109 +3
armor basis. This indicates the armor is highly angled to
the horizontal. This armor is treated like all other armor Weight Class
except when struck by APDS, APCR, HVAP. This armor This is only important in determining if a vehicle struck
tends to deflect APDS, APCR, HVAP projectiles. It tends by a shell is stunned or not.
to increase the penetration of ‘SE’ rated shells. Tons Class
Under 10 0
Track as armor – Track is not really armor plate but in 10.0 - 20.0 1
PW track also means road wheels, axles, idler wheels and 20.0 - 30.0 2
other running gear components. A certain amount of 30.0 - 40.0 3
energy is required to destroy or damage this equipment. 40.0 - 50.0 4
The components alone can disrupt the flight path of an 50.0 - 60.0 5
attacking shell such that an amount of energy is lost on 60.0 - 70.0 6
passing through these components. When struck by a
shell on the side in certain areas an on-coming shell will Track mass
have to pass through some part of the running gear to This is how we rate track armor.
reach the side. This can act as additional armor for the
side wall in those cases. When two armor values are Vehicle Tons lbs. Armor Basis
separated by a ‘^’ the first number is the track/running Under 5 11,000 .5
gear armor basis. The second number is the total of both 5 – 9.9 11,001-21,999 1
running gear and side armor. If the penetration by the 10 – 17.9 22,000 1.5
shell equals or exceeds this second number then both the 18 –29.9 39,600 2
track and the hull have been penetrated. Roll to damage 30 – 49.9 66,000 3
both independently. If only the first number is equaled or 50 – 69.9 110,000 4
surpassed then roll only to damage the track. 70 + 154,000 5

Size – We had to define vehicles as to their sizes. Since


we quantified everything else we decided to quantify the
sizes.
There wasn’t a lot of data showing the effect of size had
on hit probability. The only thing of significance found

48
Rate of Fire This is how PW rates ROF
REAL Game REAL Game
25+ 10 6 5
18-24 9 4-5 4
12-17 8 3 3
7-12 7 2 2
7 6 1 1

As the rate of fire increases the limiting factor becomes


target obscuration. Tests show that the average time of
obscuration varies from 3.5-5.8 seconds at 1000 yds. At
5.8 seconds the maximum ROF is 10.

Revisions and Additions


11/01/06 8.12 Suppressive fire fixed.
10/29/06 [Link] Equal or lower to disperse broken inf.
10/28/06 Revised ramming rules.
10/25/06 Clarified bolted armor.
05/24/06 Generating scouts from small platoons.
02/20/06 Clarified Overwatch first sight fire. 7.9,8.8
01/14/06 Added section on bunkers. 15.7.
09/10/05 Added some quick play suggestions.
06/25/05 8.4.3. Acquired targets
05/17/05 Suppression language clarification.
05/14/05 14.0 Ramming rules.
04/27/05 Suppression is +4 above that needed to kill.
This was stated as +5 in one passage.
04/12/05 9.10.4 Unbuttoned tank commander killed.
01/22/05 12.12 Flamethrowers
12/29/2004 5.03 Aircraft rules moved to separate module.
12/23/2004 5.02 Edits
11/28/2004 5.01 Made some edits in examples.
11/18/2004 Edited and re-formatted for PDF.
5/23/2004 Multiple spotting rounds - ranging bracket
4/16/2004 More Designer notes
2/16/2005 15.0 Mines and Engineering
8/4.2003 8.17 Multiple vehicle weapons firing
6/19.2003 9.1.5 Deflection side multiplier
6/8/2003 Artillery allocation/Maintain radio contact
6/6/2003 Gun barrel hits. Aiming high/low.
5/26/2003 Explanations of orders
5/25/2003 12.8.10 Suppression rules.
5/20/03 9.7 Track Damage; Spaced armor

49

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