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

  1. Side A moves
  2. Side B shoots defensive fire
  3. Side A shoots attacking fire
  4. Side B moves
  5. Side A shoots defensive fire
  6. Side B shoots attacking fire

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

  1. Infantry using Assault move
  2. Infantry stationary
  1. Heavy Weapon Moving

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!

British Armor v1

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.

Soviet Vehicle Data

The Russain Front was a place of massive infantry battles and huge tank battles. Russian Tanks were a match for the German.

Japanese Imperial Army

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!

 

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