Panzertroops
Adventure
game rules

With
links for addtional add-ons and equipment at the bottom of the page.
1ts
1944: World War 2 has reached a crescendo in Europe. Rommel was defeated in
Africa, and the Allies are now fighting mountain by mountain up the Italian
Peninsula. Eisenhower led the Allies ashore at Normandy on D-Day (June 6, 1944)
and now the Germans are falling back on the Rhine, pursued by Montgomery’s
British, Patton’s 3rd Army, and much more. But Hitler’s Wermacht has
one last trick in reserve: already they are preparing for the great
counter-attack that will be known as the Battle of the Bulge.
Now you take command of a combat force
during these exciting months of World War 2. You maneuver troops among towns,
fields, woods, and hills. Skillfully deploy your defenses, organize attacks,
even lead tank assaults or call for artillery support.
The Panzer Troops game is our introduction
to historical wargaming. Relive the past battles where only toy soldiers are
killed, never real people. You step into the shoes of a real commander; no
prior military experience is needed. Just common sense, and you too can take
command.

Summary of play
The battle game is played in turns, each of
which represents a few minutes of time on the battlefield. Play alternates:
first one side moves, then the enemy gets defensive fire shots, then the movies
side takes its attacking fire shots. Now roles reverse, and the enemy moves,
you take defensive fire, then the enemy takes attacking fire.
Note that whenever a side moves the enemy gets
"first shot", then the moving side shoots. This represents the
disadvantage of advancing in the face of enemy fire on the modern battlefield.
Movement is done miniature by miniature. You
can move all, some or none of your miniatures each and every turn. Each has a
maximum speed in inches, which you can use, or travel less, as you wish. No
dice are used in movement.
Shooting is done by a very simple process.
Each miniature carries a weapon, which has a firepower factor. To shoot, take
your firepower value and add the roll of two dice. If the total exceeds the
target’s defense value, the target is knocked out and killed.
Weapon ranges and movement speeds are all
given in inches (25mm = 1 inch) Therefore a ruler, yardstick, or tape measure
is needed to play the game. The tabletop battlefield itself can be any floor
area, about 3 feet by 3 feet (1 meter by 1 meter). Card table size is good for
starters.

Troop Types and Equipment
Infantry are men on foot. There are two types of infantrymen:
Line Troopers and Weapons Carriers.
A Line Trooper has a rifle or
Submachinegun (Smg) and hand grenades. Officers are like line troopers but have
a pistol and grenades. (Some may carry rifles [carbines in the case of
Americans] or SMG). In the German Wermacht some line troopers carry Panzerfaust
(one shot anti-tank rockets) and grenades. A panzerfaust line trooper my carry
up to three rockets.
Weapons Carriers have a pistol and a heavier weapon, but no grenades.
They are still rated as "infantry" and move like them. Weapons
include automatic rifle (BAR), light machine-gun (LMG) or a Bazooka. However,
the light machine-gun or bazooka needs a second carrier for the ammo, and to
help load. The weapon can’t fire without both the weapon holder and the ammo
carrier.
Heavy Weapons & Crew: these are heavier man-carried weapons, such as the
medium machine-gun (MMG) on tripod. Heavy weapons require a two man crew to
function, and aren’t as easy to move as infantry.
AT (Anti Tank) Guns & Artillery Pieces These are large guns that are towed by vehicles, or
can be pushed a short distance by their crew. Each piece requires a crew of
three men to function.
AFVs (Armored fighting vehicles) Include tanks, tank destroyers, assault guns, armored
cars, half-tracks, self propelled artillery, and other armored vehicles. Most
AFVs have an AT Gun or Artillery piece, plus machine-guns, either in the bow
(front of the vehicle’s hull), coaxially mounted (beside the main gun in the
turret and aimed with it) or on the roof (on a ring or pintle mounting).
Half-tracks are a special AFV That can transport men and/or heavy weapons in
the back, and/or tow AT guns and Artillery pieces.
Soft Transport includes jeeps and trucks, used to carry men. Trucks
can tow AT Guns or Artillery pieces, but Jeeps cannot.
Turn Procedure
It is vital that you play each turn in the
proper order.
If one side in the game is on the offensive,
it is "Side A" throughout the game. If both or neither are on the
offensive, the side which set up first is "Side A" throughout the
game.

Movement
Basic Rule: each miniature has a movement speed. You can move all,
some, or none of your miniatures each move step, and each can move up to its
maximum speed. Speed of miniatures cannot be accumulated from turn to turn, nor
can it be transferred from one to another.
You cannot move a miniature through any other
miniature, friendly or enemy. The only exception is infantry, which can move
through a wrecked vehicle.
Infantry Speeds: infantrymen can either Run 6" a turn, or
make an Assault Move (careful advance) of 3" a turn. A man can’t
run two turns in a row, but he can run one turn, assault move the next, then
run again, ect. Both line troopers and weapon carriers use these moves.
Heavy Weapons: men carrying a heavy weapon move 4" a turn
maximum, they have no movement option (unlike infantry).
AT Guns & Artillery Pieces can be pushed by the crew 1" a turn, but normally
they are moved by vehicle towing, which is much faster.
Vehicles each have their own special movement speed. Trucks
have a standard speed of 8", Jeeps have a standard speed of 12".
Roads can be used by all miniatures. Infantry and heavy weapons get a 3"
speed bonus if they spend the whole move travelling along the road. Half or
fully tracked vehicles move double speed on a road, while wheeled vehicles
(soft transport and armored cars) move triple speed on a road.
Forest and Rough Ground causes all miniatures to move at half speed. Trucks
cannot enter this terrain.
Buildings cannot be entered by any vehicle, and thus AT Guns and
Artillery can only be set up in buildings if they are pushed into them by the crews.
This includes wrecked as well as intact buildings.
Walls & Hedges can be crossed by all miniatures except wheeled
vehicles (soft transport and armored cars) at 1" movement penalty.
Hills can be gentle or steep. Gentle hills have no effect on movement. Steep
hills cause all miniatures to move at half speed. Note that a steep hill
covered with forest or rough ground results in miniature moving at quarter
speed. (half of half speed), while a road over a steep hill would result in
normal speed for a tank. (double of half speed).

Transport & Towing
It takes a half move for men to climb onto a
vehicle and/or to hook up an AT gun/Artillery piece for towing. It takes
another half move to unload men or unhook and deploy a towed piece. This will
limit the movement of both the carrying vehicle and the men in it.
A jeep can carry up to 3 men, a halftrack up
to 12, and a truck up to 20. A truck or halftrack can tow one AT gun or
Artillery piece, and ammo for the piece must be carried inside the vehicle, and
counts as one man. A heavy weapon with its ammo can be carried inside any
vehicle and counts as one man. Infantrymen, including weapons carriers, just
count as one mane (weapons and ammo are carried at no extra costs in space).
Up to 6 men can climb onto the outside of any
AFV other than a halftrack. Men riding outside can be shot as a separate
target.
If any vehicle carrying and/or towing is
destroyed, all men carried inside and/or on it, and any weapon being towed, is
automatically lost.

Firing
All combat between miniatures is by firing.
There is not hand to hand combat, since in WW2 most close combat was fought
with point blank firing and grenades (although its sometimes done differently
in Hollywood).
To Shoot at the enemy, simply pick your target, measure the
range, and roll two dice. Add the dice roll to your firepower value. If the
result is greater than the target’s defensive value, the target is destroyed
(killed, knocked out, etc.). If a miniature has more than one weapon, you
select any one weapon to fire. If the miniature is an AFV, all weapons may be
fired, rather than just one.
Line of Fire: To shoot at an enemy, you must have a clear "line
of fire". This is measured from the point of body of the man, the center
of an AT gun or artillery piece, or the front gun mantlet (base of gun barrel)
on a vehicle, to any part of the target. The line of fire is blocked if it
passes through any hill, building, or other miniature (friendly or enemy).
However, if the firer or target is on a hill higher than the item blocking, the
shot can fire over the block.
Field of Fire: vehicles with weapons not in a turret, or on the roof,
have a limited field of fire. All AT guns and artillery pieces have a limited
field of fire. Limited field of fire weapons can only shoot forward, or up to
30 degrees left or right of forward.
Range: all weapons have a maximum range. In addition, when firing into or
through a forest or buildings, maximum range is only 5", regardless of
normal weapon range. A miniature in the edge of a building or forest, shooting
out, has normal range, but when it fires its position is exposed, and the enemy
can return fire at normal range until the miniature moves.
Armored & Soft Targets
All miniatures are presumed "soft"
targets unless they have an armored defensive value. Most weapons have
firepower for shooting at soft targets, noted by an "s" after their
firepower. Some weapons have firepower that can destroy armored targets, noted
with an "ap" (armor piercing ammo) after their firepower. Firepower
can only be used against the right kind of target.
Armor Location: armored vehicles often have weaker side and rear
armor. Such vehicles have separate armor defense values, one for front, another
for side and rear. Side armor shots are allowed only if you are firing directly
at the hull side, or within 30 degrees of it. Rear shots are all those behind
the side. If the vehicle is in hard cover (hull down) side and rear is based on
turret facing, rather than the hull where there is a difference.
Defensive Fire
This fire represents shooting at the enemy
while he is moving. In theory it can occur at any time during the enemy move.
When making defensive fire, you can "claim" your shot at any time and
place during the target’s move. If the target didn’t move, you can still claim
a shot at it. IF you destroy a target in the middle of its move, the target is
destroyed at that point, it never arrives at its final destination.
Note that you can shoot at vehicles loading
or unloading, during the move, and catch them in either state, depending on
when you want to fire.
Attacking Fire
If your miniature moves, and then uses
attacking fire, its accuracy suffers due to shooting on the move. There are
various penalties, depending on who is firing.
-2 infantry firing anything except grenades
or satchel charges
-2 vehicle firing anything except weapon in
rotating turret
-1 vehicle using weapon in rotating turret
Important Note: all heavy weapons, AT guns, and artillery pieces
cannot shoot attacking fire directly after they move. However, if the weapon
just rotated in place, it can still fire, with no penalty. There is never a
movement penalty for rotating in place.
Cover
Forest, rough ground, and hedges provide soft
cover.
Buildings, walls, AFVs (including wrecks),
and higher elevation provide hard cover. Higher elevation gives hard cover because
it means vehicles will be "hull down" and men harder to see.
A miniature cannot have both soft and hard
cover; if both apply the miniature gets hard cover.
Soft Cover Effect: if a non-vehicle miniature is in soft cover, each time
it is "destroyed" by a shot it is allowed a special "saving
roll" with two dice. If the roll is 7 or 11, the cover saves the
miniature. Any other result and the miniature is destroyed despite the cover.
Soft cover never saves vehicles, they get no benefit from soft cover.
Hard Cover Effects: if any miniature is in hard cover, each time it is
"destroyed" it has a "saving roll", and 8 or higher saves
it, while 7 or less means it is destroyed after all.
Soft Targets in AFVs: men riding in a halftrack, with their heads poking
out over the top to fire, or any vehicle crewman firing a roof machinegun, is a
soft target in hard cover. If a crewman firing a roof machinegun is killed, the
roof gun is out of action (ie., the crew was scared and won’t try it again,
even if the gun still functions. More than likely the weapon was damaged in the
attack.). Men firing from a halftrack can be killed if they poke their heads
up. Men in armored vehicles can only poke their heads up or down their movement
and their defensive fire. Once they are up, the must remain up until they have
a chance to go down again.
Multiple Targets
When firepower is used against a soft target,
a weapon need not use all its firepower at one target. Instead, firepower can
be split, with some at one target, and some at another, provided at least one
point of firepower is used against each. Thus a weapon with 4 firepower points
could shoot at up to 4 targets (1 point at each), while 1 firepower point
weapon can only shoot at a single target.
The only limitation on splitting firepower is
that all targets must be within 3" of the first target. That is, they must
be within a circle of 3" radius or less. This represents the "beaten
area" of machineguns and the bursts of shells.
Armor piercing fire is always against a
single target, it cannot be split up. Firepower with "aps" may be
split only if used against all soft targets.
Replacing Crews & Reusing Weapons
If a crewman of a heavy weapon, AT gun or
artillery piece is killed, any other infantryman or crewman can replace him. Similarly,
when any figure with a weapon is killed, another figure can pick up the
weapons. When a figure becomes a crewman or picks up a weapon, he must abandon
his old weapons and equipment. Remove the old figure, and bring the previous
"dead" figure back to life. When weapons and equipment are
voluntarily abandoned, no their figure may use them later.
Due to lack of familiarity and easy jamming,
you cannot capture and use enemy weapons.
Total Destruction of Weapons: If you kill a soft target with a firepower advantage
of 3 or more (that is, your firepower plus die is 3 or greater than the target
defensive value), all weapons of the target are also destroyed. If any crewman
of a heavy weapon, AT gun, or artillery piece is killed in this way, the weapon
itself is also knocked out. Surviving crewman can still fight as infantry, but
will only have pistols.
Whenever a vehicle is destroyed, it is
permanently and totally knocked out. However, the wreckage remains on the
battlefield, and can be used as hard cover.
ADVANCED
RULES
These additional rules can be used once you
are familiar with the standard game. They are especially interesting in larger
battles. You can link your battles into one long "campaign" game as
the allies fight across Europe and into Germany
You can use some or all of these advanced
rules as you desire. Generally, the only difficult and complex rule is that
about morale. It is sometimes hard to remember which figure belongs to which
combat group. A painted number on the underside of each base or different
colored bases can help here considerably.
Pinning Fire
If a non-vehicle soft target is fired at, but
not killed, it may be "pinned down". It is pinned if the firing
result equals or is one less than the defensive value. For example, if the
defensive value of a miniature is 7, then a firing result of 6 or 7 will pin it
down.
When a miniature is pinned down, it is unable
to move on its next movement opportunity. Pinning cannot be accumulated, so if
a miniature is pinned twice before its next movement opportunity, the second
pinning has no extra effect. A miniature pinned by defensive fire stops right
where it is.
AFV Crew Bailout
When an AFV is destroyed, all the crew and
riders aren’t always killed. Men may jump out and survive. AFV crewman who
escape are infantrymen armed with pistols only. The act of jumping out of a
wrecked AFV counts as a running move, in the open, and is done during your next
movement. Naturally, unloading from the vehicle still takes a half turn, so the
figures bailing out can’t move more than half a normal run after bailing out.
To determine how many men survive an AFV
wreck, roll a single die once for the crewmen of the AFV, and then a second
time for any men riding on it (if a tank) or in it (if a halftrack or APC).
Subtract the appropriate amount, depending on the situation, and the result is
the number of survivors.
AFV bailing out:
Subtract 3 (-3) from the die roll
Halftrack crew
bailing out: Subtract 5 (-5) from the die roll
Riders bailing out:
Subtract 1 (-1) from the die roll
If the result is 0 or less, nobody bails out,
all die. (note: some may have bailed out and are too wounded to fight)
Infantry weapon carriers who bail out can
carry their weapons with them. All heavy weapons, AT guns and artillery, and
ammo in a halftrack are lost when bailout occurs.
Riders of soft vehicles never bail out. If
the vehicle is wrecked everything is lost, regardless. While is this not
entirely realistic, but in the rare cases where a man survived, he was hardly
in condition to fight further.
Satchel Demolition Charges
An infantry weapon carrier figure can have
one satchel charge, instead of a normal weapon. He can drop this charge at any
point during his move, and it will explode in the attacking fire phase. When it
explodes, the firepower of 7 aps can be applied to any target in 1 ½" of
the drop point, or if soft firepower only it used, it can be split into the
normal multiple targets if desired.
IF the weapon carrier is hit by defensive
fire before he drops the charge, the charge is not dropped, and does not go
off. Instead, it falls with the man who was carrying it.
Flame Throwers
An infantry weapons carrier figure can have a
flamethrower as his weapon. It has 3 aps and a 3" range. However,
flamethrowers tended to run out of fuel very quickly. Every time a flamethrower
fires, roll one die. If the result is "1" the weapon has run out of
fuel or malfunctioned. It cannot fire any more in the battle.
Artillery Support
You may have artillery pieces or mortars off
the battlefield. If you have an "observer team" (forward observation
team) on the battlefield, they can call up this artillery by radio, and direct
the fire onto the battlefield. This id called "indirect fire".
The observer team for indirect fire consist
of an officer trained as an FO (forward observer) and a radioman (infantry
weapons carrier with radio and pistol). Both men must be alive and within
½" of each other to function as the observer team.
Indirect fire is called by the observer team
on his radio during your movement. Roll both d6. If a "6" or higher
results, the call goes through and the fire can arrive. If the result is
"5" or less, the radio is working or artillery is not available this
turn. No indirect fire can come in, and you can try again next turn.
If the radio call goes through, the weapons
off battlefield each fire one shot at any point(s) the FO can see, using his
line of sight. It is as if the weapons are firing from where the FO sits.
Because the FO must direct this fire, each shell must land within 3" of
some other shell. Shells can land on top of each other, spaced out in patterns,
etc., but never spaced more than 3" apart.
Mortars with limited range are presumed about
10" off the battlefield, in some concealed position, and can therefore
fire onto the battlefield up to their range less 10". Artillery pieces off
field have unlimited range, and can fire anywhere on the battlefield from off
it. AT guns cannot be used for indirect fire, they lack the equipment.
Mortars and Artillery Pieces can also be used
on the battlefield. However, they cannot be used for indirect fire if they have
moved from their starting positions. Self-propelled artillery AFVS are
considered artillery pieces for indirect fire purposes.
Indirect fire arrives on the attacking fire
step right after the radio call. It cannot arrive if the observer team was
knocked out by defensive fire. Indirect fire can never be used as defensive
fire, call and adjust is too slow.
If you have two or more observer teams on the
battlefield each can call up separately, and if both get through, you can
divide your off battlefield weapons between them, as you desire.
If all your support teams are killed, you can
no longer call up off-battlefield artillery. No matter how much you have off
battlefield, you can no longer sue it. Only a trained radioman can operate the
radio, and only a trained FO officer can direct fire, so you cannot replace
observer team men with other (untrained) figures. However, if you have two or
more teams, and each loses a man, the teams can be combined and make one good
team among them.
For morale purposes, observer teams are
independent combat groups, unless riding in a vehicle, in which case they are
part of the vehicle’s combat group.
Morale
To use morale in the game you must divide all
your forces into "combat groups". Each vehicle, including men
currently riding in it or on it, is a separate combat group. Each AT gun or
artillery piece with crew (when unlimbered in firing position) is a combat
group. In addition, all other men on foot must be in combat groups of 6 or more
men, and each group must have a noncom or officer. A group can have any number
of men, noncoms, and/or officers; there is no maximum size.
Figures in a combat group must be within
3" of each other in the group. If gaps get large, any movement must be
toward reducing the gaps (although figures are not required to make such moves,
they can stay put instead).
Whenever a combat group loses an officer or
noncom, or reaches half strength, or loses a figure when below half strength,
it must check morale. For example, a group of 8 figures must check morale when
the 4th (half strength) 5th, 6th, and 7th
figures are lost. If one of these is a noncom or officer, an extra check must
be made when that figure is lost.
A vehicle must check morale whenever it is
fired upon by a weapon that could kill it, and the firer rolled a "3"
or "4" regardless of whether the shot missed or just immobilized.
To check morale for a group, roll two dice,
add or subtract all applicable modifiers, and consult the table below:
Morale Table
6 or more: Good morale, no special effect or result
4 or 5: group
cannot move or close to enemy for rest of battle. (shaken)
3 or less: group
broken, cannot move closer to enemy for rest of battle, all firepower values
reduced by one (-1), and will surrender to any enemy now within 3"; if AFV
crew or riders on immobilized vehicle, they will bail out and jump off
vehicle immediately.
Morale Check
Modifiers:
+1 group checking is entirely elite and/or
veteran troops
-1 group checking had green men in it
-3 group checking has no noncom or officer,
or is immobilized AFV
AFV Immobilization
If a weapon fires at an AFV and gets a result
(firepower + dice roll) exactly equal to the AFV’s defensive value, the
AFV is immobilized. It has lost a track or wheels, and cannot move further in
battle. If morale rules are used, a morale check is required.
An AFV in hard cover cannot be immobilized,
it is "hull down" and the tracks/wheels are protected. All
immobilizations are ignored.
Smoke Screens
An AT gun or artillery piece, of 75mm or
larger size (including 3" and 17 pounder weapons) can use smoke
ammunition. To represent smoke shells, cut out circles 3" in diameter.
Most smoke ammunition produced white smoke, so white cardboard is appropriate.
For extra effect, glue some cotton to the cardboard.
Smoke ammunition can be fired to any point,
like a normal shell. Instead of normal firepower and defense values, simply
roll the dice. Anything but a "4" or "10" means the smoke
hits and goes off. If a 4 or 10 are the result, the shot misses, malfunctions,
etc., and has no effect.
Once fired, smoke lasts until the end of your
same firing step on the next turn. For example, if you fire smoke during your
defensive fire, the smoke lasts until the end of your defensive fire on the
next turn. Smoke must be fired before normal ammo in the firing phase.
Smoke blocks line of sight and line of fire,
and therefore is handy for hiding things.
Bad weather (rain, snow, high winds, etc.)
would dissipate smoke so fast it had no effect. If the attacker has announced
he is attacking during those weather conditions, neither side can use smoke.
Otherwise assume good weather.
Tanks, assault guns, and tank destroyers
usually had smoke projectors. These can fire once in a game, and shoot one
round of smoke 3" forward.
The amount of smoke ammunition carried by
vehicles was very limited. After each smoke round is fired, roll both d6. If
the roll is "8" or higher, the weapon has run out of smoke ammo. This
rule includes all AT guns, artillery pieces, and mortars moved by vehicle
during the battle. Note: Russian tanks did not carry smoke ammo.
Scenario Creation
To create your own battles with Panzertroops,
you must create a game "scenario", or battle situation.
Just select a tabletop or floor area, and lay out pieces for terrain. Books
make good hills, paper for woods, small boxes for houses, adding machine paper
for roads, etc. You can add "N" or HO gauge railroad scenery for a more
realistic look, and even use green painted wood for tabletop hills.
Then one player decides what troops, or how
many points, each side will have, and where they will set up. Then the opposing
player decides which side he will take. Each player then rolls the die. The
higher roller then sets up first. If you can, block off the view of the two set
up areas, so each player sets up secretly, then roll the die to see which moves
first, then remove the barrier and start the game.
You can experiment with attacker-defender
situations, where the attacker has more points (perhaps a 4-3 or 3-2
advantage), but the defender has good positions. You can have breakthrough
battles, rear guard actions, scouting operations, raids, and much more. In some
battles the side that kills more of the enemy wins, while in others a specific
objective (building, move off the enemy’s table edge, etc.) must be achieved,
regardless of losses, etc. Any number of possible situations can occur.
Computing Vehicle Values
To add additional AFVs to the preceding
lists, compute them yourself from research books. Defensive value representing
armor is computed by dividing the armor basis (in millimeters) by 16, and then
adding 8. Speed is computed by finding the horsepower to weight ratio (in
hp/ton), and then modifying the number for vehicle weight: +1 for 10 tons or
less, 0 if 11-19 tons, -1 for 20 to 39 tons, -2 for 40 to 54 tons, and –3 for
55 tons or more. Round off to the nearest whole number. Point value is computed
using the following formula, where G = gun, point value, S = speed in inches,
M= number of machineguns, F= front armor value, R= side-rear armor value.
Points = G + S + 3M + ({(2F+R)/3} – 7) 1.6
(power)
SAMPLE
GAME
ACTION
ON THE STENAY ROAD
The Situation
In the fall of 1944 the Americans were
advancing across France. Sergeant McDonald was leading his squad to Stenay,
with orders to get at least half his men there (i.e., off the north edge of the
battlefield), or kill more Germans than he lost himself. The Sergeant had a
squad of eight men, including himself with an SMG and grenades, six riflemen
with grenades, and the BAR man who had a pistol sidearm.

Meanwhile, Sergeant Schmidt with an
understrength German infantry section also had his orders. An SS General’s
personal art collection was being evacuated from Stenay and
Schmidt had to prevent Americans from reaching the town or at least inflict
more casualties than he suffered. Failure would mean court martial or worse.
The Germans, as defenders, set up first on
the north half of the tabletop, while the Americans moved first (Side A) and on
their first move would enter the battlefield from the south edge. To reach
Stenay a figure had to exit off tire north edge of the battlefield.
Battle Plans
Schmidt’s actual deployment is shown on the
map, with each man numbered or named. Note the commanding position of the LMG
on the hill, with the riflemen before it while other men in the hedgerow shore
up the weak left flank.
McDonald decided to feint left and then come
in with a strong right punch, using the small hill to screen his advance. The
map shows the battle Situation after the fourth move, when the Americans reached
their final positions and came within range of the Germans.
The Battle Begins
After the fourth American move, troops are in
the position shown. The Germans have not moved or otherwise reacted during the
first three turns (Schmidt isn’t quite alert yet, it seems!).
After the Americans finish their move, the
Germans get defensive fire. Both the LMG and rifleman 1 are out of range, and
cannot hit the Americans in the woods as they are beyond the 5" maximum
range for shooting into woods. Germans 2,3 and 4 are all in range, but Schmidt
(the NCO) himself must shoot through the hedgerow, with a range of 5", and
therefore can’t fire
German 2 shoots a the American BAR man, rolls
an "11", adds his 1 firepower point, and gets 12.the American BAR
man, running up the hill, only has a defense of 6, and so is hit. However, he
is uphill and thus has hard cover, in relation to German 2. The American rolls
for saving and gets an "8", which is just enough to save him. .
German 3 shoots at American 6, rolls a
"5", adds one for his firepower, gets 6, and American 6 has a defense
of 6. There is no hit, but if the advanced rules were used, it would pin him.
German 4 shoots at the American NCO rolls a
"7", adds 1 fire-power, which is better than the NCO’s 6 defense The
NCO has no cover, and so dies. Loss of the Sergeant would mean a morale check
for the Americans, if the advanced ruIes were in use.
The Americans now return with attacking fire.
Riflemen 3 and 4 plus the BAR all shoot it German 3. Rifleman 3 rolls an
"8", 4 rolls a "10", and each adds one for firepower but
subtracts two for attacking fire after movement, for totals of 7 and 9
respectively. The German has a defense value of 9, so both shots miss (but the
second would pin him, if advanced rules are in use). The BAR man also rolls a
"10", but his firepower is 2, and then he subtracts two for moving
attacking fire, for a net of 10. This is enough to hit the German, but German 3
has soft cover in the hedgerow, and gets a saving throw. . He rolls a
"5", which doesn’t help him, and so he dies.
The battle continu"5 with the rest of
the Americans firing, then the German move, American defensive fire, German
attacking fire, etc.
Outcome of the Battle
In their attacking fire the Americans
ultimately killed both Germans 3 and 4.Now in the Germans move the NCO moves up
with an assault m6ve to get into firing position. Alas, this was unwise, since
his SMG is still out of range (doesn’t shoot more than 5"). The Americans
blast away in their defensive fire but miss. But on the next turn the Americans
stay put, and in their attacking fire finally kill the NCO. Meanwhile,
Americans 1 and 2 have finally gotten to the edge of the woods, preventing
Germans 1 and the LMG team, from moving rapidly to support their crumbling left
flank. After that, the American attack force sweeps forward to Stenay, without
alas, Sergeant McDonald, the man who engineered the attack, their one casualty!
This game is typical of Panzertroops in that
a few good maneuvers and a couple sharp firefights decide the game. As you
expand your Panzertroops armies with more figures you will have larger battles
where more strategy and tactics can be profitably used.
CREDITS
Product Development & Coordination Howard
Barasch
Figure Design Stan Glanzer
Game Rules & Painting Guide Arnold
Hendrick and Armand Gingolani
Diorama John Stoneypher with Arnold Hendrick
& Duke Selfreid
Diorama Photograph Bill Craft
Artwork & Graphics David Hebler with Arnold Hendrick
Trademark & Copyright 1980 Heritage USA,
Inc.
Rules Update and Additions: UEDSS/Total
Technology Systems, USA Inc.& Donelton Space Center, USA
GERMAN
ARMY
EQUIPMENT
& ORGANIZATION
Infantry
In 1944 a typical full strength squad of
German infantry had a noncom with SMG, one LMG team, and six riflemen.
Panzergrenadiers, infantry attached to armored formations, rode mostly in
trucks, sometimes in halftracks, and had noncom with SMG, a LMG team, four
riflemen and one SMG trooper. If the squad was riding in a halftrack, one of
the troopers usually manned the LMG on the roof over the cab, while the LMG
team put their gun on a mount at the vehicle rear.
German Volksgrenadier were hastily raised or
second line units, and while some had normal organization, some just has nine
men with SMGs while others gave half the riflemen SMGs. German Volkssturm, or
Malitia had all sorts of organizations, and were often very poor for weapons.
For example, one Volktsturm squad had a noncom with SMG, a LMG team, three
riflemen, two SMG troopers, and one man having just one panzerfaust!
In the German Army three squads formed a
platoon, commanded by a noncom or an officer, with an LMG team and three
riflemen for protection. Three platoons formed a company, commanded by a
Captain or Lieutenant with three noncoms and eight other men, armed with rifles
and SMGs carrying radios, etc., as needed. A company has a weapons section or
platoon that, for the infantry, had three noncoms with SMG, two HMG teams, and
11 riflemen. In truckborne Panzergrenadier units, this platoon was larger, with
four HMG teams and two or three squads plus a platoon HQ. In Panzergrenadier
units in halftracks it was lager still, with four HMGs, two mortars (usually
81mm sometimes 50mm), one or two squads of infantry, and the platoon HQ
halftrack Panzergrenadier weapons platoons did not ride haltracks, but instead
used trucks.
Panzerfaust and Panzerscreckt (German
Bazooka) were attached to units as available and needed with no specific amount
authorized, although the panzerfaust was more common. Battalion HQ had more
HMGs, 81mm mortars, and sometimes 120mrr mortars, usually in groups of two,
with one or two such groups given to a company for support in critical
operations.
Note: the German MMG and HMG used the same gun, the HMG simply had more
ammunition, and used in a more generalized tactical role. Wherever ‘HMG’ is
noted above, ‘MMG’ may be used instead.
Panzers (Tanks)
The German Army originally organized their
tanks into platoons of five (5), but by 1944 heavy casualties caused them to
reorganize into platoons of four instead, and often platoons in the field had
even less. Three platoons made a company, and company headquarters had two more
tanks, for a total of 14 altogether. Therefore, in larger battles, German tanks
should operate in groups of four or almost 4.
Vehicle Data
Full game data it given for each. Many
additional variations existed, of course, as well as other types not listed
here.
Panzer IA: 5-ton tankctt, moves 12",
armor 9 all around, twin MGs in turret, 21 points, not actively used after
1940.
Panzer II C10 ton light tank. Moves 15",
armor 10 front, 9 side rear 20mm, ATG in turret, coaxial MG, 29 points, not
used in line after 1941, but recon versions used throughout the war.
Panzer, III D: 19 ton medium tank, moves
17", armor 10 all around, 37mm AT gun in turret, AP only, two coaxial MGs,
bow MG, 41 points, used 1939-41, for invasion of France and Poland. Replaced
thereafter by later modifications.
Panzer IIIJ: 22 ton medium tank, moves 13 ‘,
armor 11 front, 10 side-rear, 50mrn AT gun in turret with coaxial MG, bow MG,
40 points 1941.43 version, phased out of service in 1944. Used by Afrika Korps.
Panzer IV D: 20 ton medium tank, moves
14", armor 10 front, 9 side-rear. 75mm light artillery piece in turret,
coaxial MG, bow MG, 37 points, early version used in 1939-41 period, support
tank for Pzr III.
Panzer IV F2: 24-ton medium tank, moves
12", armor 11 front, 10 side-rear, 75mm AT gun in turret, coaxial MG, bow
MG, 37 points, improved version used from 1942 Onward through 1945.
Panzer IV H: 25-ton medium tank, moves
11", armor 13 front, 10 side-rear, 75mm AT gun in turret, coaxial MG, bow
MG, 44 points, most advanced version of Pz IV, used during 1944-5.
Panzer V G "Panther": 45-ton medium
tank, moves 14", armor 16 front, 11 side-rear, 75mm super-velocity AT gun
in turret with coaxial MG, bow MG, and roof MG, smoke projectors, 71 points,
introduced in quantity in late 1943, one of the best tanks of the war. Used by
France after the war.
Panzer VI E Tiger: 55-ton heavy tank, moves
9", armor 15 front, 13 side-rear, 88mm AT gun in turret, coaxial MG, bow
MG, smoke projectors, 70 points. Introduced in 1942, good for its time, but
outmoded by later designs, though used through 1945. The famous Tiger.
Panzer VIb King Tiger: 70-ton heavy tank,
moves 7" armor 18 front, 11 side-rear, 88mm AT gun in turret, coaxial MG,
bow MG . smoke projectors, 83 points Most advanced version of the Tiger
introduced in 1944, tank most feared by the allies.
Czech 35t: 10-ton light tank, moves
12", armor 10 front, S side-rear, 37mm AT gun in turret, coaxial MG, 29
points. Captured Czech tank used only in small quantities and by German allies
after the invasion of France.
StuG III: 24-ton assault gun, moves 12",
armor 11 front, 10 Side-rear, 75mm artillery gun firing forward, 32 points.
Later versions added roof MG (+3 pts), or replaced artillery gun with AT gun
(+6 points) or in some replaced 75mm artillery gun with 105mm artillery gun (+7
points). 75mm was most common.
Jagdpanther, aka JadgdPanzer V "Hunting
Panther" 46-ton tank destroyer, moves 13" armor 17 front, 12
side-rear, 88mm AT gun firing forward, bow MG, smoke projectors, 77 points.
Introduced in late 1944.
SdKfz 124 "Wespe": 12-ton
self-propelled artillery, moves 10", armor 9 all around, 105mm artillery
piece firing forward, roof MG, 35 points. Introduced in 1942 and used through
1945. Built on Pzr II chassis.
SdKfz 231: 8-ton 8-wheeled armored car, moves
13", armor 10 front, 9 side-rear, 20mm AT gun in turret with coaxial MG,
27 points. Some had smoke projectors for 2 points extra. Used throughout the
war as the workhorse of recon units.
SdKfz 251/1: 9-ton halftrack, moves 14",
armor 9 front, 8 side-rear, 18 points. Those used as personnel carriers often
had a roof MG (+3 points). introduced in 1940 and used throughout the war as
the standard model armored personnel carrier.
Jeep/Kubelwagen: soft target , MV 12",
Carries 4 men. May not tow ATG or Artillery. Roof Lmg (rare)
Truck: soft target, MV 8". Carries 20
men, can tow 1 ATG or Artillery Piece.
Motorcycle Soft Target MV 12". Carries 1
or 2 men, 2 or 3 with sidecar. Sidecar may mount Lmg.
Horse Cart/Wagon Soft Target MV 4" same
carry as truck.
AMERICAN
ARMY
EQUIPMENT
& ORGANIZATION
Infantry
In 1944 an American squad had 7-10 riflemen
plus a BAR man with his automatic rifle. In actuality, at least one man
normally acquired an SMG, usually the noncom. In addition, other men would
collect extra weapons and equipment, so that unlike the German Army, there
really was very little "standard" organization. American armored
infantry, riding in halftracks (M-3 Al), had a stronger squad, with an SMG
noncom, three other troopers with SMGs, four riflemen, two BAR men, and an MMG
team. However, this organization was promulgated in 1942, and by 1944 had
become considerably weaker.
As with the German army, MMGs, HMGs, and
mortars were often attached by higher headquarters, usually in groups of two or
four.
Armored Organization
The American tank platoon had five vehicles.
Three such platoons made a company, and the company commander had an HQ Section
with two more vehicles, for a total of 17 altogether.
Tank destroyers had the same organization,
but their higher level units often had armored cars attached, and thus small
groups of armored cars often operated with the M-36’s and similar vehicles.
Self-propelled artillery (such as the M-7
Priest or M-12 King Kong) were organized in "batteries" of 6
vehicles, the same as standard artillery pieces in the American Army.
Vehicle Data
Jeep-soft target-Mv 12" carries 4 men.
May tow ATG 57mm or less. Roof Mmg or Hmg (.50cal) {common}
Truck "Deuce and a half": soft
target. Mv 8". Carries 20 men. Can tow one ATG or artillery piece. Roof
HMG (rare)
M-5 A1 "Stuart": 17-ton light tank,
moves 14", armor 11 front 11 side-rear, 37mm ATG in turret, coaxial MG,
bow MG, and roof MG. All medium MG. 40 points. First used in 1942, this is 1944
reworked model.
M-3 "Grant": 30-ton medium tank,
moves 10", armor 12 front 10 side-rear, 37m m AT gun in turret, 75mm AT
gun in hull firing forward, Coaxial MG (in 37mm turret), roof MG, Introduced in
1942, not used in Europe after 1943. Used by Brits in North Africa.
M.4A2 Sherman: 35-ion medium tank, moves
11".Armor 12 front, 11 side/rear. 75mm AT gun in turret, coaxial MG, bow
MG, roof HMG. 50 Points. This is earlier version, introduced in 1942, but still
used through the end of the war, most common model, used by British also.
M-4 A3 E8 Sherman: 36-ton medium tank, moves 13". Armor 12 front, 11 side-rear, 76mm super-velocity AT gun in turret, coaxial MG bow MG, roof MG, 58 points. This is later, improved version first Introduced in 1944 in limited numbers. .
M-24 "Chaffee": 20-ton light tank,
moves 11", armor 11 front, 10 side rear, 75mm AT gun in turret coaxial MG,
bow MG, roof HMG. 46points. Introduced in 1944, but not successful. Was liked
by its crews, however.
M-41 Walker
Bulldog: 26-ton light tank, moves 18", armor 11 front, 10 side/rear, 76mm
super-velocity AT gun in turret, coaxial MG, roof MG, 59 points. Introduced
after end of WWII. Big for a light tank, and noisy.
M-47 "Patton": 51-ton medium tank,
moves 14", armor 16 front, 13 side/rear. 9Omm AT gun in turret, coaxial
MG, bow MG, roof MG, 82 points introduced after the end of WWII in Korea.
M-8 "Scott":
17-ton assault gun, moves 14", armor 11 front, 10 side/rear. 75mm light
artillery piece in open turret, coaxial MG, bow MG, 46 points. Used in 1944,
and later in Italy only.
T-12 (M
3/ 75mm) {Gun Motor Carriage} [GMC]: 12-ton halftrack tank destroyer, moves
‘2", armor ,~ all around, 75mm AT gun firing forward, 31 points. Used in
1942 and 1943 primarily, and later in some parts of Italy only. Later versions
replaced 75mm with 105 artillery piece.
M-36 "Slugger":
31-ton tank destroyer, moves 11", armor 11 all around, 9Omm AT gun in open
turret, roof MG, 58 points. Powerful tank destroyer introduced late in 1944,
very successful.
M-36
"Jackson": 31-ton tank destroyer, moves 15", armor 11 all
around. 90mm ATG in open turret, roof MG, 58 points. Improved Slugger with
better engine. Appeared also in late 1944.
M-7 "Priest":
25-ton Self-propelled artillery, open top, moves 14" armor 12 front 11
side-rear, lO5mm medium artillery piece firing forward, roof MG. 48 points.
Standard SP gun for army in WWII.
M-12 "King Kong": 40-ion
self-propelled artillery, moves 11", armor 9 all around, open top. 155mm
heavy artillery piece firing forward. 42 points. Introduced in small numbers
during 1944-45 only.
M-8 "Greyhound": 8 ton armored car,
moves 12". Armor 9 all around, 37mm ATG in turret (may be open turret),
roof MG, 27 points. Standard armored car for American Army throughout the war.
M-3 "White": Armored scout car,
moves 11", armor 8 all around. Roof MG, carry capacity similar to
halftrack. 15 points. Used in recon units during 1942 and 1943 only. Not a good
vehicle.
M-3 Halftrack: 10 ton halftrack, moves
16". Armor 8 all around. Roof HMG, 20 points. Standard personnel carrier
for war. Excellent vehicle, still in
use in some places.
WEAPON DATA & POINT VALUES
FIREPOWER, RANGE, POINTS, WEAPON NAME, AND
NOTES
Basic Infantry & Crew figures
(unarmed)
- - 2 Green infantryman
- - 3 Line infantryman
- - 4 Veteran/elite infantryman
- - 11 Noncom or officer rank, including FOs
Crew & Officer Weapons
0s-5"-no cost-pistol
Infantry Weapons
1s-10"-2- rifle
2s- 5"-2-SMG (submachinegun)
3s -2"-1- grenades (basically because grenades were
so common, we usually just let them go for free)
5ap-3"-5- Panzerfaust (Ger)
Infantry Carrier Weapons
1s-15"-3-*light mortar (40=65m or
2")
2s-10"-3-Automatic Rifle: BAR (US) Bren
(UK) (Jap)
3s-12"-4-*Light Machinegun (LMG) (Ger,
Ussr)
0ap-7"-2-Anti-tank Rifle (Ger, Jap,
Ussr, Uk)
4ap-4"-5-*Bazooka (US, UK, Ger)
3aps-3"-4-Flamethrower
7aps-0"-3- Satchel Demolition Charge
* Needs 2 man crew to function
Heavy Weapons (all need 2man crew)
4s-15"4- MMG
(medium machinegun)
5s-I5"-7- HMG (heavy machinegun)
5s or 0 ap-20"-8-. 50 cal HMG (US, USSR
only)
3s-40"-8- Medium Mortar (76-82mm or 3")
5s or 0ap-50"-10-Heavy Mortar (105-l2Omm
or 4.2")
Anti-Tank (AT) Gun: (all need 3-man crew)
0aps-20"-8 -18- 25mm very light AT Gun
laps-20"-9- 28- 45mm light AT Gun (inc. 2-pounder)
2aps-25"-13- 50-57mm Iight-medium AT Gun (inc, 6-pdr)
3aps-30"-18- 75-76mm medium AT Gun
4aps-35"-24- 75-85mm Super-velocity medium-heavy AT Gun (inc. 3"
or 17-pounder)
5aps-40"-31- 88-94mm heavy AT Gun (including
3.4")
6aps-40"-39- 100-128mm extraheavy AT Gun
ArtilIery Pieces (all need 3 man crew)
3s or 0ap 20"
12 direct fire 70-94mm, 25-pounder, or
3s (no ap) unlimited indirect fire 3.7" light gun or howitzer
5s or lap 30" 15 direct
fire 100-122mm gun or
5s or Cap unlimited indirect fire howitzer
7s or 2ap 35" 28 direct
fire l50mm or larger, or
7.2"
7s or lap unlimited indirect fire or larger gun or howitzer
KEY
*Infantry carrier weapon requires 2 crewmen
to operate.
US=Americans only. UK= used by British and
United Kingdom troops. USSR=Soviets only
Ger=used by Germans only . Jap= Used by the
Empire of Japan only.
Turn Procedure
Side A moves
Side B defensive fire
Side A attacking fire
Side B moves
Side A defensive fire
Side B attacking fire
Movement
3" infantry assault (normal) move
6" Infantry running (only every other
turn)
4" Heavy Weapons Move
1" AT gun/Artillery Piece crew push
8" Truck
12" Jeep/Kubelwagen
+3" Infantry/Hv weapon road bonus
x2 Tracked Vehicle road bonus
x3 Wheeled vehicle road bonus
x 1/2 Forest, steep hill, or rough ground
Firing
Defense Values
6 Infantry running, using road bonus
9 Heavy Weapon stationary
6 AT Gun/Artillery/soft vehicle moving
(limbered arty/atg)
9 AT Gun/Artillery stationary for firing (in
place, ready to fire) stationary soft vehicle.
Firing Limitations
Max Range 5" at/in Forest, Building
Limited Field of Fire Weapon: 30 degrees left
or right
Attacking Fire Penalties
-2 Infantry fire on move (all but
grenades/satchels)
-2 vehicle firing on move (except turret
weapon)
-1 vehicle firing turret weapon
Cover-Saving Throws
Soft Cover: 7 or 11 saves
Hard Cover 8 or more saves
Additional Rules and Updates!
This is a few British tanks and equipment.
Card Rules for additional flavor (by David Hebler himself!)
Mr. Hebler was nice enough to answer an email
and sent these.
The Russain Front was a place of massive
infantry battles and huge tank battles. Russian Tanks were a match for the
German.
Japanese troops and some equipment, for
Pacific and Asian fighting.
Japanese Unit Organization in WW2
Table of organization to put together
Japanese field forces in WW2.
Additional Vehciles and Equipment added in 2003!
Some more modern and useable equipment for
Panzertroops. Pop a Panzer with an M-48!
RULES IDEAS, CHANGES, COMMENTS, ANYTHING WORTHWHILE, JUST CONTACT ME AT KAPT12@YAHOO.COM. Any serious emails will be answered.
Thanks, and enjoy the game!