PZ 3rd Print Bsc-Adv Rules Final
PZ 3rd Print Bsc-Adv Rules Final
PZ 3rd Print Bsc-Adv Rules Final
BASIC &
RUADVANCED
LE BOOK RULES
Scale
The scale is structured to support its predominate one-to-one
presentation. With that in mind, the game scale is composed of
three distinct elements: force representation, ground scale, and
time scale.
The force representation is one-to-one for vehicles, towed
weapons and aircraft. The main leg units are squads, half-squads
and sections. Leg crew-served weapons are grouped into sections
of 2-3 HMGs, mortars, ATRs, etc. Off-map artillery units are
batteries of 2-6 gun tubes.
The horizontal ground scale is 1 hex equals 100 meters; the
Introduction vertical ground scale is one level equals 3 to 8 meters.
The time scale is fluid with each complete turn representing
“You start out with a bag full of luck and an empty bag of approximately 15 seconds to 15 minutes.
experience. The trick is to fill the bag of experience before
emptying the bag of luck.” ~ Anonymous
Panzer is a game of conventional ground-oriented combat set 1.0 Components
during World War II. It is designed to test the tactical skills of Players should familiarize themselves with all game components
two or more players. before starting play. Some components are not used in the Basic
As a tactical level game, the battles (scenarios) depict small Game and are marked with (AG) or (OR) indicating their use
unit actions. As such, any force can theoretically defeat any other with the Advanced Game or Optional Rules.
force set at any time during the war. The Soviets actually won
many small unit actions in 1941, as did the Germans in 1945. 1.1 Rulebook
That is the advantage tactical games have over strategic games. All of the information required to play the game is contained in
The time-bias has a much smaller impact. this rulebook. For ease of use, it includes diagrams, illustrations,
These rules may seem lengthy, but in reality once the game and examples of play to speed up the learning process. A table
mechanics are understood, the system is really quite intuitive and of contents, glossary and index are also available to facilitate
straightforward. To assist in the assimilation, the rules are orga- quick reference.
nized by a number code for quick reference. The most commonly The rulebook is divided in to Basic Game, Advanced Game (AG)
used information is contained on the various Game Cards, Data and Optional Rules (OR) sections.
Cards and Reference Cards for easy accessibility during play.
There is no reason to sit down and open this rulebook with 1.2 Mapboard
an intention of reading it cover to cover, memorizing each sec- The 22” x 34” mapboard included in this set is used to battle it
tion along the way. Start with the Basic Game Rules, play a out through the included scenarios. The superimposed hex grid
few vehicle on vehicle encounters and then advance on to the regulates movement and determines combat results.
Advanced Game rules. Also included:
However, take it in stages. Keep in mind that it is quite a step • Each hex has a specific terrain type that clearly dominates
from the Basic Game to the entire Advanced Game. Even given the hex. It affects both movement and combat.
that, not all of the Advanced Game elements need be included
in every single scenario. • Each hex has a center white dot that is used when determin-
ing line-of-sight.
The Optional Rules add additional depth, but they should
only be tackled once the players are comfortable with the Basic • Each hex has a unique numerical identifier that is used for
and Advanced Game rules. The Optional Rules build on those scenario setup, victory determination, and other reference
concepts, so a complete understanding is important to get the notations.
most out of the Optional Rules. • Textual notations including hill identifiers and village names
In all cases, consider the Advanced Game and Optional Rules are typically utilized for setup and victory determination.
modular—add them as tastes and interests dictate. • A directional hex is used for special setup conditions and
other random events.
The various text in this format are examples of play; expanding
on the rules and concepts.
The various text in this format are design notes; the reasons
why things are what they are, and general comments and
background information.
1.3 Geomorphic Mapboards with the exception of the Command counters all the other coun-
The Expansion Sets each contain one or more double-sided ters are two-sided. The side used depends on what information a
geomorphic mapboards (also referred to as maps). These enable situation requires; their use is described throughout this rulebook.
a wide variety of configurations when setting up or designing 1.7.1 Units
scenarios. They have a slightly different presentation than the These counters represent an assortment of Soviet (tan color) and
22" x 34" mapboard. German (gray color) units that served in combat during World
• They may be flipped and combined along the short or long War II.
edge to form many different configurations. The larger counters represent vehicles, towed guns and aircraft
• Partial hexes are playable. They are part of the mapboard and contain the name, national symbol, image of the unit repre-
containing the hex identifier when they link on two connect- sented, Data Card reference, individual identification number,
ing maps. and movement factor.
• Each mapboard has a directional hex. The number in the The smaller counters represent leg units and contain a national
center identifies the mapboard in play. symbol, image of the unit represented, and an individual identifi-
cation number. For ease of use, squads have their corresponding
• Each hex contains a unique alpha-numerical identifier, e.g., half-squads on the reverse side.
C10, certain partial hexes may be numbered 0, e.g., C0.
When referring to a hex, the first character is the mapboard National Symbol Name
number followed by a specific hex identifier, e.g., 2C10.
Data Card Number
Vehicle
3.0 General Procedures & Rules spotted through movement. The side and facing determine what
counter information is active in any given situation.
The following rules have an impact on more than one phase or One of the Command counters, Short Halt, possesses two dis-
step of the Sequence of Play, so it is a good time to review them tinct commands—both Fire and Move. For this Command, face
at this point. the command that was just executed to the front of the vehicle.
All Fire commands are executed first, and then Move commands.
3.1 Definition of the Phasing Player Players are able to keep track of unmoved Short Halt vehicles,
Players perform all actions and dice rolls for the vehicles they since the Fire side is facing front until those vehicles move.
command—their Force. Therefore, a player is designated as the
phasing player for his own vehicles. Within that context, after Front
determining the Initiative a player is either the First or Second
Player on any given Turn.
still occupied by a friendly vehicle at the end of the turn. Once spotting. Obviously, it makes no sense to give a Fire command
captured, continuous occupation is not required. Unarmed ve- to a vehicle that can not see any opposing vehicles.
hicles may not capture objectives. Determining who is seen during the Spotting Phase is what makes
If contested, e.g., opposing units adjacent to a building hex that it possible to give vehicles Fire or Short Halt commands during
is On Fire, neither side controls the objective. the following Command Phase.
The turn requirement prevents players from moving vehicles in The spotting determination process is also followed when de-
a mad dash on the very last turn to capture objectives. termining when an Overwatch command is triggered. Players
may freely check spotting at any time. However, keep in mind
3.7 Modifiers & Adjustments that this may “give away” a key shot or strategy. On the other
Certain combat conditions call for spotting at greater than or less hand, it just might mislead the opposing side into falling for a
than the base spotting ranges. deceptive plan of action.
AP Combat includes modifiers to the base spotting ranges and 4.1.1 Who may Spot?
combat values. It typically adds or subtracts a modifier value or Any vehicle combat unit may spot opposing vehicles. For spot-
values from the base on the Spotting Ranges and AP Hit Tables. ting purposes, a vehicle combat unit is defined as one possessing
Short Halt commands and Damage results each calls for vehicles some form of offensive firepower. Unarmed vehicles, e.g., trucks
to reduce their movement speed allowance by ½—always round and prime movers, may not spot.
down. If a Damaged vehicle has a Short Halt command, it moves A continuity of spotting exists throughout a turn and from turn-
at ¼ of the available movement speed allowance. A movement to-turn. For ease of flow and game play, the different activities
speed allowance is never less than 1. performed during a turn are broken down into phases and steps.
If the original movement speed allowance is 5, ½ is 2; ¼ is 1. In real life these actions actually occur simultaneously, but in
the context of the game, and ease of play, they are conducted
sequentially.
3.8 Stacking
A 100 meter hex is actually quite a large area, but there still is a Once an opposing vehicle is spotted, it remains so as long as
physical limit as to what could reasonably occupy a hex before at least one friendly vehicle meets the range and line-of-sight
visual overcrowding occurs. requirements. Vehicles hand off spotted targets to one another as
vehicles move into the area, move out, or are eliminated. As long
In game terms, any number of vehicles may stack in a single hex. as a single vehicle meets the spotting criteria during the Spotting
However, if at any time a hex contains 6 or more vehicle counters Phase, an opposing vehicle remains spotted.
(Wrecks do not count for stacking purposes), it is considered to
be over-stacked and negative spotting, combat, and movement To fire on an opposing vehicle, it must be individually spotted by
effects come into play. Those effects are outlined in the Spot- the firing vehicle as described by the rules of spotting. Handing
ting (see 4.1.3.2), Combat (see 4.4.3.2.2), and Movement (see off spotting targets does not mean friendly units are spotting for
4.5.1.1.5) Phases sections. one another.
Unless the spotted vehicle moves away or all friendly vehicles
move out of line-of-sight or are eliminated, the vehicle is still
4.0 Sequence of Play considered spotted.
A scenario starts after all setup and preparation is complete. Dur-
ing a scenario, each side uses its forces in attempting to meet the
scenario objective(s). A scenario is played in Turns. Each turn
is divided into Phases, which may be further divided into one
or more Steps.
These phases and their corresponding steps (see Sequence of
Play on Game Card C) are executed in the exact order listed.
For the Basic Game, ignore those phases and steps with red no-
tations for the Advanced Game, or blue notations for Optional
Rules.
Terrain types may potentially block line-of-sight based on their 4.1.4.1.5 Slope & Crest Hexsides
Height, as found on the second column in the Terrain Effects Slope hexsides are the transition points from one Height or
Table. Height is measured starting at 0 for ground-level terrain. elevation, either up or down, to another. They are found only in
Some terrain types have an inherent height while others add conjunction with Hills. If a Hill is depicted without a Slope on
height to the terrain they occupy. Vehicles, whether friendly or an edge or side, that creates a sheer edge or cliff, that hexside is
enemy, have no Height and never block line-of-sight. impassable to vehicles.
4.1.4.1.1 Non-Blocking Terrain
Terrain with a Height of 0 or –1, e.g., Clear, Rough, Scrub, Slope Hexsides
Shellhole, or Stream, does not block line-of-sight.
4.1.4.1.2 Blocking Terrain
Terrain with a Height of 1 or more may block line-of-sight
depending on the Height of the spotting and target vehicles and
their relationship to the potential blocking terrain.
4.1.4.1.3 Building Hexes
Since each hex equals 100 meters, Building hexes are not made
up of single structures, but represent a cluster of structures of a
particular type—Brick, Stone, or Wood. They are usually found Crest hexsides are elevation transitions or small rises in terrain.
along Paths or Roads. They may be found anywhere on the mapboard, but typically
form breaks along hills.
Vehicles may freely enter Building hexes,
as they are not actually entering the Build- Both Slope and Crest hexsides have a Height of +1. However,
ings themselves, but are in the Alleyways only Crest hexsides may individually block line-of-sight. Slope
between the Buildings. Therefore, any hexside are part of a Hill formation and any line-of-sight checks
vehicle located in a Building hex is actu- are made from the Hill hexsides.
ally occupying Alley type terrain. This Crest hexside equal-
Building hexes have a height of 1 per story above ground level; ly divides Hill 1.7. Any
a two-story Building hex has a Height of 2. All Building hex vehicles in hexes V2 and
types may block line-of-sight. W1 may not spot one
another due to the fact
Roads and Paths in a hex negate the blocking effects for units
spotting along a straight line into or through a Building hex. that they are at Height 1,
while the Crest hexside is
A vehicle in hex 3116 has a clear line-of-sight to hex 3415. at Height 2.
However, it does not have a line-of-sight to hex 3514.
The Hill is
2 Heights
at its maxi-
mum eleva- Continuous Slope examples
tion.
4.1.4.1.5.1 Continuous Slopes
A series of contiguous hexes with slope hexsides such that the
level of each hex is one or more heights lower than the adjoining
higher hex is a Continuous Slope and doesn’t block line of sight
as long as no other blocking terrain exists in the hexes.
Lower by 1 Height: The obstacle creates a blind zone behind it, Lower by 4 Heights or more: The obstacle creates a blind zone
where no line-of-sight is possible, equal to ½ the range in hexes behind it equal to 1 hex from the higher vehicle to the obstacle.
(round down) from the higher vehicle to the obstacle.
The obstacle creates a 1 hex blind zone behind it. Any vehicle
located at a range of 20 hexes from the higher vehicle may
The obstacle creates a blind zone of 7 hexes (14 divided by not be spotted.
2) behind it. Any vehicle located at a range from 15-21 hexes
from the higher vehicle may not be spotted. 4.1.4.2.4.1
In those cases where the lower unit is above Height 0, add the
Lower by 2 Heights: The obstacle creates a blind zone behind lower unit’s Height to the divisor when calculating the Blind
it equal to ¼ the range in hexes (round down) from the higher Zone, e.g., the lower unit is at Height 1, the divisors now become
vehicle to the obstacle. 3, 5 or 9.
In those cases where the lower unit is at Height –1, subtract 1
from the divisor, minimum 2; e.g., 2 remains 2, 4 becomes 3,
and 8 becomes 7.
4.1.4.2.5 Spotting Into/From Obstacles
Vehicles may spot up to 1 hex into or from any Terrain type
that would normally block line-of-sight unless blocked by an
intervening hexside, e.g., if a target vehicle is located in a group
of Woods hexes, a 1 hex spotting perimeter exists around the
edge of the Woods.
The 1 hex spotting range is also applicable to vehicles located
The obstacle creates a blind zone of 4 hexes (16 divided by within terrain that would normally block line-of-sight. For ex-
4) behind it. Any vehicle located at a range from 17-20 hexes ample, if two opposing vehicles are moving through a group of
from the higher vehicle may not be spotted. Woods hexes, they spot one another if the range is 1 hex.
4.1.4.2.6 Obstacle Hexsides • No Command (N/C): tells the vehicle to sit tight and not
A hex containing blocking terrain blocks line-of-sight even if it perform any actions. This is the default stature for all ve-
passes through only a small fraction of the hex. In all cases, if a hicles not marked with a command.
hex or hexside can block line-of-sight and the line-of-sight runs
Note that the Command Phase is executed prior to the Initia-
exactly along one of its hexsides, the line-of-sight is blocked.
tive Phase. Players must therefore commit their Commands
without the knowledge of who is going be the First or Second
Player. Welcome to the fog-of-war!
4.3.1 Determining Initiative • All fire on a single opposing vehicle must be announced
During the Initiative Phase, each before any fire is resolved. If that target vehicle is eliminated
Force rolls (100); reroll ties unless before all the announced vehicles have fired, they are as-
D instructed otherwise in the scenario sumed to still have fired at the announced target. They may
Special Conditions. The Force roll- not then shift their fire to a new target.
ing the higher result determines who is the First Player for the • All combat results are applied immediately.
current turn. Flip the Turn counter to indicate the First Player.
• If the vehicle does not have an existing Spot/Fire counter or
Staggered Initiative (OR) (see 7.42) expands the Initiative process it has a Spot/Move counter, place the new Spot/Fire counter
based on formations. partially under its Command counter to signify that it is a
4.3.2 How Initiative Works new status. That way, there is no confusion as to the vehicle’s
status as of the previous Spotting Phase.
The First Player always performs the actions listed as First Player
in the Sequence of Play. The Second Player follows suit by per- • All vehicles with Fire or Short Halt commands must declare
forming the actions listed as Second Player in the Sequence of fire unless the command was placed in error, i.e., no visible
Play. It is very important to remember that combat and movement targets are available.
actions are performed sequentially. 4.4.2 Overwatch Fire
If the Second Player has a vehicle with a Fire command that Overwatch Fire is a triggered event in response to opposition fire
is Knocked Out during the First Player’s Direct Fire Step, (during the Combat Phase) or movement (during the Movement
that vehicle is Knocked Out and removed from play before the Phase)—it fires at targets of opportunity.
Second Player can execute its Fire commands. After resolving direct fire, announce and resolve all desired
Simultaneous actions do not have First or Second Player as part Overwatch Fire by those vehicles marked with OW commands
of their Phase or Step. These actions are resolved in any agree- at opposing vehicles that fired during Indirect Fire or Direct
able order. Fire Step.
Overwatch Fire is voluntary; vehicles with OW commands are
4.4 Basic Game Combat Phase not required to fire. Since Overwatch Fire has built in penalties,
“Battles are won by superiority of fire.” ~ Frederick the Great it is not intended as a method of engaging spotted targets. It does,
however, act as a deterrent to opposition fire and movement.
The players execute fire combats sequentially based on the order
determined previously in the Initiative Phase. In the Basic Game Overwatch Fire is resolved under the same rules and limitations
all fire is classified as Direct Fire. as described for Direct Fire with the following additions:
The Basic Combat Phase includes a single Step—Direct Fire. • All First and Second player Direct Fire is resolved before
Only Armor Piercing AP Direct and Overwatch Fire is addressed any Overwatch Fire is announced.
at this time. This section encompasses vehicle-to-vehicle AP • Additional Overwatch Fire may be triggered as a result of
combat. earlier Overwatch Fire. Consider it a cascading effect where
one initial OW shot could trigger a whole series of follow
4.4.1 Direct Fire Step
on shots. Again, Direct Fire takes precedence.
The First Player announces and resolves Direct Fire by reveal-
ing the Command for every vehicle with a Fire or Short Halt • Spotting is confirmed at the time the Overwatch Fire is an-
command as they announce their fire. nounced. A previously spotted target is not required.
The Second Player then announces and resolves Direct Fire by 4.4.3 AP Firing Sequence and Rules
those vehicles still able to fire and marked with Fire or Short Only those vehicles with an AP row in the Offensive Informa-
Halt commands by following the same procedures. tion section of their Data Cards may fire. AP Type fire is directed
Direct Fire is resolved under the following rules and conditions: only at vehicles; it is never used against any other target type.
• FIRE and Short Halt commands require a legitimate spotted There are other types of AP ammo, e.g., APCR, APDS, HEAT,
target that was identified during the previous Spotting Phase. and HVAP, but those ammo types are addressed in the Advanced
Players may never place Fire or Short Halt commands in Game (AG) rules.
anticipation of spotting a target. To fire at a target, it must be spotted, in range of the weapon fir-
• Vehicles fire in the order described in the Sequence of Play. ing, and fall within the firing vehicle’s Field-of-Fire.
First Player vehicles fire first during that Fire Step; Second 4.4.3.1 Fields-of-Fire
Player vehicles fire second during that Fire Step. All combat vehicle units have a defined Field-of-Fire. Some
• Shots are resolved individually. have a limited field-of-fire. Those include non-turreted vehicles
• Each vehicle only fires once per turn. with fixed gun mounts.
• Fire in each step is resolved from the positions and facings 4.4.3.1.1 Turreted Vehicles
the vehicles occupy at the point the fire is resolved. The Turreted vehicles have all-round Fields-of-Fire. Turreted ve-
terrain occupied by the firing vehicle or its SPOT counter hicles are those with a Tt Factor of 1, 2 or 3 in their Weapon
has no impact. Data section.
Note that in this case, the controlling player is not required to 4.4.3.2.3 AP Hit Number
reveal the command; respond that the command has no effect. Reference the AP Hit Table on Game Card A. Cross-reference
If player chooses not to reveal the command, the modifier is 0. the AP Range Factor (see 4.4.3.2.1) with the Net Modifier (see
This limits players from taking low-odds reconnaissance-by-fire 4.4.3.2.2). The number found there is the AP Hit Number.
shots just to reveal commands.
If the Net Modifier is greater than +5, use the +5 row. If it is
Target in Light, Medium, or Heavy Cover less than –10, use the –10 row. Note that with a Net Modifier
If the target vehicle is located in terrain classified as Light, Me- of –10 and an AP Range Factor of E, it is not possible to hit a
dium, or Heavy Cover—the modifier is –1, –3, or –5, respectively. target vehicle.
If a vehicle is located in an over-stacked hex, treat any Cover If the Net Modifier is –2 and the AP Range Factor is S, the AP
in the hex as None. Hit Number is 56. If the Net Modifier is –6 and the AP Range
Short Halt: SB: 0, Other Factor is P, the AP Hit Number is 36.
If the firing Vehicle has a Short Halt command—the modifier Roll (100), if the result exceeds the AP Hit Number, the shot
is –4. missed. If less than or equal to the AP Hit Number, the shot hit.
All vehicles have a Stabilization Rating. It is the SB: 0 in their
4.4.3.2.4 Basic Game Hit Angle Determination
Weapon Data section.
The orientation of the target vehicle to the firing vehicle is used
This represents the greater challenge of hitting a target while to determine where a vehicle is hit. In the Basic Game, vehicles
firing and then moving with a Short Halt command. While have either a Front or Rear Armor Aspect.
some WWII era vehicles were equipped with rudimentary
stabilization systems, in the context of this game, they do not
provide any measurable advantage.
Shooter Damaged
If the firing unit was Damaged during a previous turn or previous
action during the current turn—the modifier is –3.
Brew-Up Smoke
If Brew-Up Smoke originates in the firing vehicle’s hex, passes
through, or enters the target vehicle’s Brew-Up Smoke hex—the
modifier is –2.
The modifier is applied for each unique occurrence of Brew
Up Smoke the Line-of-Sight starts from or encounters; it is
cumulative.
Combat modifiers for Brew-Up Smoke created during the current
Player step do not take effect until the conclusion of that step.
Overwatch If the line-of-sight runs exactly down a hexside dividing the
If the firing vehicle is executing Overwatch Fire at a target lo- Front and Rear aspects, the player controlling the target vehicle
cated within its Front Field-of-Fire—the modifier is –1. This is determines which aspect to utilize.
applicable whether the vehicle is Turreted, Turretless 360o, or 4.4.3.2.5 Determining Armor Penetration
Non-Turreted. The Basic Game utilizes a streamlined method of determining
The (rear) Field-of-Fire is used for those Non-Turreted vehicles armor penetration. The armor information found in the Defensive
with a rear facing gun. Information section is only used in the Advanced Game (AG).
Keep in mind that the Target Moving modifier is also applicable The armor information in the Basic Game is found in the target
in addition to this modifier if triggered by movement. vehicle’s Notes Section as Armor Front Factor/Rear Factor.
Overwatch Adjust Reference the Vehicle Data Card Key for the SU-76M M43. Its
If the firing vehicle is executing Overwatch Fire at a target lo- Front Armor Factor is 11; its Rear Armor Factor is 3.
cated outside of its front (or rear) Field-of-Fire—the modifier For armor penetration, find the portion of the firing vehicle’s
is –3. Only Turreted and Turretless 360o vehicles may execute Data Card with the name of the firing weapon Type column of the
Overwatch Fire at target vehicles located outside of the firing Offensive Information section. Move along the P – Penetration
vehicle’s front (or rear) Field-of-Fire. sub-row for the AP row until finding the value that is just below
Again, the Target Moving modifier is also applicable in addition the value that corresponds to the range in hexes. That value is
to this modifier if triggered by movement. the AP Penetration Factor.
Since vehicles typically focus their view on the area described Reference the Vehicle Data Card Key for the SU-76M M43.
by their primary weapon, this modifier represents the additional Assume the range to be 9 hexes. The AP Penetration Factor
time required to quickly spot and engage a target located to for AP Type ammo is 15.
its side or rear.
The T-34/76 M43 is within spotting range as the actual range 4.5.1 General Movement Rules
of 3 hexes is less than 20 hexes which is the maximum spot- A player may move all, some or none of the commanded vehicles
ting range when attempting to spot a vehicle in None Cover. up to the maximum movement speed allowance.
Note that the just placed Spot/Fire counter does not yet come All vehicles are marked with Spot/Move counters. This replaces
into play. the Spot/Fire counter for the fire portion of a Short Halt com-
At a range of 3 hexes, for the AP ammo type, the AP Range mand that was placed during the Combat Phase.
Factor is P. 4.5.1.1 Movement Procedure
The AP Hit modifiers are now checked for any effect. The Net Vehicles move one at a time and must complete their entire move
Modifier is –5 as a result of the following modifiers: before the next vehicle moves. Movement costs should be called
• Target Moving –2 out as expended.
• Shooter Damaged –3 If there is a possibility a move may trigger Overwatch Fire, the
movement should be slow enough to permit the opposing player
The P Range column on the AP Hit Table is cross-referenced
to observe and to decide if and when to fire.
with the –5. The AP Hit Number is 45.
The German player rolls (100), the result is a 45, a hit is made Use the Command counter to mark the start of the move in case
on the T-34/76 M43. The PzKpfw IVH is marked with a Spot/ the player decides to retrace the move or if the accuracy of a move
is called into question. Move the Command counter forward once
Fire counter under the edge of its Command counter.
the move is completed.
It is determined that the T-34/76 M43’s Front Armor Aspect is
applicable. That results in an Armor Factor of 18. Since the When a vehicle moves, it must always move in the direction its
PzKpfw IVH’s AP ammo penetrates 25 at range 3, the shot front faces, except for reverse moves where it is directly opposite,
and keep its facing towards the direction of movement.
penetrated.
Comparing the Penetration Factor of 25 to the Armor Factor Vehicle facing is critical when determining the correct aspect
of 18 (+7), results in a Knock-Out for the Soviet tank. The for AP fire.
T-34/76 M43’s counter (and any other counters) is removed 4.5.1.1.1 Movement Factor
from play and replaced with a KO counter. Each vehicle has a Movement Factor that determines the distance
it can move during a turn. A vehicle’s Movement Factor is listed
4.5 Basic Game Movement Phase on its Data Card in the General Information section following
“Aptitude for war is aptitude for movement.” ~ Napoleon the M:.
Bonaparte Reference the Vehicle Data Card Key for the SU-76M M43.
The players execute movement sequentially based on the order Its Movement Factor is 5T 6-10. The U surrounding the 5T is
determined previously in the Initiative Phase. covered in the Advanced Game.
The Second Player announces and resolves movement for every With vehicles, the Movement Factor is made up of four distinct
vehicle marked with a Move or Short Halt command. Vehicles elements. The first two are listed in combination and determine
are marked with Spot/Move counters as they move. the Cross-Country movement speed allowance and the Mode of
While the Second Player is moving, the First Player announces Traction. From the example above, 5T gives a Cross-Country
and resolves all desired Overwatch Fire by vehicles marked with movement speed allowance of 5 and Mode of Traction of
unrevealed OW commands at opposing vehicles as they move. T=Tracks. Other vehicles have H=Half-track or W=Wheeled
for their Mode of Traction.
The First Player then announces and resolves movement. While
the First Player is moving, the Second Player announces and The third element is the vehicle’s Path movement speed allow-
resolves all desired Overwatch Fire by vehicles marked with ance, and the fourth is the Road movement speed allowance.
unrevealed OW commands at opposing vehicles as they move. From the above example, Path equals 6 and Road equals 10.
As is the case with Direct Fire, Overwatch Fire taken in the Vehicles with Move commands may expend any portion of the
Movement Phase can result in a series of triggered Overwatch available movement speed allowance.
Fire responses. A vehicle that fires at a moving vehicle could Vehicles with Short Halt commands may expend up to ½ of the
then receive fire from a vehicle with unrevealed OW commands, available movement speed allowance (round down).
and so on. Damaged vehicles may expend up ½ of the available movement
Note that vehicles with Move or Short Halt commands are not speed allowance (round down). Damaged vehicles with Short
required to actually move from their current hex, but must still Halt commands may expend ¼ of the available movement speed
reveal their Command counter. In fact, there are certain actions allowance (round down).
that are covered in the Advanced Game rules, that require move- While a vehicle may use any part of its available movement
ment without actually exiting a hex. However, even if they do speed allowance, the unused portion does not carry over from one
not move from their hex, they are still considered to be moving turn to another. It may also not be transferred from one vehicle
and are marked with Spot/Move counters. to another vehicle.
Vehicles may enter prohibited terrain hexes, e.g., Heavy Woods, Since movement is resolved sequentially, there can never be a
while moving on a Path or Road. However, they may never exit case of contention for a specific piece of ground. One side always
from the Path or Road into prohibited terrain hexes that do not grabs the hex first.
include a Path or Road.
This is the one case where the player controlling the initiative
Vehicles that change height while moving along a Path or Road may choose to be the Second Player, since the Second Player
treat the cost of changing height as if it were 1 less than the ac- completes all movement before the First Player.
tual value. Vehicles may still not add more than +2 for changing
heights within a 1 hex move.
4.6 Adjustment Phase
A vehicle is moving along a Road and is required to change 2 The players resolve the final actions for the turn and prepare for
heights, it costs only +1 speed rather than the normal +2 for the next turn by clearing off excess counters, and advancing the
the height change. Turn counter to the next turn.
4.5.1.1.6 Movement Over Bridges 4.6.1 Adjust & Remove Counters Step
Bridge hexes along a Path or Road are of a terrain type that Simultaneously flip over all Command counters that were not
matches the connecting Path or Road hex. If a bridge is connected revealed. Unused OW and N/C commands are ignored.
on one end by a Path on the other end by a Road, the Bridge is
treated as a Road hex. Note any unused Fire, Short Halt, or Move commands. Any oc-
currence of this situation is an illegal play as all Fire, Short Halt
Vehicles may not enter or exit a Bridge hex other than from its and Move commands must be revealed during those respective
connected Path and/or Road hexes. Bridges are considered a First or Second Player Steps. Players should make certain this
continuation and part of its connected Path and/or Road hexes. situation does not occur. Players may decide if these units should
4.5.1.1.7 Reverse Moves be subject to unexecuted Overwatch Fire. Mark all units with
Vehicles may move in reverse during any portion of their move. unused Fire or Short Halt commands with Spot/Fire counters
When moving in reverse, the vehicle moves in the direction and units with Move commands with Spot/Move counters. Re-
directly opposite from its front face. move all Command counters from the mapboard.
Reverse moves cost the vehicle twice the normal movement 4.6.2 End Turn Step
cost for the terrain entered. Turn costs are unaffected during The current turn is now complete. If it is the last turn of the
reverse moves. scenario, the Victory Conditions are reviewed to determine the
4.5.1.1.8 No Move Moves outcome of the scenario. If it is not the last turn of the scenario,
the scenario continues on to the next turn.
Vehicles with Move or Short Halt commands may remain in
their current hex, they are not required to move from that hex,
but they are still considered to be moving and are still marked
with a Spot/Move counter and are still subject to Overwatch Fire.
Vehicles may also just turn in place.
4.5.1.1.9 Off Mapboard Moves
Any vehicle that moves off the mapboard is considered out of the
scenario and may not return to play. It is not counted as elimi-
nated, but it no longer has any impact on the scenario.
To move off the mapboard, a vehicle expends its movement speed
allowance based on the terrain type in the hex it is exiting from.
An exception to this rule are vehicles that are not yet committed
to play and are being held off the mapboard. Once they enter play,
if they then move off the mapboard, they may not return to play.
In addition, vehicles may be required to exit the mapboard to
meet certain victory conditions. These vehicles may not return
to play once they exit, but still figure into the scenario’s victory
conditions.
4.5.1.1.10 Vehicle Coexistence
Vehicles may freely pass through Wrecks, and friendly and op-
posing vehicles without additional cost other than for the cost
of the terrain entered. However, opposing vehicles may never
end their movement in the same hex. Stacking limits are a con-
sideration when moving through a hex containing opposing or
friendly vehicles.
Introduction to the Sections have two Movement Factors. The first, 2L 3, is for sec-
tions without (w/o) any attached crew served weapons; and the
Advanced Game (AG) second, 1L 0, is for sections with attached crew-served weapons.
All Sections are armed with their intrinsic GP weapon in addi-
The Advanced Game adds many new concepts and processes tion to any attached crew-served weapons. Sections may utilize
that expand on those found in the Basic Game. In some cases, their intrinsic GP weapon or a single attached weapon when
the Advanced Game just adds more depth to the Basic Game. executing combat.
However, in other cases it adds completely new concepts. When
reviewing the Advanced Game keep in mind that all Basic Game 5.1.3 Attached Crew-Served Weapons
rules still apply.
Many leg units have AP and/or GP Fire capable crew-served
In many cases, the Advanced Game may be treated as drop-in, weapons attached. These include mortars, heavy machine guns,
modular rule sets. They can be used as called for or as desired, anti-tank rifles, anti-tank rocket launchers and flamethrowers.
but in many cases they are not required for play. Crew-served weapons are never fielded individually; they must
be attached to a squad, half-squad or section unit. The scenarios
5.0 Advanced Game General dictate which leg units have attached crew-served weapons.
When necessary, use the Formation Summary to indicate which
Procedures & Rules units are so equipped. While there is no specific limit as to the
number of crew-served weapons a leg unit may have attached,
logic should dictate what is employed.
5.1 Leg Units
Squads are the largest leg units fielded, followed in order of size, Reference Data Cards G-8B and S-8B, to be fielded, each of
by half-squads and sections. the six German and the five Soviet crew-served weapons must
be attached to a leg unit.
Leg units are typically armed with AP and GP or AP only or
GP only weapons. Their combat resolution is the same as any The Notes Section of their Data Cards classify crew-served
other AP or GP weapon. All leg units have a 360° Field-of-Fire weapons as to their type and any other special factors.
unless suppressed.
5.1.3.1 Mortars
Leg units may be further classified as motorcycle, bicycle or Mortars loft their explosive bombs through a high arc. Some
cavalry units. Other than for their mode of transport, they function mortars have two GP Gunnery sections on their Data Cards.
essentially the same as their foot-bound counterparts. One is for GP Direct Fire and the other is for GP Indirect Fire.
The appropriate Gunnery Table is referenced based on the type
5.1.1 Squads & Half-Squads of fire. Mortars do not have an AP Direct Fire capability. Crew-
Squads and half-squads are the primary leg units found in infantry served mortars may not fire while being transported or located
formations. In fact, squads are actually made up of two half- in the upper floors of buildings.
squad units. Combat results may call for a squad to be reduced Mortars are considered Small Arms (see 5.7) for spotting pur-
to a half-squad rather than total elimination. Half-squads are not poses. Some mortars have a minimum firing range (see 5.6).
reduced further, they are eliminated from play. They may utilize indirect fire out to their maximum range from
Squads may never voluntarily split into two half-squads. They Full Cover (see 6.1.4.2). Some vehicles carry them as their
may only be reduced to a single half-squad as a result of combat. primary weapon.
Similarly, two half-squads may never combine to form a squad.
Reference Data Card G-8B, the German 8cm GrW 34 and 5cm
Squads and half-squads are always of a certain unit type as GrW 36 are crew-served mortars.
instructed by the Force List in a scenario.
Reference the Leg Data Card Key, German squads and half- 5.1.3.2 HMGs
squads may be one of Rifle, Infantry or SMG unit types in any Heavy machineguns are tripod, platform, or wheeled-carriage
given scenario. mounted automatic weapons. HMGs are GP Direct Fire weap-
ons; they do not have an AP Direct Fire capability. Crew-served
Squads and half-squads are armed with their intrinsic GP weapon, HMGs may not fire while being transported.
plus in some cases with attached crew-served weapons. Unsup- HMGs are considered Small Arms (see 5.7) for spotting purposes.
pressed squads may utilize their basic GP weapon plus all at- Some vehicles carry them as their primary weapon.
tached crew-served weapons when executing combat. Suppressed
squads and half-squads may utilize their intrinsic GP weapon or Reference Data Card S-8B for the Soviet crew-served HMG.
a single attached weapon.
5.1.3.3 Anti-Tank Rifles
5.1.2 Sections Anti-tank rifles were the first ant-tank weapons to fire high-
velocity bullets to defeat armored vehicles. They are AP Direct
Sections are fielded without attached weapons, i.e., Command or
Fire weapons; they do not have a GP Fire capability. They may
FO Sections, or may attach crew-served weapons, e.g., HMGs,
fire while being transported.
mortars or ATRs.
Anti-tank rifles are classified as Small Arms (see 5.7) for spotting Impact counters are used to mark the impact hex of their fire.
purposes. Some vehicles carry them as their primary weapon. Their combat resolution is the same as any other indirect fire GP
Reference Data Card S-8B, the Soviet PTRD-41 ATR is a weapon.
crew-served anti-tank rifle.
5.4 Aircraft Units
5.1.3.4 Hand-Held Anti-Tank Weapons Aircraft are all fixed-wing units. They are armed with GP weap-
Hand-Held Anti-Tank Weapons fire HEAT (CE) rounds to defeat ons classified as strafe, bombs or rockets. The mix and availabil-
armored vehicles. They fire either rocket-propelled or spigot- ity of these weapons varies from aircraft to aircraft type. Their
projected shells. They may not fire while being transported or combat resolution is the same as any other GP weapon.
located in the upper floors of buildings unless otherwise indicated
(see Data Card Notes Section). 5.5 Advanced Game Unit Facing
They are AP Direct Fire weapons, but they also have a non-range Leg, towed, and aircraft units have a front facing. Just like ve-
dependent GP Direct Fire capability (same range as AP). The hicles, they must at all times face towards a hexside, not towards
fixed GP Factor is listed in their Ammo Type column. GP Direct the angle of a hex.
Fire is used only when these weapons fire at a leg or towed unit. Front
A few Hand-Held Anti-Tank Weapons are classified as Small
Arms (see 5.7) for spotting purposes, e.g., the British PIAT (see
Data Card Notes Section).
Reference Data Card G-8B, the German Panzerfaust and RPzB
43/54 are crew-served, hand-held anti-tank weapons. Their GP
Direct Fire Factors are 14 and 8, respectively.
If fired at a vehicle transporting leg or towed units, the GP Fac-
tor is applied against the passengers in addition to the AP fire Leg and towed units may move in any direction. Aircraft may
directed at the transporting vehicle. only move into the hex their front is facing.
5.1.3.5 Flamethrowers
Flamethrowers are devastating short range weapons. When at- 5.6 Minimum Range
tached to leg units, they are treated only as combat die roll modi- Some weapons have a minimum range (the projectile must travel
fiers in Hand-to-Hand or Close Assault combats. Crew-served a certain distance before it is able to hit a target). Weapons may
flamethrowers may not fire while being transported. They must never engage targets at a range less than their listed minimum
be attached squad, half-squad or section units. range. If no minimum range is listed, the unit has a minimum
When mounted on vehicles they are treated as GP Direct Fire range of 1 hex.
weapons. Reference Data Card G-8B, the German 8cm GrW 34 mortar
has a minimum range of 2 hexes (min-2).
5.2 Towed Units
Towed units are anti-tank and anti-aircraft guns that require
some form of transport as their primary means of mobility. Their
5.7 Small Arms
crews are built-in and are not represented by separate counters. Certain weapon types are classified as Small Arms. Their fire
All towed units have a leg component as part of their transport impact is less significant and their fire signature is less identifiable
capacity. A towed gun’s crew never detaches from its gun. All than larger weapons, like tank guns, and are therefore sighted at
combat results are applied to the towed gun and its crew as a shorter ranges when fired.
single unit; they suffer the effects equally. Those weapons classified as Small Arms are listed in the Offen-
Most towed units may move a single hex, referred to as man- sive Information section of their Data Cards in the GP or AP/GP
handling, without the aid of transport. Effectiveness column or in the Notes section.
Towed units are typically armed with AP/GP or AP or GP only Reference Data Cards S-8B and G-5A, the Soviet HMG and
weapons. Their combat resolution is the same as any other AP or German SPW 251/1 are both classified as or carrying Small
GP weapon. All towed units have a Front Field-of-Fire. Platform Arms weapons.
Gun Mounts (OR) (see 7.16) expands on this limitation.
Some towed units have two GP Gunnery sections on their Data
Cards. One is for GP Direct Fire and the other is for GP Indirect 5.8 Grade
Fire. The appropriate Gunnery Table is referenced based on the Grade denotes troop quality and is rated at three different lev-
type of fire. els; from highest to lowest: Force, Formation, and Unit; of five
different qualities, from best to worst: Elite, Veteran, Seasoned,
5.3 Artillery Units Regulars and Green.
Artillery batteries are represented The scenario description outlines the Force, Formation and Unit
off-board. Soviet (tan color) and
D German (gray color) Artillery
Grade for the forces. Grade is an inherent trait; it never changes
during a scenario.
Dual Fire simulates the challenge of managing the fire of A transporting vehicle is Knocked Out by Direct GP Fire; its
multiple weapons against the same or different targets. passenger leg unit is Suppressed by the same GP Fire. The
No Dual Fire vehicles are included in the base set. passenger leg unit does not use the Suppressed – DF row in
the Bail Out Table (20–) to determine if it bails out. It must
The controlling player announces the fire normally, but must use the Knock Out Leg row (21+) to determine if it survives
indicate if one or all of the weapons are firing and if they are fir- the bail out.
ing on the same or different targets. If only one of the weapons A transporting vehicle is Damaged by Indirect GP Fire; its
is firing, regardless which one, the modifier is ignored. passenger towed unit is Suppressed by the same GP Fire. The
Note that ammo limits (see 5.16) may individually apply to one vehicle’s crew bails out. The passenger leg unit does not need
or all of the weapons. to check the Bail Out Table as it automatically bails out since
Suppressed units may not employ Dual Fire; they must select a the vehicle crew bailed out.
single weapon.
If firing at different targets, the unit is bound by Combat Com- 5.16 Ammo Limits
mand Control Limitations if the unit is sharing a command with All AP special ammo types, and Smoke and Illumination rounds
other units. If it has its own unique command, it may fire on any are only available in limited numbers and some only after certain
legitimate targets (see 6.2.1.1.3). time periods in the war. Some combat units are only able to carry
a limited amount of basic AP and GP rounds. Most units car-
The Dual Fire AP/GP modifier only applies to the weapon
ried sufficient basic AP and GP rounds so that in the time frame
displayed as a reverse image on the vehicle Data Card and all
modeled in a typical scenario ammo limitations are no issue.
attached leg crew-served weapons. The other weapon is treated
normally. All of these situations and units are subject to the Ammo Limit
rules. The Ammo Limit rules are structured so that the players
Dual Fire does not apply to Overrun Combat (see 6.6.10).
are not required to track ammo usage or shots fired. No record
Reference Data Card G-21B (found in Expansion 1), the SPW keeping is required, except for aircraft.
251/2 may fire both its 8cm mortar and its MMG. Only the
MMG is subject to the Dual Fire modifiers if both weapons fire.
5.16.1 Special Ammo Availability
Special Ammo types include APDS, APCR, HVAP, HEAT,
Smoke, and Illumination rounds. The Notes section of the Data
5.15 Bailing Out Cards indicates when special ammo types are available. Prior to
Even though a vehicle was not Knocked Out or Brewed Up as the listed date, the special ammo type may not be employed. If
a result of combat, the crew and/or passengers may still decide no date is present, the special ammo type may be used whenever
that the shot was just too close for comfort and elect to abandon the unit is available.
it. In addition, when a vehicle transporting one or more leg or
Reference the Vehicle Data Card Key for the SU-76M M43. Its
towed units is eliminated, those passenger units must determine
HVAP ammo is available from late-43 until the end of the war.
if they are able to exit the vehicle safely or are also eliminated.
When a vehicle receives a No Damage, Damage, Knock Out, 5.16.2 Determining Ammo Limits
Brew Up or a Track hit from AP Fire (see 6.5.2.5), or it receives If a combat unit is subject to ammo limits, it has an A: in its
a Knock Out or Brew Up from GP Fire (see 6.5.4.4.2), there is Weapon Data section on its Data Card followed by a number or
a chance that the vehicle’s crew and any leg or towed passenger letter-number combinations along the same row. For units with
units may bail out. multiple weapons, the ammo limits, if any, are listed for each
When a leg or towed passenger unit is Suppressed as a result of weapon. If it is not subject to ammo limits, it does not have any
Direct or Indirect GP Fire, there is a chance that unit may bail out. A: type information.
A vehicle’s bailed out crew is not represented by a If the Ammo Limit does not have a letter prefix (just a number is
counter; it just melts into the battlefield. Once a displayed), that means its basic AP and GP ammo has an Ammo
vehicle is abandoned it is out of action and may not Limit. If the Ammo Limit has a letter prefix, that means one or
be reoccupied, by either side, for the remainder of more of its special ammo types has an ammo limit.
the scenario. Place a Bail counter on or next to the vehicle. The prefixes include:
If there is any chance of bail out, the attempt must be made im- • A: APDS, APCR and HVAP
mediately after all combat is resolved affecting the vehicle, and • H: HEAT
any leg or towed passenger units, by referencing the Bail Out • S: Smoke
Table on Game Card B. • I: Illumination
If more than one bail out condition applies, the condition affecting • D: Smoke Dischargers (OR) (see 7.9)
the transporting vehicle is resolved first. The condition affecting
the passenger unit(s) may still be applicable or it may change
due the vehicle’s bail out outcome.
Reference the Vehicle Data Card Key for the SU-76M M43, placed on the mapboard at the start of the scenario, in which case
there is a nearby ammo dump in the same hex.
while its AP and GP ammo are not subject to a limit, its HVAP
special ammo has a limit of 3. If the transporting unit moves away or is knocked out or brewed
up, or if the towed unit or leg crew-served weapon moves away
Reference the Soviet SU-152 M43 (Data Card S-5A), it has a
from its transporting unit or its ammo dump, the limit on its basic
limit of 5 for its basic AP and GP ammo.
ammo is immediately applicable.
Reference the German 7.5cm PaK 40 ATG (Data Card G 6B),
If the transporting unit moves back within 1 hex, or the towed
it has a limit of 6 for its basic AP and GP ammo; 4 for Smoke,
unit or leg crew-served weapon returns to its starting hex by its
and 4 for its APCR ammo types.
ammo dump, the supply of basic ammo returns to unlimited. Only
the original transporting vehicle may be used to supply ammo for
To determine if a unit suffers the effects of an ammo limit, before that unit. It may be necessary to make a notation to track units.
resolving the actual AP or GP combat, roll (10) and compare the
result to the listed ammo limit value. If the result is greater than If the towed unit or leg crew-served weapon starts the scenario
the ammo limit value, the unit must apply the ammo limit effects. placed on the mapboard and it also has a transporting unit, it may
draw its ammo supply from either source.
5.16.2.1 Basic Ammo Limits
5.16.2.5 Off Map Artillery Ammo Limits
Resolve the shot, but the unit’s rate-of-fire is reduced to N if
not already N. Only Smoke and Illumination fire missions are subject to Ammo
Limits; roll (10) for those fire missions. Off-Map Artillery Bat-
If AP Fire, apply the –3 Ammo Limit AP Hit modifier to the teries have an unlimited supply of GP ammo.
shot resolution.
5.16.2.6 Aircraft Ammo Limits
If GP Fire, apply the –10 Ammo Limit GP Hit modifier to the
Due to the combat multiplying effect of aircraft in combat, the
shot resolution.
listed ammo limits are the exact number of strafing shots, bomb
If HEAT is the only ammo type listed for a particular unit loads or rocket launches that an aircraft may employ. Do not roll
(the unit does not have an AP row on its Data Card), the unit for aircraft Ammo Limits. In this single case, players should note
follows this procedure for its AP and GP Fire. the number of actual shots taken for each weapon type.
5.16.2.2 Special Ammo Limits 5.16.2.7 German Tungsten Supply
With APDS, APCR or HVAP (A prefix) or HEAT (H prefix, see As the war progressed, the German supply of Tungsten, which
exception above), the unit resolves the fire utilizing the Gunnery is used in the manufacture of APCR ammo, steadily declined.
section for its basic AP ammo type. It must follow the procedure What was available was more often than not diverted to the
for basic AP Ammo Limits. manufacturing of aircraft components.
If the unit’s basic AP ammo type is also subject to an Ammo While the German Data Cards support full availability of APCR
Limit, that must be determined before the fire is resolved. If it ammo throughout the war, players may want to impose some
is determined that its basic AP Ammo is also subject to Ammo restrictions on its availability.
Limits, a –6 Ammo Limit AP Hit modifier (–3+–3) is applied.
Starting in late-1943 until the end of the war, it is not unreason-
Reference the Vehicle Data Card Key for the SU-76M M43. able to restrict the availability of APCR completely or to have
The Soviet player decides to fire HVAP with this vehicle. the German player apply a modifier of +1 or +2 to the ammo
Before resolving the AP Combat, the Soviet player rolls (10); limit roll (10).
the result is a 7. Since 7 is greater than the Ammo Limit of 3,
it fires its AP ammo instead; it is not subject to Ammo Limits.
The SU-76M M43’s rate-of-fire is already N; it must apply the
6.0 Advanced Game
–3 Ammo Limit modifier to the AP Combat resolution. Sequence of Play
5.16.2.3 Smoke & Illumination Ammo Limits
With Smoke (S prefix) or Illumination (I prefix), the fire is not
6.1 Advanced Game Spotting Phase
resolved; do not place a Smoke counter on the mapboard. If 6.1.1 Who may Spot?
indirect fire, do not place the Artillery Impact counter on the All leg, towed and aircraft units may spot opposing units. How-
mapboard. The unit is still marked with a Spot/Fire counter. ever, aircraft may never hand off spotted targets to or have spotted
targets handed off by other aircraft, vehicle, leg or towed units.
5.16.2.4 Leg & Towed Ammo Limits
Some leg crew-served weapons and all towed units have Ammo In the Basic Game only combat units could spot. In the Advanced
Limits, including limits on their basic ammo. However, unique Game a leg or towed passenger unit being transported by an
conditions apply to the limits on their basic ammo. The limits unarmed vehicle can spot normally.
on special ammo types are always in effect. 6.1.2 Spotting Orientation
These units have unlimited basic ammo as long as their transport- Eligible units spot in all directions (360o), unless Suppressed.
ing vehicle unit is within 1 hex of the towed unit or leg crew- Aircraft may only spot to the area identified and described as
served weapon, or the towed unit or leg crew-served weapon was their Front Field-of-Fire.
6.1.4.1 Hull Down & Partial Hull Down The Full Cover status selected during the Adjust Full Cover Step
determines a unit’s status for the next turn.
Vehicles in Hull Down and Partial Hull Down posi-
tions mask part of the vehicle from AP Direct Fire. To signify that a leg unit is in Full Cover mark it
They do not affect sighting or the chance to actu- with a Location counter with the FC side facing
ally hit the target vehicle, but negate track hits and front.
the hits on some or most hull locations. To signify Full Cover impacts both the spotting of the Full
that a vehicle is hull down mark it with a Location counter with Cover unit and its ability to spot other units, combat, and the
the HD side facing front. See 6.5.2.2.3 for effects. unit’s GP Defense Factor.
6.1.4.1.1 Hull Down Full Cover towed units may never have Move commands. Full
Vehicles may find hull down positions when moving (see 6.6.9) Cover leg units may never have Short Halt commands. Sec-
or by occupying certain terrain types.
© 2021 GMT Games, LLC
28 PANZER Advanced Game Rules ~ 3rd Printing
tions with any attached crew-served weapons may never have considered to be 1 less than the actual Height of the Building
Move commands. hex. Leg units located on the top floor of a building are marked
Full cover leg units may initiate Close Assault and Hand-to-Hand with a Location counter with the UP side facing front.
combats against adjacent units. A squad is located up in a 3 story building. For spotting, it is
Full Cover units defend against Hand-to-Hand Combats nor- at a Height of 2.
mally; there is no advantage or disadvantage. 6.1.4.3.2 Wall Hexsides
6.1.4.3 Terrain Features Vehicles are Hull Down when the target of AP Direct Fire that
The Advanced Game adds functionality to terrain features out- crosses or runs exactly along an adjacent Wall hexside.
lined in the Basic Game and also adds the Terrain counters Block,
Ditch, Fire, Hasty Entrenchment, Improved Position, Mines,
Rubble, Smoke, and Wire. With the exception of Stream, Ford,
Water, and Building hexes, they are placed on the mapboard to
alter a hex’s terrain type. They are positioned as instructed by
the Setup or Special Conditions in a scenario.
In addition, some terrain types are now subject to destruction
through combat or other means (see 6.5.4.4.3).
6.1.4.3.1 Building Hexes
Tracked vehicles with overhead protection may attempt to enter
(or exit) the actual buildings located in a Building hex (see 6.6.3).
However, they may suffer Damage or a Track hit as a result of that
movement. No other vehicle types may attempt to enter buildings.
Reference the Vehicle Data Card Key, the Soviet SU-76M M43
is an open-topped tracked vehicle. It may not enter buildings.
Reference Data Card G-1A, the German PzKpfw IIIM is not
an open-topped tracked vehicle. It may enter buildings.
Both vehicles are Hull Down.
Vehicles located inside of a building, are marked 6.1.4.3.3 Block
with a Location counter with the INB side facing Blocks are man-made obstacles constructed to impede
front. They receive the Cover provided by the build- vehicle and towed unit movement. Vehicles and
ing terrain type. In addition, vehicles located inside towed units are prohibited from entering Block
Brick or Stone Buildings are Hull Down from all hexes. Block hexes provide Light Cover for leg units.
angles. An HD Location counter is not required.
6.1.4.3.4 Ditch
Just like vehicles, towed units may freely enter Building hexes, as
Ditches are man-made obstacles constructed primar-
they are not actually entering the Buildings themselves, but are in
ily to impede vehicle and towed unit movement.
the Alleyways between the Buildings. Therefore, any towed unit
Vehicles and towed units are prohibited from enter-
located in a Building hex is actually occupying Alley type terrain.
ing Ditch hexes. Ditch hexes provide Light Cover
Towed units may not move inside of buildings nor for leg units.
may they dismount from their transport inside of
Ditch hexes have a Height of –1. They follow the same sighting
buildings. In some cases, towed units may setup
rules as Streams and Gullies.
inside of buildings as instructed by a scenario’s
Setup or Special Conditions. If set up inside a build- 6.1.4.3.5 On Fire
ing, they may not move from that position; they may still pivot. A Fire (OR) (see 7.35) may start in a Building or
Towed units located inside of a building are marked with a Loca- Rubble hex as a result of GP Combat. In some
tion counter with the INB side facing front. They receive the cases, fires may also start in other terrain types as
Cover provided by the building terrain type. instructed by the Special Conditions in a scenario.
Leg units in building hexes automatically occupy the buildings. A Fire hex is marked with an On Fire counter. Fire
There is no need to mark them with a Location counter. They has a Height of 5 above ground level. All units, with the excep-
receive the Cover provided by the building terrain type. tion of aircraft, are prohibited from entering a Fire hex.
Motorcycle, bicycle and cavalry leg units also occupy buildings Vehicle, leg and towed units may not remain in a Fire hex once
just like their cousins on foot. Their transport is kept in close it starts. A unit that has not exited a Fire hex by the end of the
proximity; it is not represented by a separate counter. next turn immediately after the fire starts is eliminated and re-
moved from play.
Leg units may move up to the top floor of multi-
story buildings, i.e., buildings with a Height of 2 or Like Brew-Up Smoke, Fire does not block line-of-sight. It hinders
more. For spotting considerations their Height is combat. If a line-of-sight passes through a Fire hex, a modifier
is applied when determining the combat results.
© 2021 GMT Games, LLC
PANZER Advanced Game Rules ~ 3rd Printing 29
6.1.4.3.6 Hasty Entrenchment In the case of Building hexes, units in Rubble hexes are spotted
Hasty Entrenchments are constructed by leg and based on the type of terrain it replaced, i.e., Rubble located in a
towed units to provide additional cover by applying Wood or Brick Building hex provides Light and Medium cover
a –10 GP Combat die roll modifier. for spotting, respectively.
They are large enough for only a single unit unless 6.1.4.3.10 Smoke and Barrages
otherwise instructed by the Set Up or Special Con- On-map units as well as Artillery Batteries are capable of firing
ditions in a scenario. To designate which unit is in a hex with a Smoke Shells (Smoke) in Indirect Fire.
Hasty Entrenchment, place the Hasty Entrenchment counter on Some vehicle, towed, and mortar units have the ability to Direct
top of the unit occupying the position. Fire smoke rounds instead of normal AP or GP fire. The Data
If abandoned, another single friendly or enemy leg or towed Cards indicate which vehicle, towed, and mortar units are capable
unit may reoccupy it. They are interchangeable between leg and of firing smoke. Engineer leg units also have the ability to Direct
towed units, i.e., if a towed unit creates a Hasty Entrenchment, Fire smoke rounds into an adjacent hex.
any other towed or leg unit may occupy it. In some cases, leg and To Direct Fire smoke rounds, the unit must have a Fire or Short
towed units may also start a scenario in Hasty Entrenchments. Halt command; announce a target hex that is within the unit’s
6.1.4.3.7 Improved Position line-of-sight, Field-of-Fire and range (same as GP); and does not
Improved Position is a collective term for any num- contain any friendly units. This Closed SHEAF smoke occupies
ber of fortifications, built-up areas, bunkers, or revet- just a single hex. Direct Fire smoke does not require a spotted
ments found across the battlefield. Vehicles, leg, and target to fire.
towed units may occupy Improved Positions. Im- Reference Data Card G-2A, the German PzKpfw IVH may fire
proved Positions provide Heavy Cover for both smoke shells; it has Smk listed in its Weapon Data section.
combat and spotting. Vehicles may not Overrun Improved Posi-
tions. Reference Data Card S-8B, the Soviet 82mm BM41 Mortar may
fire smoke shells; it has Smk listed in its Type of Unit column.
They are large enough for only a single unit unless otherwise
instructed by the Set Up or Special Conditions in a scenario. To
When a unit executes an Indirect
designate which unit is in a hex with a an Improved Position,
Fire mission a Barrage area is cre-
place the Improved Position counter on top of the unit occupy- D ated that is defined by its SHEAF
ing the position.
Pattern. A SHEAF Pattern also
If abandoned, another single friendly or enemy unit may reoccupy defines the size of its Smoke area if firing smoke. If an on-map
it. In some cases, units may also start a scenario in Improved or mortar unit creates smoke, it occupies just a single hex. Both
Positions. Smoke and Barrages have a Height of 4 above ground level.
Vehicles within an Improved Position are Hull Down from all Smoke has either Smoke/On or Smoke/Off counters
angles except the Rear Angle (or Front Angle if it reversed into to indicate its status. New smoke is recorded by
the position) based on its initial setup. An HD Location counter placing a Smoke/On counter; or by rotating an exist-
is not required. If a vehicle pivots within an Improved Position ing Smoke/Off counter to Smoke/On.
the non-HD angle remains in its original position.
Like Brew-Up Smoke, Smoke and Barrages do
6.1.4.3.8 Mines not block line-of-sight. They hinder combat. If a line-of-sight
Mines (OR) are used to deny or channel the opposi- passes through a Smoke or a Barrage hex, a modifier is applied
tion movement. They are dispersed as either Hasty in determining the combat results. Combat modifiers for Smoke
or Deliberate Minefields. and Barrages created during the current Player step do not take
Both anti-personnel and anti-vehicular mines, or a effect until the conclusion of that step.
combination of the two types may be dispersed in Smoke created during the Indirect Fire Step takes effect in the
a minefield hex. Minefields are typically placed in contiguous following Direct Fire Step. Smoke created during the Direct
hexes and may either be hidden or marked as known (visible) Fire Step takes effect in the following Close Assault/Hand-to-
minefields. Hand Combat Step.
Mines are not consumed by attacking vehicles, towed, or leg
units. They are distributed throughout a hex and in a dense enough In most cases, Smoke counters are placed individually on the
manner to maintain their full potency unless cleared. mapboard; they are not attached to German or Soviet units. To
properly orient their On and Off sides they must be faced to a
6.1.4.3.9 Rubble consistent hexside. Use the Directional hex as a point of refer-
Rubble is typically the end result of the destruction ence. Typically direction 1 is used for facing counters.
of building or bridge hexes. Half-tracked and
6.1.4.3.11 Wire
wheeled vehicles and towed units are prohibited
from entering Rubble hexes. Rubble hexes provide Wire is a man-made obstacle deployed to impede
Cover for tracked vehicles and leg units equivalent leg and towed units and some vehicle movement.
to the type of terrain it replaced. Half-track and wheeled vehicles and leg and towed
units are prohibited from entering Wire hexes.
Wire is destroyed after a fully tracked vehicle (T) enters its hex. if an unarmed unit is transporting more than one combat unit,
If destroyed, Wire is removed from the mapboard. it is still counted as a single active unit. If the transporting unit
is a combat unit, it is counted normally as a single active unit
6.2 Advanced Game Command Phase regardless if transporting any units.
In the Basic Game, each vehicle received its own individual Recon units (see 5.9.2) are not included in a formation’s active
command. When employing the Command Control rules, the unit count even though they are part of that formation. They are
Determine Number of Available Commands Step is added to a special case for command purposes. Command, Engineer, and
the Command Phase as its first Step. Each individual Formation FO units are counted normally.
in a Force receives a finite number of unique commands of any
For reference purposes, the scenarios summarize the total number
combination that are allocated to all of its member units.
of combat units in a formation. When Recon units are present in
The ability to command multiple units performing many dif- a formation, the summary is presented as two values, e.g., 26(24),
ferent tasks is representative of the unit’s Formation Grade. for total units and (total less Recon units).
An Elite formation is understandably much more able to 6.2.1.1.1 Available Commands Procedure
quickly respond to the changing battlefield conditions and to
At first, the makeup of the Available Commands Table may seem
perform a greater number of tasks over a greater range than a
a little different, but it is actually quite straightforward.
same sized Green formation. A Green formation just does not
possess the training, experience, or for that matter, the élan of Across the top of the table are values from 1 to 10. The 10s
an Elite formation. column is treated as the multiplier, while columns 1 to 9 are
individual values. A formation never receives less than 1 Com-
Units are not forced to sit by idly while other units perform ac- mand even if 0 is listed.
tions due to a lack of available commands. Instead, the forma-
tion’s units may share the available commands. If the Formation Grade is Regulars, and the total number of
active units is 7, the number of Available Commands would be
The Formation Summary is used to record each formation’s 3. The 3 is found in the 7s column opposite the Regulars row.
unique information, i.e., grade, command, engineer and recon
units and the other member units of that formation. If the Formation Grade is Veteran, and the total number of
active units is 12, the number of Available Commands would
6.2.1 Determine Available Commands Step be 8. The 7 found in the 10s column is added to the 1 found in
At the start of the Command Phase, the players must determine the 2s column opposite the Veteran row.
the number of Available Commands per formation within their If the Formation Grade is Seasoned, and the total number of
Force. The typical Formation size is a Company. The scenarios
active units is 27, the number of Available Commands would
provide Formation information on a company-level basis.
be 16. Two times the 6 found in the 10s column (since the
6.2.1.1 Determining Available Commands number of active units is 27, the value found in the 10s column
Each Formation’s Force Grade, along with its current number of is multiplied by 2) is added to the 4 found in the 7s column
active units, is used to determine its number of available com- opposite the Seasoned row.
mands. These two elements are cross-referenced on the Available
Commands Table found on Game Card C. 6.2.1.1.2 Command Range
Command Range is based on Formation Grade and is found in
For command purposes, only those units that are not eliminated, the Available Commands Table on Game Card C.
bailed-out, knocked out, brewed up, or currently not on the
mapboard may be active units. Command Ranges:
All combat units including damaged vehicles and vehicles with • Elite – 2 hexes
Track hits are counted as active units. Suppressed units or units • Veteran – 1 hex
Hesitating (OR) (see 7.1.5) are also counted as active units. • Seasoned – 1 hex
Broken (OR) (see 7.1.5) units are not active units. • Regulars – 0 (same hex)
Unarmed units, e.g., trucks and prime movers, are not active • Green – 0 (same hex)
units unless they are within the Command Range of a combat
One important point to note is that Command Range is measured
unit from the same formation. Otherwise, they are not active
from any combat unit in a formation to any other combat unit in
units even though they are on the mapboard.
the same formation not just to or from Command units.
In addition, no more than one unarmed unit may be activated
An Option Rule, Command Span (see 7.52), expands on Com-
per combat unit. This prevents all the trucks from a formation
mand Range.
congregating in a safe, out of the way spot on the mapboard
along with a single combat unit just to reap the benefits of extra 6.2.1.1.3 Sharing Available Commands
commands. Combat units are not required to be within Command Only Fire, Move, Short Halt and OW are unique commands.
Range of one another to be active units. N/C is not a unique command.
Units currently being transported (see 6.6.7) are not active Combat units and activated unarmed units that are within Com-
units. However, if the transporting unit is an unarmed unit, it is mand Range of one another may all utilize the same unique
counted as an active unit since by default it is within the Com- Command counter; place a single unique Command counter in
mand Range of the combat unit it is currently transporting. Even the vicinity of the units sharing the command. If units sharing
© 2021 GMT Games, LLC
PANZER Advanced Game Rules ~ 3rd Printing 31
commands do overlap, players must point out which units are commands from turn to turn. The total of available commands
sharing which commands. is recalculated for each new turn.
Do not place a unique Command counter next to each unit un- N/C (No Command) Commands
less they are each receiving a unique command, as each unique Since N/C commands are not unique commands, players may
command placed on the mapboard counts as one towards the place any number of this type of command without counting
total of available commands. towards a formation’s total.
The N/C command does have a very important purpose. Sup-
pressed units (see 6.8.3) and units with a Broken (OR) Morale
status (see 7.1.5) have a much greater chance of recovery if they
perform no other action.
By default, any unit without a marked command is considered
to have an N/C command. Tactically speaking, in some cases
it is a good plan to physically mark N/C commands so as to
disguise intent.
6.2.1.1.4 Executing Shared Commands
When two or more units share the same Fire, Short Halt, Move,
or OW command they must coordinate their fire and move ac-
tions.
Firing – Fire or Short Halt
The four German vehicles are all part of the same Company The targets must all be within the firing unit’s Command Range
with Seasoned Formation Grade. A1, A2, A3 are within the 1 of one another to be legitimate targets. This Command Range
hex Command Range of one another. A4 is counted as an ac- check is measured from the targets to one another. The targets
tive unit because it is within the 1 hex Command Range of must still be within legal range from the firing units.
combat unit A3. However, A4 is not within Command Range
of units A1 and A2. Units A1, A2 and A3 may share the same
unique command. A4 could have its own unique command or
share with A3, but may not share with the other two vehicles.
Moving – Short Halt and Move Called Indirect Fire requires a Forward Observer (FO), a Com-
The units must all be within Command Range of one another at mand unit, or a Recon unit who can spot the target unit to call
the completion of their move. If the units have different move- for and observe the fall of the Indirect Fire. Units spotting for
ment speed allowances, their movement is adjusted to meet the Indirect Fire are collectively called observers.
Command Range requirement. Planned Indirect Fire fires at a point on the map, on a specific turn,
Three units are with Regulars Formation Grade sharing a does not require an observer, and does not require a spotted target.
single Move command move during the Movement Phase. Only those units possessing a GP-IF row in the GP Gunnery
The three units must all be in the same hex at the completion section of their Data Cards may employ Indirect GP Fire. If a
of their move. unit has both a GP-DF and a GP-IF row for the same weapon,
only the GP-IF row is used for Indirect Fire.
OVERWATCH
The units must all announce their fire at the same time and fire Reference Data Card S-6B, the Soviet 76.2mm M39 ATG has
on the same target. both GP-DF and GP-IF rows in its GP Gunnery section. It
may fire Direct or Indirect GP Fire.
If for some reason, e.g., one or more units have a blocked line-
of-sight, or the wrong ammo type, etc., they may not then fire at Units may not utilize Indirect Fire for Overwatch Fire. Overwatch
a different target; their Overwatch action is complete. Fire must be Direct Fire. Also, units may not utilize Indirect Fire
against targets they can personally spot; they must use Direct Fire.
6.3 Advanced Game Initiative Phase Units fire in the order described in the Sequence of Play. The First
Each side’s Force Grade Modifier is used to modify the dice roll Player executes his fire before the Second Player. The Second
when determining who controls the Initiative for the current turn. Player must apply all Indirect Fire results inflicted by the First
6.3.1 Determining Initiative Player before resolving his Indirect Fire.
During the Initiative Phase, each On-map units must have a Fire command to execute Indirect
Force rolls (100) and applies their Fire; units may not use Short Halt commands.
D Force Grade Modifier to their roll; Observers must have an OW command to call for and observe
the net result may be greater than Indirect Fire. They may not perform any other Overwatch related
100 or less than 0. Reroll ties unless instructed otherwise in the actions.
scenario Special Conditions. The Force rolling the higher result
Indirect Fire is resolved from the positions and facings the units
determines who is the First Player for the current turn. Flip the
occupy at the point the fire is resolved. The terrain occupied by a
Turn counter to indicate the First Player.
firing unit or its Spot/Fire or Spot/Move counters has no impact.
Staggered Initiative (OR) (see 7.42) expands the Initiative process
Within the following restrictions, each player may resolve Indi-
based on formations.
rect Fire in any desired order.
6.3.2 Force Grade Initiative Modifiers • Each Indirect Fire shot is called for and resolved individu-
• Elite: +40 ally.
• Veteran: +20 • Each unit fires only once per turn.
• Seasoned: 0 • After a unit fires, immediately mark it with a Spot/Fire
• Regulars: –20 counter.
• Green: –40 • Each ground unit (friendly or enemy) or Terrain Type (see
6.5.4.4.3) that falls within the SHEAF Pattern is attacked
6.4 Advanced Game 1st Air Phase individually.
See 6.7 Advanced Game 2nd Air Phase for all aircraft and AA • Observer units are not spotted; observing Indirect Fire is a
operations. First review 6.5 Advanced Game Combat Phase. passive action that does not involve fire or movement.
6.5.1.6.2 Illumination Type spotted target unit in or adjacent to the Target Point hex. If both
Illumination Fire Missions may fire only in Closed SHEAFs, of these two conditions can not be met, the Indirect Fire must
excluding the Closed Linear SHEAF. be adjusted or checked.
6.5.1.7 Called Indirect Fire 6.5.1.8.2 Adjusting Called Indirect Fire
The action of requesting Indirect Fire is referred to as Calling for A Called Indirect Fire mission may be adjusted up to 3 hexes
fire support. Only observers may call for Indirect Fire. To call from the current Target Point and/or change the existing fire
Indirect Fire, the observer must have a spotted target. Indirect SHEAF. The Indirect Fire type may also be freely changed. With
Fire may not be called to open areas or against unspotted targets; Indirect Fire adjustments, the player must again roll for Indirect
this is often referred to as reconnaissance by fire. An Optional Fire Response for all firing units, but applies a +1 Fire Response
Rule, Artillery Reconnaissance by Fire (see 7.37) expands on modifier to those units currently firing. Adjustments are very
this limitation. Called Indirect Fire may utilize all Indirect Fire much like initial Indirect Fire calls. The 3 hex adjustment must
types and Indirect Fire SHEAFs. be able to reach a spotted target unit.
It can only take place when the observer unit can spot at least If the observer has the capacity, it may call fire from additional
one non-terrain target unit. The actual Target Point of the Called units not currently firing as part of the Called Indirect Fire. The
Indirect Fire must be placed directly on a spotted target. The Tar- player must roll for Indirect Fire Response for any additional
get Point must be within the maximum range of all firing unit(s). firing units. They do not apply the +1 Fire Response modifier.
Just by the nature of the size of an Indirect Fire SHEAF, any 6.5.1.9 Checking Indirect Fire
number of units including both friendly and enemy units, whether During a player’s Indirect Fire Step, if desired, any existing
spotted or not, as well as Terrain Types may be affected by a Called Indirect Fire where the observer unit can still see the
Called Indirect Fire mission. Target Point, may be checked (cancelled). Checked Indirect Fire
is not resolved for the current turn.
Called Indirect Fire Response
Called Indirect Fire is subject to Fire Response (see 6.5.1.12). If an Indirect Fire mission is checked, none of the firing or ob-
This represents the possibility of units not responding to a fire server units may participate in any other Indirect Fire missions,
call. The Attachment Level of the firing unit and the type and including Planned Indirect Fire missions, during the turn in which
unit grade of the observer unit determine Fire Response. The unit its fire is checked. On-map units may perform any non- Indirect
grade of on-map units has no impact on Fire Response. Fire actions, including Direct Fire.
Each firing unit being called must individually determine Fire Due to the break in communication, Called Indirect Fire missions
Response, including combined units. The success or failure of that are no longer observed, i.e., Danger Close (see 6.5.1.10);
one unit has no bearing on other units responding to the same or are now out of the observer’s line-of-sight; the observer unit
call. If an individual firing unit fails to respond, it is considered has orders other than Overwatch; or it was eliminated, automati-
to have completed its orders for that turn. It may not be used for cally check. Fire missions may never be handed-off to another
any other Indirect Fire if an off-map unit or any other actions if observer.
an on-map unit. Called Indirect Fire must be checked before an observer may
call a new Indirect Fire Mission and before any firing units may
Why did they not answer the call? The off-map units may be
attempt to respond to a new Indirect Fire Mission.
responding to other fire calls from another observer or a higher
echelon, or off-map and on-map units may not receive the fire Planned Indirect Fire missions are never checked; they must
call, the call was garbled, or they are unable to correctly align follow their fire plot.
their fire in time to respond. 6.5.1.10 Danger Close Indirect Fire
When Indirect Fire is called or adjusted (not continuous fire) to a
6.5.1.8 Continuous or Adjusted Indirect Fire Target Point hex that is within 5 hexes of spotted friendly units,
Continuous and Adjusted Indirect Fire is used to maintain exist- it is possible that due to inaccuracy on the part of the observer
ing Called Indirect Fire missions from turn-to-turn. The observer or a firing unit the fire may instead miss the desired Target Point
unit must have an OW command and all on-map firing units must and instead hit a friendly unit.
have FIRE commands.
Always pay close attention when calling or adjusting Indirect
Players may never change observer units as part of continuing Fire in the proximity of friendly units. During the next turn, all
or adjusting Indirect Fire. Danger Close Indirect Fire automatically checks.
6.5.1.8.1 Continuous Called Indirect Fire 6.5.1.11 Planned Indirect Fire
A Called Indirect Fire mission may be continued at the current Planned Indirect Fire missions are those plotted before the sce-
Target Point hex with the existing fire SHEAF without having nario begins and are scheduled to arrive sometime in the future.
to roll again for Indirect Fire Response. The Indirect Fire type The advantage of Planned Indirect Fire is that it does not require
may be freely changed between GP and Smoke fire mission. A an observer, does not require a spotted target, and is not subject
switch to an Illumination fire mission or back from one requires to Fire Response.
the fire be adjusted.
The scenarios indicate if Planned Indirect Fire is available and
A continuation may take place as long as the Target Point is still to what extent.
spotted by the original observer unit and there is at least one
In fact, due to the limited number of Soviet FOs and the struc- 6.5.1.12 Determining Indirect Fire Response
ture and organization of the their communications network, After announcing the Indirect Fire, including its type and SHEAF
Planned Indirect Fire was the preferred method, especially Pattern, place the Artillery Impact counter in the Target Point
during offensive operations. Yes, it is much less flexible— hex. If Planned Indirect Fire, the fire automatically responds. If
welcome to the Soviet Army. Called Indirect Fire (including adjusted Called Indirect Fire), Fire
Response must be determined. Each fire unit must individually
6.5.1.11.1 Plotting Planned Indirect Fire determine Fire Response.
Planned Fire is employed only by off-map artillery batteries. It is Reference the Called Indirect Fire Response Table on Game Card
plotted before the scenario begins, after all Terrain counters are B. Cross-reference the observer type with the Attachment Level
placed but before any forces’ units are placed on the mapboard. of the artillery battery or on-map Indirect Fire unit. The value
Use the back of the Formation Summary or any other handy found is the Fire Response Factor.
source. The Target Point for Planned Indirect Fire is plotted in the The firing player rolls (10). The Called Indirect Fire Response
same manner as Pre-Registered Point hexes. However, Planned modifiers are now checked to determine their effect, if any. These
Indirect Fire requires a few additional pieces of information. modifiers are found in the Called Indirect Fire Response Modi-
In addition to the Target Point hex, players must plot the turn the fiers Table found on Game Card B.
fire is scheduled to arrive, the type of fire mission (GP, Smoke If the modified result is equal to or greater than the Fire Re-
or Illumination), the SHEAF Pattern, and the duration (number sponse Factor, the fire responds and impacts at the Target Point
of turns) for the mission. as marked. An Optional Rule (see 7.26) expands on this. If the
The maximum duration for a Planned Fire mission is five turns; modified result is less than the Fire Response Factor, the fire
it may be less. With any multi-turn Planned Fire mission, play- fails to respond; remove the Artillery Impact counter if all of the
ers may freely switch between GP, Smoke and Illumination fire firing units fail to respond.
types and Open, Closed and Closed Linear SHEAFs as indicated If the result is an unmodified 1, a Danger Close friendly fire in-
by the mission plot. cident may occur (see 6.5.1.10). If one or more spotted friendly
At the conclusion of a Planned Indirect Fire mission, the battery units are within 5 hexes of the announced Target Point, the oppos-
is unavailable for any fire missions for the next turn. A Planned ing (originally targeted) player repositions the Artillery Impact
Indirect Fire mission may never continue beyond its indicated counter over one of the spotted friendly units as if that player
plot. A battery may not be used for other fire missions as long called the fire. If no spotted friendly units are within 5 hexes of
as they are part of a Planned Indirect Fire mission or during the the Target Point, the fire automatically fails to respond regardless
one turn wait period. if any modifiers would have resulted in the fire responding. It
may be necessary to place additional Artillery Impact counters
A five turn Planned Indirect Fire plot could read: Turn 6
if there are multiple units firing.
(the turn of arrival), GP (the fire type), Closed (the SHEAF
Pattern), 0308 (the Target Point hex) for 2 turns (the initial 6.5.1.12.1 Called Indirect Fire Response Modifiers
duration), Smoke (new fire type), Open (new SHEAF Pattern), The Indirect Fire Response roll may be subject to one or more
1 turn (duration), GP (new fire type), Open, 2 turns (final modifiers. All Called Indirect Fire Response modifiers are cu-
duration for a total of 5 turns). mulative.
Note that if a 1 is rolled before any modifiers are applied, the
6.5.1.11.2 When Planned Fire Arrives Indirect Fire is subject to Danger Close or does not respond.
Due to the nature of the game’s time scale, players may actually
announce a Planned Indirect Fire mission one turn earlier or one Preregistered Point
turn later than the actual plot. Once the fire arrives, it executes If the Target Point is a plotted Pre-Registered Point for an off-
sequentially as indicated by the plot. map battery—the modifier is +2.
6.5.1.11.3 Adjusting Planned Indirect Fire Command Recon Observer
On each turn of a fire mission, Planned Indirect Fire may be If the observer unit is a Recon Company, Battalion, Regiment
plotted to adjusted up to 5 hexes from its current Target Point or Brigade level Command unit—the modifier is +1.
hex. It is not subject to Danger Close (see 6.5.1.10).
Adjusted Fire
6.5.1.11.4 Smoke & Illumination Limited Ammo If the fire was adjusted Called Indirect Fire (adjusted Planned
If ammo limits are in effect for Smoke or Illumination fire, neither Indirect Fire is not subject to Fire Response)—the modifier is +1.
the Artillery Impact counter nor the Smoke/On counter is placed
on the mapboard. However, this does not cancel or lengthen the Observer Suppressed
Indirect Fire mission. If the observer unit is Suppressed—the modifier is –2.
If the next turn of the plot calls for GP fire, it is placed as plotted. Observer Damaged
If the fire plot again calls for Smoke or Illumination, the player If the observer unit is Damaged—the modifier is –2.
must still check for ammo limits.
Observer Hindered
If Brew-Up Smoke, Smoke, Barrage, and/or Fire originates in
the observer unit’s hex, passes through, or enters the Target Point
© 2021 GMT Games, LLC
PANZER Advanced Game Rules ~ 3rd Printing 37
hex, including its own barrage,—the modifier is –1. The modifier The Situation
is –1 regardless if the SHEAF Pattern is Open or Closed.
A German FO section, Seasoned Unit Grade, is attempting to
The modifier is applied for each unique occurrence of any and call fire from both an off-map Organic Heavy Artillery Battery
all types the line-of-sight starts from or encounters; not per each and an Attached off-map Medium Artillery Battery.
hex. It is cumulative.
The FO has a spotted target: a Soviet 57mm M43 ATG (Data
Observer Heat Haze Card S-6B) located in a Woods hex at a range of 12 hexes; it is
Heat Haze is a visual anomaly that occurs during hot conditions marked with a Spot/Fire counter. An unspotted Soviet T-34/76
in the desert and also in arid environments. The shimmering effect M43 (Data Card S-1B) is located in an adjacent Woods hex.
caused by dynamic atmospheric turbulence from rising ground No spotted German units are within 5 hexes of the Target Point;
heat, and the distortion of light passing through it, is a hindrance Danger Closer is not a possibility.
to clearly engaging targets. Heat Haze is in effect as instructed The Soviet is the First Player. The German FO is marked with
by a scenario’s Setup or Special Conditions. an OW command. The 57mm ZIS-2 M43 ATG has a Fire com-
Heat Haze applies a –1 modifier. The spotting range at which the mand, while the T-34/76 M43 has a Move command.
modifier is applicable depends on the size of the target. Even though the German is the Second Player, Indirect Fire is
The range is: resolved in the Indirect Fire Step of the Combat Phase, which
S-Sized Target: ≥ 3 hexes precedes the Direct Fire Step. Therefore, the Germans resolve
their Indirect Fire first. The German FO section attempts to
L-Sized Target: ≥ 5 hexes
call Indirect Fire from the two off-map batteries. As a Forward
V-Sized Target: ≥ 8 hexes Observer it may call fire from two distinct units.
Observer Hesitating In summary, it has OW orders; there is no blocking terrain; the
If the observer unit is Hesitating (OR)—the modifier is –1. 57mm M43 ATG is within spotting range as the actual range
of 12 is less than 15, which is the maximum spotting range
Observer Broken
for a small target in Medium Cover with a Spot/Fire counter.
If the observer unit is Broken (OR)—the modifier is –2.
The German player announces the fire as GP with a Closed
Observer Grade SHEAF and places an Artillery Impact counter in the hex with
Only the observer’s unit grade affects Indirect Fire, and then the 57mm M43 ATG. The area covered by the SHEAF Pattern
only whether or not Called Indirect Fire missions respond. The also includes the adjacent T-34/76 M43.
firing unit’s grade, does not affect Indirect Fire. In fact, off-map Since the two German batteries have different Attachment
artillery units are not graded. Levels, they have different Response numbers. The FO row is
Reference the Unit Grade Modifiers Table on Game Card B. cross-referenced with the Attached column where 2 is found
Apply the listed modifier, if any, found in the IF RSP column. for the Medium Battery; under the Organic column 4 is found
• Elite: +2 for the Heavy Battery. The announced Target Point hex is a
• Veteran: +1 Pre-Registered Point for the Heavy Battery.
• Seasoned: 0 The German player first rolls (10) for the Medium Battery
• Regulars: –1 (the order is up to the German player); the result is a 5. No
modifiers apply. Since 5 is not less than that battery’s Response
• Green: –2
number of 2, the Medium Battery responded.
6.5.1.13 Indirect Fire Resolution The German player now rolls (10) for the Heavy Battery;
For Called Indirect Fire on-map units, range is measured from the result is a 1. An unmodified 1 normally indicates Danger
the firing unit or the observer unit, whichever is greater, to the Close. However, Danger Close is not possible. In any event,
Target Point hex for all units that fall within the SHEAF Pattern, the Heavy Battery automatically fails to respond.
regardless of their actual range. For Called Indirect Fire off-map The German player first attacks the 57mm M43 ATG. At a
artillery batteries, the range is measured from the observer unit
range of 12 hexes (measured from the FO section), for the
to the Target Point. In either case, the range must be equal to
GP ammo type, the GP Factor is 8 (Data Card G-7A); the GP
or greater than the firing unit’s minimum range and less than or
Range Factor is S. The 57mm M43 ATG’s GP Defense is 5S;
equal to its maximum range.
it is located in Medium Cover. The GP Fire modifiers are now
For Planned Indirect Fire, the range is always M-Medium. checked for any effect; the Net Modifier is 0.
For GP Fire, use that procedure in determining the results of the The 8 GP Factor column on the GP Combat Table is cross-
fire (see 6.5.4). referenced with the GP Defense of 5. The two numbers found
For smoke, place a Smoke/On counter on the Artillery Impact are 40 for the N-Effect and 72 for the S-Effect.
counter to indicate that it is a Smoke fire mission. The German player rolls (100). The result is 59, so the net
For illumination, make a notation if necessary to track its fire roll is 59. Since 59 is greater than 40, but not greater than 72,
mission. the combat is a Suppressed result. The Soviet anti-tank gun is
marked with a Suppression/On counter.
The German player now attacks the T-34/76 M43. The range is Q, R and F Rates-of-Fire
still measured to the Target Point hex even though the T-34/76 With these three Rates-of-Fire, it is possible to achieve multiple
M43 is located in a different hex. Its GP Defense is 4A. hits on a target or targets. All additional hits are resolved indi-
vidually for Hit Location and Damage. Find the row containing
The GP Fire modifiers are now checked for any effect. The Net the AP Hit Number in the left or right hand column of the table.
modifier is –40 as a result of the following modifiers:
Cross-reference the Hit Number row with the columns cor-
- Target Vehicle Moving IF: –20
responding to the weapon’s Rate-of-Fire. If the result exceeds
- Target A-Type Vehicle: –20 the AP Hit Number, all shots missed. If the result is equal to or
Note that cover for the Woods terrain does not apply to Indirect less than the AP Hit Number, one or more hits were made. The
Fire. The 8 GP Factor column on the GP Combat Table is number of hits made is found at the top of the sub-column in
cross-referenced with the GP Defense of 4. The two numbers whose die-roll range the result falls.
found are 36 for the N-Effect and 68 for the S-Effect. Note A shot has an AP Hit Number of 56, with a Rate-of-Fire of F.
that with the –40 modifier, it is not possible to achieve an The values listed in the table are 01-11 in the F: 3 sub-column,
Effective result. 12-22 in the F: 2 sub-column, and finally, 23+ in the F: 1 sub-
The German player rolls (100). The result is 88, so the net roll column. So, if the result was from 01-11 three hits are made;
is 48 (88 – 40). Since 48 is greater than 36 but not greater than from 12-22 two hits are made; from 23-56 one hit was made;
68, the T-34/76 M43 is Suppressed. The Soviet tank is marked and if 57 or higher, the shot missed.
with a Suppression/On counter.
An added bonus of Q, R or F Rates-of-Fire is that additional hits
6.5.2 Direct Fire Step – AP Fire may spread to other target vehicles. To spread additional hits to
other targets, all the additional targets must be within the firing
The Advanced Game adds a number of new concepts to the
unit’s Command Range of the original target vehicle. This Com-
Basic Game. Now, in addition to vehicles other units may also
mand Range check is based on the firing unit’s Unit Grade (not
employ AP Direct Fire.
its Formation Grade, as is the case with sharing commands) and
AP Fire is still directed only at vehicles, but no special counters is measured from the original target to any other potential targets.
are required for the various choices; they are declared at the
The additional targets must still be legal targets and fall within the
time of the fire.
same AP Range Factor (or closer) as the original target. The ad-
6.5.2.1 AP Number of Hits ditional hits are spread before determining damage from the hits.
AP weapons do not necessarily have the same Rates-of-Fire.
Four distinct Rates-of-Fire are modeled in the game. They are
identified by a single character:
• N – Normal
• Q – Quick
• R – Rapid
• F – Fast
The Rate-of-Fire for a specific weapon is listed on the same row
as the weapon’s name following ROF.
Reference the Vehicle Data Card Key, the SU-76M M43’s Rate-
of-Fire for its 76.2mm L43 gun is N –Normal.
Reference the Towed Data Card Key, the 8.8cm FlaK 36’s
Rate-of-Fire for its 88mm L/56 gun is Q – Quick.
Heat Haze Now the unit’s result from the Hit Angle roll (see 6.5.2.2) is
Heat Haze is a visual anomaly that occurs during hot conditions applied. One of four distinct outcomes is possible: ND – No
in the desert and also in arid environments. The shimmering effect Damage, DM – Damaged, KO – Knocked Out, or BU – Brew Up.
caused by dynamic atmospheric turbulence from rising ground If the target is an S-Type vehicle, a –2 modifier is applied to
heat, and the distortion of light passing through it, is a hindrance unit’s result; the net result is never less than 1. This reflects the
to clearly engaging targets. Heat Haze is in effect as instructed reduced effectiveness of AP ammo versus unarmored vehicles.
by a Scenario’s Setup or Special Conditions. An Optional Rule expands on Brew Up results (see 7.11).
Heat Haze affects the combat results by applying a –3 modifier ND – No Damage
to AP Direct Fire. The spotting range at which the modifier is
The shot penetrated, but did no appreciable damage—it is a dud.
applicable depends on the size of the target.
The vehicle suffers no ill effects from the hit, but is subject to
The range is: Bailing Out.
• V Sized Target: ≥ 8 hexes DM – Damaged
All vehicles are considered as V Sized targets regardless of their In addition to the effects outlined in the Basic Game, the vehicle
listed Target Size Modifier. is subject to Bailing Out.
Dual Fire KO – Knock Out
If the Dual Fire weapon (see 5.14) is firing at the same target as In addition to the effects outlined in the Basic Game, any pas-
the unit’s primary weapon—the Dual Fire modifier is –1. How- senger units are subject to Bailing Out.
ever, if the Dual Fire weapon is firing at a different target—the
modifier is –3. BU – Brew Up
In addition to the effects outlined in the Basic Game, any pas-
Note that the Dual Fire modifier only applies to the Dual Fire
senger units are subject to Bailing Out.
weapon, the one displayed as a reverse image, on vehicle Data
Card or any attached leg weapon. When a vehicle suffers a brew up result, all friendly ground units
in the same hex are immediately Suppressed. It does not apply
A German Rifle squad fires both its GP small arms and an to passengers under cover (see 6.5.4.2.3).
attached Panzerfaust. The Panzerfaust must apply the Dual
Fire modifier of –1 if it fires at the same vehicle or –3 if it fires 6.5.2.6 Bail Out – AP Fire
at a different vehicle than the GP small arms. 6.5.2.6.1 Crew
If the target receives a No Damage, Damage or Track Hit result,
Shooter Hesitating (OR) its crew may decide to abandon the vehicle. Find the appropriate
If the firing unit is Hesitating (see 7.1.5.1) due to a Morale Check Crew row on the Bail Out Table on Game Card B for the result,
during a previous turn or previous action during the current e.g., if the vehicle suffered a Track Hit, the dice roll value for
turn—the modifier is –3. TK – Crew is 30– (30 or less).
Shooter Broken (OR) Roll (100). If the vehicle’s Unit Grade is Elite, a +5 modifier is
If the firing unit is Broken (see 7.1.5.2 due to a Morale Check applied; if Green Unit Grade, a –5 modifier is applied. If the result
during a previous turn or previous action during the current is equal to or less than the value, the crew Bails Out.
turn—the modifier is –5. If the vehicle is transporting leg and/or towed units when its crew
AP Unit Grade Bails Out, all passenger units automatically Bail Out; no roll is
The AP Direct Fire Unit Grade modifiers are referenced in the necessary. They are placed in the same hex as the transporting
Unit Grade Modifiers Table on Game Card B. It is based on the vehicle. They may face in any direction and are marked with a
firing unit’s Unit Grade. The Force or Formation Grade of the Suppression/On counter.
firing unit or the target Unit’s Grade has no impact. Vehicles that receive multiple No Damage results must check for
The AP and GP Unit Grade Modifiers share space in the table; Bail Out for each occurrence; additional Track Hits are ignored.
the AP modifiers are those preceding the slash. 6.5.2.6.2 Passengers
The AP Range Factor is used to determine the applicable modi- No Damage, Damage or Track Hit
fier, if any. Note that Seasoned Grade is considered the baseline If a vehicle transporting leg and/or towed units receives a No
and, therefore, does not have any modifiers. Damage, Damage or Track Hit result, and its crew does not Bail
With Regulars Unit Grade and an AP Range Factor of M the Out, its passengers may each still decide to Bail Out. Find the
AP Unit Grade modifier is –2. appropriate Pass row for the result, e.g., if the vehicle suffered
a No Damage Hit, the dice roll value for AP No Damage—Pass
6.5.2.5 AP Damage & Effects is 50–. If the vehicle provides Under Cover transport, do not roll
If the shot penetrates, the Offensive Information section, AP for Bail Out (see 6.5.4.2.3).
Damage, on the firing unit’s Data Game Card is referenced to Roll (100); roll separately for each passenger unit. If the pas-
determine the amount of damage caused by the penetrating hit. senger’s Unit Grade is Elite, a +5 modifier is applied; if Green
An Optional Rule, Variable AP Penetration (OR) adds variability Unit Grade, a –5 modifier. If the result is equal to or less than
to the AP Penetration Factor (see 7.12). the value, the passenger unit Bails Out. It is placed in the same
hex as the transporting vehicle. It may face in any direction and of the SHEAF Pattern. Most units may employ only Direct or
is marked with a Suppression/On counter. Indirect GP Fire. However, a few units have the ability to utilize
For vehicles that receive multiple No Damage or Track Hit either type.
results, their passengers must check for Bail Out for each oc- Only those units possessing a GP row in the Offensive Informa-
currence. tion section of their Data Cards may employ Direct or Indirect
GP Fire.
Knock Out or Brew Up
If a vehicle transporting leg and/or towed units receives a Knock As a Direct Fire action, all rules for Direct Fire are applicable
Out or a Brew Up result, the passenger units must each deter- to GP Direct Fire.
mine if they successfully Bail Out or are eliminated along with 6.5.4.1 The GP Factor
the transporting vehicle. Find the appropriate Pass row for the Determine the range in hexes from the firing unit to the target.
result, e.g., if the vehicle suffered a Knock Out Hit, the dice roll Move along the R – Range sub-row for the GP row until finding
value for Knocked Out – Towed is 61+ (61 or more). the value that is greater than or equal to the value that corresponds
Roll (100); roll separately for each passenger unit. If the pas- to the range in hexes. That value found directly below the ap-
senger’s Unit Grade is Elite, a +5 modifier is applied; if Green propriate range along the F – Factor sub-row is the GP Factor.
Unit Grade, a –5 modifier. If the result is equal to or greater than
Reference the Vehicle Data Card Key for the SU-76M M43,
the value, the passenger unit successfully Bails Out; otherwise,
the range is 7 hexes. Its GP Factor is 4.
it is eliminated. If successful, it is placed in the same hex as the
transporting vehicle. It may face in any direction and is marked Reference the Leg Data Card Key, for the Rifle Squad. The
with a Suppression/On counter. range is 5 hexes; its GP factor is 5.
The Situation
6.5.4.2 The GP Defense Factor
Continuing the AP Direct Fire example from the Basic Game,
All units have a GP Defense Factor. That value is cross-referenced
everything remains the same with the exception of the Hit with the GP Factor on the GP Combat Results Table on Game
Angle, Hit Location and Damage determinations. Card B to resolve GP Fire.
It is determined that the PzKpfw IVH’s Front/Side Hit Angle 6.5.4.2.1 Vehicle GP Defense Factors
is applicable. The Soviet player rolls (100) with a result of 63.
Vehicle GP Defense Factors are listed on their Data Cards. It is
The 6 tens result indicates a HF Hit Location. Comparing the an alphanumeric value that indicates both the GP Defense Factor
Penetration Factor of 19 to the Armor Factor of 19, the shot and the Target Type. Vehicles are Target Types A, P or S. The
penetrated. The 3 units result indicates that the German tank vehicle GP Defense Factor is a fixed value.
is damaged (from the T-34/76 M43’s Data Card). The PzKpfw
IVH is marked with a DMGD counter. Reference the Vehicle Data Card Key, the SU-76M M43’s GP
Defense Factor is 2 and its Target Type is P.
The PzKpfw IVH must check for Bail Out; it has Seasoned Unit
Grade. The German player rolls (100). The result is 57; there 6.5.4.2.2 Leg and Towed GP Defense Factors
is no modifier. Since 57 is greater than 30, the crew stays put. Leg and towed GP Defense Factors are listed on their Data
Cards. It is an alphanumeric value that indicates both the GP
It is determined that the T-34/76 M43’s Front Hit Angle is ap-
Defense Factor and the Target Type. All leg and towed units are
plicable. The German player rolls (100) with a result of 47. Target Type S.
The 4 tens result indicates a TF Hit Location. Comparing the
Penetration Factor of 25 to the Armor Factor of 18, the shot The GP Defense Factors for these units is based on the terrain
penetrated. The 7 units result indicates that the Soviet tank is occupied, whether or not it is in Full Cover or whether or not it
Knocked Out (from the PzKpfw IVH’s Data Card). The T-34/76 is moving. The GPD (GP Defense Factor) is listed for all Terrain
types classified as None for Cover. The remaining GP Defense
M43’s counter (and any other counters) is removed from play
Factors are for Terrain types classified as Light Cover, Medium
and replaced with a KO counter.
Cover, or Heavy Cover.
6.5.3 Overwatch Fire – GP Fire If in Full Cover add 1 or 2 to the listed GP Defense Factor. If
The rules for GP Overwatch Fire are the same as outlined for moving (it has a Move or a Short Halt command) subtract 2.
AP Overwatch Fire (see 4.4.2) except for the application of the The net GP Defense Factor is never less than 1 or greater than 10.
GP Fire modifiers.
If there is more than one Terrain type in a target’s hex, e.g., an
6.5.4 Direct Fire Step – GP Fire Improved Position in Rough terrain, use the Terrain type with the
In the game, GP (for General Purpose) is a collective term highest GP Defense Factor. If the terrain lists Other as its Cover
representing all types of fire that rely on explosive force (HE type, use the other Terrain type in the same hex to determine the
shells from guns, artillery, mortars, etc.) or weight of fire (rifles, Cover type, if any.
machineguns, etc.) for their effect. Note that while Wood and Brick Buildings are considered
GP Fire comes in two flavors—Direct and Indirect. The proce- Heavy Cover for spotting purposes, they are considered Light
dures for GP Direct Fire are the same as AP Direct Fire in that and Medium Cover, respectively, when determining the GP
it is directed at a single target. Whereas GP Indirect Fire affects Defense Factor.
each unit and terrain individually in an area based on the size Reference the Leg Data Card Key, for any German leg unit.
If occupying
© 2021 GMT Games, LLC a Clear hex, not in Full Cover, and not moving,
its GP Defense Factor is 2S.
PANZER Advanced Game Rules ~ 3rd Printing 43
If occupying a Woods hex, not in Full Cover, but moving, its an Indirect Fire SHEAF or bomb or rocket impact patterns, it is
attacked whether or not co-located with a target.
GP Defense Factor is 4S – 6S for Medium Cover and –2 for
moving. 6.5.4.3 GP Fire Modifiers
If occupying an Improved Position, in Full Cover, and not The GP Fire modifiers are now checked to determine their effect,
moving, its GP Defense Factor is 10S – 8S for Heavy Cover if any. These modifiers are found on the GP Fire Modifiers Table
and +2 for Full Cover. found on Game Card B. Unless otherwise indicated, a modifier is
applicable to both GP Direct Fire (DF) and GP Indirect Fire (IF).
6.5.4.2.3 Transported GP Defense Factors GP Fire modifiers affect the GP combat dice roll (100). All GP
When GP Fire is directed at a vehicle transporting leg and/or Fire modifiers are cumulative, and together are considered the
towed units, the transporting vehicle and all passengers are Net Modifier.
attacked by the same GP Fire. Passengers are never attacked
separately from the transporting vehicle. They are only attacked If the target is an A-Type Vehicle (–20) and the firing unit is
as part of GP Fired directed at the transporting vehicle. damaged (–10), the Net Modifier is –30.
The firing unit’s GP Factor is first compared against the transport- Target Vehicle Moving DF/IF
ing vehicle and then against each individual passenger. Each unit If the target vehicle has a Move or a Short Halt command—the
has its own GP combat roll (100) to determine the results. The modifier for Direct Fire (DF) is –10 or –20 for Indirect Fire (IF).
combat results, if any, are applied as they occur.
If the target vehicle’s command is not yet visible, the controlling
If there is a chance of Bail Out, the attempt(s) is made after all player must reveal it to receive the modifier (turn the Command
combats affecting the transporting vehicle and passenger units counter face down again to show it is not yet executed).
are resolved.
Note that in this case, the controlling player is not required to
Passenger leg or towed units transported by an Under Cover reveal the command; respond that the command has no effect. If
capable vehicle have a set GP Defense of 3S. Passenger leg or the player chooses not to reveal the command, the modifier is 0.
towed units transported by a non-Under Cover capable vehicle
have a set GP Defense of 1S. The Terrain type and movement The IF modifier is not applicable with Planned Indirect Fire or
status of the transporting vehicle has no impact on the passengers’ vehicles that voluntarily move within a Barrage.
GP Defense Factor. Target P-Type or A-Type Vehicle
Reference the Vehicle Key Card for the Under Cover transport If the target is a P-Type or an A-Type vehicle—the modifier is
indicator. –10 or –20, respectively.
The SU-76M M43 is within spotting range as the actual range As part of normal movement, vehicles may engage leg or towed
units by Overrunning their positions.
of 3 hexes is less than 20 hexes, which is the maximum spotting
range when attempting to spot a vehicle in None type Cover. 6.6.1 Close Assault/Hand-to-Hand Combat Step
At a range of 3 hexes for GP Direct Fire, the GP Range Factor Eligible leg units engage vehicles (Close Assault) or other leg or
is S – Short Range, and GP Factor is 7. The SU-76M M43’s towed units (Hand-to-Hand Combat) by close combat.
GP Defense Factor is 2P. Why its own step? This prevents Second Player units from
The GP Fire modifiers are now checked for any effect. The Net moving away from First Player units before they attack.
Modifier is –10 as a result of the following modifier:
• Target P-Type Vehicle –10 6.6.1.1 Close Assault Combat
The 7 GP Factor column on the GP Combat Table is cross- Only unsuppressed, unbroken (OR) (see 7.1.5.2) or non-hesi-
referenced with the GP Defense Factor of 2. The two numbers tating (OR) (see 7.1.5.1) squads, half-squads and sections may
initiate Close Assaults. They may attack in any direction. If a
found are 31 for the N-Effect and 62 for the S-Effect.
leg unit is Suppressed before it can initiate a Close Assault, it
The German player rolls (100). The result is 81, so the net cannot then attack.
roll is 71 (81-10). Since 71 is greater than 62 the combat is an
To Close Assault, dismounted leg units must have a Move com-
Effective Result. The Rifle squad is marked with a Spot/Fire
mand. In a special form of Close Assault, passenger units may
counter, turned sideways indicating small arms fire, under the
also dismount into a Close Assault.
edge of its Command counter.
Close Assault is the only method where Engineer units may at-
Since the GP Range Factor is S, and the SU-76M M43 is a P-
tack Terrain features (OR) (see 7.19).
Type vehicle, the actual result is a Suppression. The SU-76M
M43 is marked with a Suppression/On counter. Only spotted vehicles (and terrain by engineer units) are attacked
by a Close Assault. The attacking units must be adjacent to a
Now the SU-76M M43 resolves its fire. Its Fire counter is target to initiate the attack. Squads, half-squads and sections
revealed. It must apply the just incurred Shooter Suppressed (w/o attached weapons) may expend 1 of their movement speed
modifier. The Rifle squad is within spotting range as the actual allowance to move adjacent to a target; this is called an Advanc-
range of 3 hexes is less than 5 hexes, which is the maximum ing Attack. The target must be spotted before the unit moves.
spotting range when attempting to spot a S-Sized Target in Vehicles cannot be attacked if they are two or more Heights
Light Cover. above or below the attacking unit.
At a range of 3 hexes for GP Direct Fire, the GP Range Factor Each leg unit may only attack a single vehicle. If there is more
is P – Point Blank, and GP Factor is 5. The Rifle squad’s GP than one vehicle in a hex, the others are ignored. If more than
Defense Factor is 4S. one unit in the same hex is attacking the same vehicle, they must
The GP Fire modifiers are now checked for any effect. The Net combine their attack. One of the units is identified as the primary
Modifier is –20 as a result of the following modifier: attacker; there may be any number of additional attackers from
the same hex. If units located in another hex are attacking the
• Shooter Suppressed –20
same vehicle, the attacks are resolved separately in any order
The 5 GP Factor column on the GP Combat Table is cross- desired.
referenced with the GP Defense Factor of 4. The two numbers
All Close Assaults against the same vehicle must be announced
found are 48 for the N-Effect and 77 for the S-Effect.
before the first is resolved. If a common target is eliminated
The Soviet player rolls (100). The result is 64, so the net roll is before all of the Close Assaults are resolved, the remaining units
44 (64-20). Since 44 is less than 48 the combat had No Effect. may then move normally, but they may not initiate a Close Assault
The SU-76M M43 is marked with a Spot/Fire counter under or enter into Hand-to-Hand with an unannounced target. Although
the edge of its Command counter. the attacking units are technically firing, they are marked with
Spot/Move counters.
6.6 Advanced Game Movement Phase While Close Assaults take place during the Movement Phase,
This adds the Close Assault and Hand-to-Hand Combat and Over- they do not trigger Overwatch Fire unless the attacking unit is
run Combat to the Movement Phase, in addition to a few special executing an Advancing Attack. In that case, the Overwatch Fire
movement situations and movement for leg and towed units. is resolved before the Close Assault.
Close Assaults are a form of GP Fire simulating the actions of Passenger leg units may dismount (see 6.6.7.1.1) and then imme-
leg units attacking vehicles at extremely close range. This is diately Close Assault an adjacent unit. This is called a Dismount
the most effective means of attacking vehicles with leg units. Attack. They may not combine their attack with any other units in
It differs from GP Direct Fire in that they are resolved in the the hex. The target must be spotted before any movement takes
Hand-to-Hand/Close Assault Step of the Movement Phase rather place and the attacking unit(s) dismounts.
than the Combat Phase.
This special form of Close Assault actually takes place during
Hand-to-Hand Combats are special attacks simulating the ac-
the Movement Step of the Movement Phase along with normal
tions of leg units attacking other leg or towed units at extremely
movement, not during the Close Assault/Hand-to-Hand Combat
close range with individual soldiers from both sides typically
Step. The movement of the transporting vehicle unit may trigger
coming to blows.
© 2021 GMT Games, LLC
48 PANZER Advanced Game Rules ~ 3rd Printing
Overwatch Fire, but once the leg unit dismounts, Overwatch Fire Vehicle in Unsupported Hex
may not be taken. Attacks by leg units in close terrain can be overwhelming for
6.6.1.1.1 Close Assault Combat Resolution vehicles. The Terrain Effects Table on Game Card A lists the
terrain types subject to support, e.g., buildings and woods.
The First Player announces and resolves all Close Assault and
Hand-to-Hand combats in any order followed by the Second Only unbroken (OR) squads and half-squads may support ve-
Player. Close Assault is a form of GP Direct Fire, but utilizes its hicles. The leg unit must be in the same hex as the vehicle. A
own unique set of modifiers. dismounted squad-size unit supports up to two vehicles, while
a half-squad supports a single vehicle.
All leg units use common GP Factors based on the size of the
primary unit. The leg units may be mounted. If mounted, support is on a
• Squad: 8 one-for-one basis. A squad would support only its transporting
vehicle.
• Half-squad: 4
• Section: 2 If the vehicle is unsupported—the modifier is +30.
Reference the GP Combat Results Table on Game Card B. These The most obvious example is vehicles unsupported in urban
common GP Factors are highlighted on the table. Cross-reference areas—never a good idea.
the attacking unit’s GP Factor with the target’s GP Defense
Factor. If the vehicle’s GP Defense Factor is greater than 5, it + Attacker
is treated as 5. Additional attackers use common modifiers based on the unit.
Roll (100) and modify the result by the net Close Assault modi- • Section—the modifier is +5 per additional unit
fier (see 6.6.1.1.2), if any. In this case, the modified result may • Half-squad—the modifier is +10 per additional unit
be greater than 100 or less than 0.
• Squad—the modifier is +20 per additional unit
6.6.1.1.2 Close Assault Combat Modifiers
Vs. P-Type Vehicle
The Close Assault modifiers are used exclusively. All modifiers
are cumulative. The terrain occupied by either side has no impact If a target vehicle is a P-Type—the modifier is +20.
on Close Assault combat. Vs. S-Type Vehicle
Advance Attack If a target vehicle is a S-Type—the modifier is +30.
If the attacking unit(s) expended movement to move adjacent to Vs. Open A-Type Vehicle (OR)
the target, the modifier is –10. If the target vehicle is an open A-Type—the modifier is +10.
Uphill Attack Attacker has a Flamethrower
If the target is 1 Height above the attacking unit(s)—the modi- If any of the attacking units has an attached flamethrower—the
fier is –10. modifier is +20.
Dismount Attack Vs. Hesitating (OR)
If the attacking unit dismounted into the attack—the modifier If the defending vehicle is hesitating—the modifier is +10.
is –10.
Vs. Broken (OR)
Vs. Moving Vehicle
If the defending vehicle is broken—the modifier is +20.
If the target vehicle is moving—the modifier is –10.
Attacker Unit Grade
If the target vehicle’s command is not yet visible, the controlling
player must reveal it to receive the modifier (turn the Command The Unit Grade modifiers for Close Assault combat are found in
counter face down again to show it is not yet executed). the HTH CA column in the Unit Grade Modifiers Table on Game
Card B. This modifier applies to only the primary attacker, and is
Note that in this case, the controlling player is not required to based on that unit’s Unit Grade. If there are additional attacking
reveal the command; respond that the command has no effect. units, their Unit Grade is not applicable.
If player chooses not to reveal the command, the modifier is 0.
If the Unit Grade of the attacking unit is Regulars, the Close
Vs. Suppressed Vehicle Assault Unit Grade Modifier is –10.
If the defending vehicle is Suppressed—the modifier is +20.
6.6.1.1.3 Close Assault Combat Results
Vs. Vehicle with C Modifier If the vehicle has an unrevealed command, i.e., Move or OW, it
If a target vehicle has a C Close Assault indicator on its Data may still execute it during the appropriate Step or Phase.
Card—the modifier is +20.
Suppressed Result
Reference the Soviet SU-85 M43 (Data Card S-4A) for the C The vehicle is Suppressed. Place a Suppression/On counter on or
indicator. This modifier represents vehicles with very limited next to it. If the vehicle already has a Suppression/Off counter,
or no self-defense weapons; typically Coax MGs or MMGs it is replaced by a Suppression/On counter.
in closed mounts.
Effective Result The Soviet player rolls (100). The result is 45, so the net roll
With Close Assault combats, Effective Results yield a Damaged, is 65 (45+20). Since 65 is greater than 63 the combat is an
Track, Knock Out or Brew Up regardless of the target vehicle Effective Result. The SMG squad is marked with a Spot/Move
unit’s Target Type. Follow the rule of 5s and 10s for vehicle GP counter.
Fire (see 6.5.4.4.2) to determine Damage or a Track Hits.
The STuG IIIG is damaged. Place a Dmgd [small caps font]
If the final modified result does not end in a 5 or a 10, the vehicle counter on or next to it.
is Knocked Out or Brewed Up. If the Close Assault included a
flamethrower, the vehicle automatically Brews Up. Otherwise, 6.6.1.2 Hand-to-Hand Combat
the attacker rolls (10), if the result is equal to or less than ½ of the It is a fight ‘til the bitter end that uses a die roll comparison
primary unit’s GP Factor (see 6.6.1.1.1), the vehicle unit Brews between the opposing sides. This is the only case in the game
Up, otherwise the vehicle unit is Knocked out. Passenger units where the defending side rolls off during combat.
must attempt to Bail Out (see 6.5.4.5).
Only unsuppressed, unbroken (OR) (see 7.1.5.2) or non-hesi-
When a vehicle suffers a Brew Up result, all friendly ground tating (OR) (see 7.1.5.1) squads, half-squads and sections may
units in the same hex are immediately Suppressed. It does not initiate Hand-to-Hand combat. They may attack in any direction.
apply to passengers Under Cover (see 6.5.4.2.3). If a unit is Suppressed before it can initiate the combat, it may
If the target is eliminated, any or all of the attacking units may not then initiate the attack.
move into the hex previously occupied by the defending unit if To engage in Hand-to-Hand combat, dismounted leg units must
no other opposing units are present in the hex or they may remain have a Move command. In a special form of Hand-to-Hand
in their original hex. This move does not trigger Overwatch Fire. combat, passenger units may also dismount into a Hand-to-Hand
combat.
The Situation
A Soviet SMG squad (Data Card S-8A), Regulars Unit Grade, Only spotted dismounted leg and towed units may be attacked
located in Woods hex is Close Assaulting a Suppressed Ger- by Hand-to-Hand combat. The attacking units must be adjacent
man StuG IIIG (Data Card G-4B) located in a Scrub hex at to a target to initiate the attack. Squads, half-squads and sections
a range of 1 hex. (w/o attached weapons) may expend 1 of their movement speed
allowance to move adjacent to a target; this is called an Advanc-
Both units are at the same height and have Move commands. ing Attack. The target must be spotted before the unit moves.
The German player is the First Player. Units may not be attacked if they are two or more Heights above
or below the attacking unit.
Each leg unit may only attack a single target. If there is more than
one target in a hex, the others are ignored. If more than one unit
in the same hex is attacking the same target, they must combine
their attack. One of the units is identified as the primary attacker;
there may be any number of additional attackers from the same
hex. If units located in another hex are attacking the same target,
the attacks are resolved separately in any order desired.
All Hand-to-Hand combats against the same target must be
announced before the first is resolved. If a common target is
eliminated before all of the attacks are resolved, the remain-
Even though the Soviet player is the Second Player, Close As- ing units may then move normally, but they may not initiate
sault combat is resolved in the Close Assault/Hand-to-Hand a Close Assault or enter into a Hand-to-Hand Combat with an
Combat Step of the Movement Phase, which precedes the unannounced target. Although the attacking units are technically
Movement Step. Since the German unit is already adjacent, firing, they are marked with Spot/Move counters.
Overwatch Fire is not triggered. While Hand-to-Hand combats take place during the Movement
The SMG squad’s GP Factor is 8; not 10 as listed on its Data Phase, they do not trigger Overwatch Fire unless the attacking
Card. The StuG IIIG’s GP Defense Factor is 3AC. unit is executing an Advancing Attack. In that case, the Over-
watch Fire is resolved before the Hand-to-Hand combat.
The Close Assault modifiers are now checked for any effect.
The Net Modifier is +20 as a result of the following modifiers: Passenger leg units may dismount and then immediately enter
Hand-to-Hand combat with an adjacent unit. This is called a
• Moving Vehicle –10
Dismount Attack. They may not combine their attack with any
• Vehicle with C Modifier +20 other units in their hex. The target must be spotted before any
• Vehicle Suppressed +20 movement takes place and the attacking unit(s) dismounts.
• SMG Squad Regulars Unit Grade –10 This special form of Hand-to-Hand combat actually takes place
The 8 GP Factor column on the GP Combat Table is cross- during the Movement Step of the Movement Phase along with
referenced with the GP Defense of 3. The two numbers found normal movement, not during the Close Assault/Hand-to-Hand
Combat Step. The movement of the transporting vehicle unit
are 31 for the N-Effect and 63 for the S-Effect.
may trigger Overwatch Fire, but once the leg unit dismounts, Defender Broken (OR)
Overwatch Fire may not be taken. If the defending unit is broken—the modifier is –20.
6.6.1.2.1 Hand-to-Hand Combat Resolution Unit Grade
The First Player announces and resolves all Hand-to-Hand and The Unit Grade modifiers for Hand-to-Hand combat are found
Close Assault combats in any order followed by the Second in the HTH CA column in the Unit Grade Modifiers Table on
Player. Hand-to-Hand combat is resolved through a die roll Game Card B. This modifier applies to both the primary attacker
comparison; high side wins; roll again for ties. and the defender, and is based on each unit’s Unit Grade. If there
Both sides roll (100) and modify each of their results by the net are additional attacking units, their Unit Grade is not applicable.
Hand-to-Hand modifier (see 6.6.1.2.2), if any. In this case, the 6.6.1.2.3 Hand-to-Hand Combat Results
modified result may be greater than 100 or less than 0. Hand-to-Hand combat requires that both sides roll (100), compar-
6.6.1.2.2 Hand-to-Hand Combat Modifiers ing the net results with the higher side winning the engagement;
The Hand-to-Hand modifiers are used exclusively. All modifiers re-roll all ties. Hand-to-Hand combat ultimately results in one
are cumulative and are applied to each side. The terrain occupied side’s elimination even if it takes multiple roll-offs. Only one
by either side has no impact on Hand-to-Hand Combat. side is left standing.
Squad If the target has an unrevealed command, i.e., Move or OW, it
may still execute it during the appropriate Step or Phase.
If the primary attacking unit and/or the defending unit is a
squad—the modifier is 0. Attacker Higher Result
Half-squad If the target is a squad, it is reduced to a half-squad (it is not
Suppressed). Flip the squad counter to its half-squad side. Any
If the primary attacking unit and/or the defending unit is a half-
attached weapons are unaffected by this reduction. An Optional
squad—the modifier is –25.
Rule (see 7.17) expands on attached weapon loss.
Section The defending side must now recalculate its modifiers based on
If the primary attacking unit and/or the defending unit is a sec- a half-squad-sized unit and another roll-off takes place.
tion—the modifier is –30.
If the target is anything other than a squad, it is eliminated and
Towed removed from play.
If the defending unit is a towed unit—the modifier is –40. If the target is eliminated, any or all of the attacking units may
Defender Suppressed move into the hex previously occupied by the defending unit if
If the defending unit is Suppressed—the modifier is –20. no other opposing units are present in the hex or they may remain
in their original hex. This move does not trigger Overwatch Fire.
Advance Attack
Defender Higher Result
If any attacking unit(s) expended movement to move adjacent
to the target, the modifier is –10. If the primary attacker is a squad it is reduced to a half-squad
(it is not Suppressed ). Flip the squad counter to its half-squad
Uphill Attack side. Any attached weapons are unaffected by this reduction.
If the target is 1 Height above the attacking unit(s)—the modi- An Optional Rule (see 7.17) expands on attached weapon loss.
fier is –10. The attacking side must now recalculate its modifiers based on a
Dismount Attack half-squad-sized unit. If there are other squad-sized units as part
If the attacking unit dismounted into the attack—the modifier of the attack, the attacking player may designate one of those
is –10. units as the primary unit and recalculate the modifiers. In either
case, another roll-off takes place.
+ Attacker
If the primary attacking unit is a half-squad or section-sized
Additional attackers use common modifiers based on the unit. unit, it is eliminated and removed from play. If it was the only
• Section—the modifier is +5 per additional unit attacking unit, the defending side wins the engagement and the
• Half-squad—the modifier is +10 per additional unit combat is complete. If there are additional attacking units, one of
• Squad—the modifier is +20 per additional unit those units must be designated as the primary unit. Recalculate its
modifiers based on the new unit and another roll-off takes place.
Has Flamethrower
If the attacking side is eliminated, the defending unit remains
If any of the attacking units and/or the defending unit has an
in its original hex.
attached flamethrower—the modifier is +20.
Cavalry Unit
If the primary attacking unit and/or the defending unit is a cavalry
unit—the modifier is +20.
Defender Hesitating (OR)
If the defending unit is hesitating—the modifier is –10.
The Situation The Soviet player must recalculate the Net Modifier; it is now
A German Rifle squad and an Infantry half-squad, both Veteran –35 as a result of the following modifiers:
Unit Grade, in a Woods hex are attacking a Soviet SMG squad, • Half-squad (now SMG half-squad) –25
Regulars Unit Grade, in a Woods hex at a range of 1 hex. • Regulars Unit Grade –10
The German player rolls (100). The result is 48, so the net roll
is 43 (48-5). The Soviet player rolls (100). The result is 62, so
the net roll is 27 (62-35).
Since the German player’s 43 is greater than the Soviet player’s
27, the Soviet SMG half-squad is eliminated. The German
player won the Hand-to-Hand combat.
The German player decides to occupy the Soviet hex with just
the Rifle half-squad.
Both the German Rifle half-squad and Infantry half-squad are
marked with Spot/Move counters.
Both sides are at the same height. Both German units have 6.6.2 Suppression Effects – Movement
Move commands; the Soviet unit has an OW command. The Suppressed units move at only ½ of their normal movement
German player is the First Player. speed allowance (round down) whether moving cross-country or
on paths or roads. Suppressed units with Short Halt commands
The German side resolves its attack first. The German player
move at only ¼ (½ of ½) of their normal movement speed allow-
designates the Rifle squad as the primary attacker. Since the ance (round down). Suppressed and Damaged units with Short
German units are at a range of 1 hex, Overwatch Fire is not Halt commands move at only ⅛ (½ of ½ of ½) or their normal
triggered. movement speed allowance (round down). A movement speed
The German player determines that his Net Modifier is +20 allowance is never less than 1.
as a result of the following modifiers: Suppressed vehicles may initiate Overrun combat as long as all
• Additional half-squad sized attacker +10 of the Overrun requirements are still met.
• Veteran Unit Grade +10 Suppressed leg units may not initiate Close Assault or Hand-
The Soviet player determines that his Net Modifier is –10 as to-Hand combat. They may, however, be the targets of Hand-
a result of the following modifier: to-Hand combat.
• Regulars Unit Grade –10 6.6.3 Vehicle Building Movement
The German player rolls (100). The result is 13, so the net roll At the point a tracked vehicle attempts to enter or exit a build-
is 33 (13+20). The Soviet player rolls (100). The result is 65, ing in its current hex (if entering from an adjacent hex, it pays
so the net roll is 55 (65-10). movement cost for just for the Building not the Alley), it must
first check for damage before actually entering or exiting. Open-
Since the Soviet player’s 55 is greater than the German player’s topped or vehicles transporting any unit may not enter buildings.
33, the German Rifle squad is reduced to Rifle half-squad; the Vehicles may not reverse into buildings.
Hand-to-Hand combat continues.
Reference the Vehicle Into section of the Building Effects Table
The German player must recalculate the Net Modifier; it is on Game Card B. Determining if there is Damage or a Track hit
now –5 as a result of the following modifiers: is a two step process.
• Half-squad (the primary attacking unit is now a half- Determine the type of Building hex: Wood, Brick or Stone. Then
squad) –25 determine the vehicle’s GP Defense Factor. Roll (100) and add
• Additional half-squad sized attacker +10 5 times the GP Defense Factor to the result.
• Veteran Unit Grade +10 If a Soviet SU-85 M43 (Data Card S-4A) attempts to enter or
The Soviet’s side’s Net Modifier is unchanged at –10. exit a building, it applies +20 (4AC x5) to the result.
The German player rolls (100). The result is 72, so the net roll If the net result falls within the range listed in the HIT# column,
is 67 (72-5). The Soviet player rolls (100). The result is 51, so the vehicle suffers Damage or a Track Hit. If the net result does
the net roll is 41 (51-10). not fall within the range, the vehicle enters or exits the building
Since the German player’s 67 is greater than the Soviet player’s normally paying the listed terrain cost.
41, the Soviet SMG squad is reduced to a SMG half-squad; If the net result falls within the range, roll (100) again and refer-
the Hand-to-Hand combat continues. ence the result based on the listed ranges in the TK and Dmgd
columns.
The German side’s Net Modifier is unchanged at –5.
The SU-85 M43 attempts to enter a Brick Building, the So- Squads, and half-squads and sections (w/o attached weapons)
may not change elevation by more than 2 Heights in a single 1
viet player rolls (100). The result is 22; the net result is a 42
hex move. Note: Motorcycle and bicycle leg units (see 6.6.4.4)
(22+20). Since 42 falls within the 01-65 range for a Brick
are wheeled vehicles for movement.
Building, the SU-85 M43 did sustain Damage or a Track Hit.
Squads, half-squads and sections (w/o attached weapons) with
The Soviet player rolls (100) again. The result is 77. It falls
Short Halt commands may expend up to ½ of the available
within 66-00. The SU-85 M43 is damaged. The tank is marked
movement speed allowance (round down). Sections (with at-
with a DMGD counter. tached weapons) may not be given Short Halt commands.
If a vehicle suffers a Track Hit when attempting to enter a build- Suppressed units with Short Halt commands may expend ¼ of
ing, it stops movement before entering the building; it remains the available movement speed allowance (½ times ½).
in the alley. If it suffers a Track Hit while attempting to exit a
building, it stops movement before exiting the building; it re- 6.6.4.2 Quickmarch
mains inside the building. Unsuppressed, unbroken (OR) (see 7.1.5.2) or non-hesitating
(OR) (see 7.1.5.1) dismounted squads, half-squads and sections
If a vehicle is damaged when attempting to enter a building, it still (w/o attached weapons), including all cavalry units, have the
enters the building if it has sufficient movement speed allowance ability to move double-quick or quickmarch, enabling the unit
remaining; otherwise, it remains in the alley. If it is damaged to move faster than normal. On the other hand, Quickmarch
while attempting to exit a building, it still exits the building if it does have a downside; the unit may be Suppressed as a result
has sufficient movement speed allowance remaining; otherwise, of the move.
it remains inside the building. A vehicle may always move one
hex if it does not expend any movement turning. Due to their equipment loads, sections with attached weapons
may not quickmarch. Squads and half-squads may quickmarch
6.6.4 Leg Movement even if they have attached weapons.
For movement, leg-type units are squads, half-squads, sections The unit may start its move in any terrain hex, but the entire
and towed units. move must traverse and end in Clear, Path or Road hexes. It may
6.6.4.1 Leg Movement Factors change a single Height.
Each leg unit has a Movement Factor that determines the dis- A unit may not quickmarch into Close Assault or Hand-to-Hand
tance it can move during a turn. A leg unit’s Movement Factor combats.
is listed on its Data Card in the General Information section
The unit must have a Move command to quickmarch. It then
following the M:.
moves normally, using its quickmarch movement speed allow-
Reference the Leg Data Card Key for a Squad or Half-squad. ance. At the end of the move, determine if it is Suppressed.
Its Movement Factor is 2L 3. Quickmarch Suppression is based on Unit Grade. Reference
For leg-type units, the Movement Factor is made up of three the Quickmarch column in the Unit Grade Modifiers Table on
distinct elements. The first two are listed in combination and Game Card B.
determine the Cross-Country movement speed allowance and The moving player rolls (100). If the result falls within the listed
the Mode of Traction. L=Leg. range, the unit is Suppressed and is marked with a Suppression/
The third element is the Quickmarch movement speed allowance. On counter.
Leg units do not have Path or Road information. After a Veteran unit completes a quickmarch, it has a Suppres-
Dismounted towed units and cavalry, bicycle and motorcycle leg sion range of 01-40.
units located in a Path or Road hex do not prevent movement but
do stop a vehicle from using its Path or Road movement factor. 6.6.4.3 Crawling
Squads, half-squads and sections on foot (not cavalry, bicycle Unsuppressed squads, half-squads and sections (w/o attached
or motorcycle units) located in a Path or Road hex do not stop a weapons) in Full Cover (see 6.1.4.2) may move 1 hex while
vehicle from using its Path or Road movement factor. maintaining their Full Cover status.
Leg units move in a similar manner as that described for vehicles Crawling units cannot:
in the Basic Game. They expend a portion of their movement • Have Short Halt commands
speed allowance based on the Terrain type. They do not have • Change elevation
a turn cost; they may move freely in any direction. They may • Move adjacent to an opposing unit spotted by any friendly
enter prohibited terrain if transported by a vehicle. As they are unit
utilizing the vehicle’s movement abilities.
• Move up or down in a building
Like vehicles, they may always move one hex, as long as it is a
Crawling is not considered moving for combat or spotting pur-
legal move. Otherwise, they may not exceed the available move-
poses. Units are not marked with a Spot/Move counter. However,
ment speed allowance.
all GP Direct and Indirect Fires apply a +10 modifier.
Leg units move up or down in buildings by expending 1 Move-
ment Factor.
6.6.4.4 Motorcycles & Bicycles change only a single Height. They may not traverse Hedgerow
Squads, half-squads and sections can be designated as Motor- or Wall hexsides. They may not have Short Halt commands.
cycle (M/C) or Bicycle (B/C) units. In those cases, the leg units They may enter prohibited terrain only if transported by vehicle.
use the listed W=Wheeled Movement Factors found on their Like vehicles, they may always move one hex, as long as it is a
Data Cards instead of the normal Leg Movement Factors. They legal move. Otherwise, they may not exceed the available move-
execute movement as if they were Wheeled vehicles. They still ment speed allowance.
spot and are spotted as normal leg units.
6.6.6 Barrage Movement
In game terms, they never separate from their motorcycles or
Since Indirect Fire actually takes place throughout a turn, units
bicycles. Their transport is always kept in close proximity, but
that move to a new position that falls within the area described
is not represented by a separate counter.
by an Indirect Fire SHEAF Pattern are immediately attacked
Neither type may traverse Hedgerow hexsides. Motorcycle units by those Indirect Fire units represented by the SHEAF Pattern.
may not traverse Wall hexsides. They never conduct Overrun
The moving unit is attacked just once for any movement within
combats.
a SHEAF Pattern by each Indirect Fire unit no matter how many
They conduct Close Assault and Hand-to-Hand combats in the hexes of that pattern they enter. If SHEAF Patterns overlap, that
normal manner as described in those sections of the rules; how- could result in multiple attacks.
ever, in this case, Advancing Attacks are at ½ of their motorcycle
Since units with Move or Short Halt commands are not required
or bicycle movement speed allowances.
to enter a new hex, units that start the Movement Phase under
6.6.4.5 Cavalry a Barrage are not required to actually move to a new position,
Both German and Soviet forces fielded horse-borne infantry thereby avoiding additional attacks.
forces as did the forces of other nations. Vehicles that move within a Barrage do not apply the –20 Target
Squads, half-squads, and sections are designated as Cavalry Vehicle Moving modifier.
units. In those cases, the leg units actually use the listed Cavalry Units may pivot without incurring additional attacks.
Movement Factors found on their Data Cards instead of the
normal Leg Movement Factors. They still execute movement 6.6.7 Transporting
as leg units. They still spot as normal leg units, but are spotted Leg and towed units can be transported (carried or towed) by
as L Sized targets. vehicle and limbers (both referred to as vehicles). Units being
In game terms, these units never separate from their horses. They transported are classified as passengers mounted on vehicles
are always kept in close proximity, but are not represented by a while non-transported units are classified as dismounted. Pas-
separate counter. sengers are not marked with a separate command.
Cavalry units (with or w/o attached weapons) may not change Place the vehicle counter under the units it is transporting or
elevation by more than 2 Heights in a single 1 hex move. utilize the Summary Card.
They may not traverse Hedgerow hexsides. They never conduct 6.6.7.1 Transport & Passenger Capacity
Overrun combats. All vehicles have a Transport Capacity Factor on the Movement
Row of their Data Cards; it is listed as TR: #-#. The first value
They conduct Close Assault and Hand-to-Hand combats in the
is the vehicle’s Towed Capacity, the second value is its Leg
normal manner as described in those sections of the rules; how-
Capacity. Some vehicles provide Under Cover protection for
ever, in this case, Advancing Attacks are at ½ of their cavalry
passenger leg or towed units.
movement speed allowance.
Vehicles that have both a Towed and Leg Capacity may transport
Cavalry units quickmarch normally, but apply +20 modifier to
either type. Vehicles that have a Leg Capacity but 0 for their
the Suppression determination.
Towed Capacity may only transport leg units. Vehicles that have
6.6.5 Towed Movement – Manhandling 0 for both may not transport either type.
Towed units are anti-tank guns, infantry guns and anti-aircraft Reference the German Prime Movers (Data Card G-5B1). The
guns. They all have a L=Leg listed on the Movement Row of SdKfz 10’s Transport Capacity is 1-2. Its Towed Capacity is 1
their Data Cards. While their most efficient method of movement while its Leg Capacity is 2.
is transport by an appropriate vehicle or limber, all but the very
large guns do possess an inherent, but limited movement capa- Leg and towed units have a Passenger Capacity. The data is pre-
bility. Moving a towed unit without the assistance of transport sented as a reverse image indicating that they are passenger units.
is called manhandling. Their capacity indicates how much space they, their equipment
and ammunition requires while being transported.
Like leg units, the Towed Movement Factor is composed of three
elements or allowances. The first two are listed in combination Reference the Leg Data Card Key. A German section has a
and determine the Cross-Country movement Passenger Capacity of 0-1 (reverse indicates that it is a pas-
The third element, which is always 0, is the Quickmarch move- senger unit). Its Towed Passenger Capacity is 0 while its Leg
ment factor. Towed units do not have Path and Road information. Passenger Capacity is 1.
Towed units may move only 1 hex per turn. They do not have The Passenger Capacity for Towed units has both a leg and
a turn cost; they may move freely in any direction. They may towed component. This represents not only the capacity required
for the weapon itself but also the capacity required for its crew, Any passenger utilizing an emergency Bail Out must be placed
equipment and ammunition. When transporting a towed unit, the in the same hex as the transporting vehicle at the point they bail
transporting vehicle may not move in reverse. out and are marked with a Supprression/On counter. They may
Reference the Towed Data Card Key. The 8.8cm FlaK 36 has face in any direction.
a Passenger Capacity of 3-3 (reverse indicates that it is a pas- Passengers may never use an emergency Bail Out to avoid
senger unit). Both its Towed and Leg Capacities are 3 each. announced OW Fire. They may use emergency Bail Out after
resolving an announced OW Fire.
To transport a leg or towed unit, the vehicle’s Transport Capacity
must be equal to or greater than the passenger unit’s Passenger Hesitating (OR) or Broken (OR) status does not impact emer-
Capacity. A vehicle may transport as many individual leg units gency bail out.
as its Transport Capacity can accommodate; it may tow only a 6.6.7.2 Transported Fire
single unit regardless of its Transport Capacity. Squads, half-squads and sections may utilize Direct GP Fire
6.6.7.1.1 Mounting & Dismounting while transported. Any attached anti-tank rifles may also fire.
For passengers, mounting is movement; they must have Move The passenger may fire, or observe for indirect fire, if their
commands. On the other hand, vehicles may mount or dismount transporting vehicle has any command except Move.
passengers when moving or stationary. Hesitating (OR) or Broken A passenger makes its own spotting attempt. It may fire at the
(OR) status does not impact the transport process other then the same target if the vehicle is also firing, or at any other spotted
movement effects for those units. target. Dual Fire modifiers are applied only based on the passen-
Passengers Mounting ger’s fire. The passenger must apply the appropriate Transported
Unsuppressed squads, half-squads, and sections (w/o attached Combat AP (–2) or GP (–10) modifier to all fire. It does not apply
weapons) must have a Move command and be adjacent to or in the Short Halt modifier.
the same hex with the transporting vehicle. Suppressed squads Since passenger units are not spotted separately from their
and half-squads and all sections (with attached weapons) and transporting vehicle, the transporting vehicle is marked with the
towed units must have a Move command and be in the same hex appropriate Spot/Fire counter depending on the nature of the
with the transporting vehicle. Transported Combat, i.e., small arms or not. If the transporting
All passenger units expend their entire movement speed allow- vehicle unit already has a Spot/Fire counter other than for small
ance mounting. arms, it is retained.
Passengers Dismounting 6.6.8 Hasty Entrenchments
Unsuppressed squads, half-squads and sections (w/o attached Unsuppressed, dismounted leg units, including motorcycle, bi-
weapons) are placed adjacent to or in the same hex with the cycle, and cavalry units, and unsuppressed, dismounted towed
transporting vehicle. They may not dismount off map. Sup- units are able to dig in by constructing shallow cover—a Hasty
pressed squads and half-squads and sections (with attached Entrenchment. To construct a Hasty Entrenchment, a unit must
weapons) and towed units must be placed in the same hex with be in Full Cover and have a N/C command. Once emplaced they
the transporting vehicle. are not removed.
All passenger units expend their entire movement speed allow- It takes 4 turns to construct a Hasty Entrenchment; the turns need
ance dismounting; they are marked with a Spot/Move counter. not be consecutive. The Hasty Entrenchment counter has four
They may face in any direction. sides, three numbered 1 through 3 and one labeled Hasty. Place
the counter with the 1 side facing forward after the first turn of
Vehicle Mounting & Dismounting construction. As each turn of construction is completed rotate
All Suppressed or unsuppressed vehicles may mount and/or the counter to the next side. The construction status is updated
dismount passengers. They may have any Command marked. during the Adjust Full Cover Step.
If marked with a Move or Short Halt command, vehicles expend One unit may start construction, only to have it completed by
½ of their available movement speed allowance (round down) another unit. If abandoned before construction is complete, use
mounting or dismounting any number of passengers. They may the Directional hex as a point of reference.
mount or dismount any number of passengers in a single hex or
The required number of turns is the same regardless of the type or
perform both actions at the same time in a single hex.
size of unit constructing a Hasty Entrenchment, except engineers.
The process of mounting or dismounting passengers may take
Due to their construction training and on-hand equipment, en-
place anytime during a vehicle’s move as long as it has the
gineers require only 2 turns to construct a Hasty Entrenchment.
requisite movement speed allowance. A vehicle may mount/
After the first turn of construction place the counter with the 2
dismount units and then move; it may move and then mount/
side facing forward. The second turn completes the construc-
dismount units; or it may move, mount/dismount units and then
tion. Engineers require 1 turn to complete an abandoned Hasty
continue moving.
Entrenchment numbered 1 through 3.
6.6.7.1.2 Emergency Bail Out
6.6.9 Searching for Hull Down
All unsuppressed passengers may Bail Out during a player’s por-
Many Terrain types contain irregularities that could provide ve-
tion of the Movement Phase (First or Second Player) at no cost
hicles with a Hull Down or Partial Hull Down position. Reference
to a transporting vehicle with a Move or Short Halt command
the Hull Dn column in the Terrain Effects Table on Game Card
at any point during its move.
© 2021 GMT Games, LLC
PANZER Advanced Game Rules ~ 3rd Printing 55
A. Only those Terrain types with a listed numerical range may To Overrun, vehicles must have a Move command; vehicles with
provide a position unless otherwise instructed by the Set Up or Short Halt commands may not Overrun. They may Overrun only
Special Conditions in a scenario. a single dismounted leg or towed unit; the target must have been
Any vehicle may attempt to find a position. It must have a Move dismounted at the start of the turn. If more than one vehicle is
command and expends all of its movement speed allowance attacking the same target, they resolve their attacks separately.
searching in its current hex. The target must be spotted before the vehicle starts its move.
The moving player rolls (100), if the result falls within the listed All Overruns of a common target must be announced before the
range, the vehicle found a position and is marked with the ap- first combat is resolved. If a common target is eliminated before
propriate Location/HD counter. all of the Overruns are resolved, the remaining vehicles may
move normally, but may not Overrun another target.
A vehicle may search for a Hull Down or Partial Hull Down
position. Announce the type before rolling. When searching for The Overrunning vehicle unit must have a sufficient movement
a Partial Hull Down position, apply a –20 modifier. speed allowance available to enter the target’s hex. The terrain
occupied by the target must be legal for vehicle movement, i.e.,
It makes sense that smaller vehicles should have more luck find- a vehicle cannot Overrun a target in a Heavy Woods hex.
ing a position than larger vehicles. Apply the following modifiers,
based on the vehicle’s size: If the vehicle unit is Overrunning a target located inside a build-
ing, it must attempt to enter the building before initiating the
• Size +2 – the modifier is +10
Overrun. If the vehicle suffers a TK Hit, it must stop outside of
• Size +1 – the modifier is +5 the building before initiating the attack. If it is Damaged, it must
• Size 0 – no modifier then immediately halve its remaining movement speed allowance
• Size –1 – the modifier is –5 and apply that GP Fire modifier.
• Size –2 – the modifier is –10 Although Overrunning units are technically firing, they are
It also makes sense that Unit Grade should have an impact. Ap- marked with Spot/Move counters.
ply the following modifiers, based on the vehicle’s Unit Grade: Since Overruns take place during the Movement Phase, it may
• Elite – the modifier is -10 trigger Overwatch Fire. It is triggered before the vehicle moves
• Veteran – the modifier is -5 into the target’s hex or after it exits, but not while conducting
the Overrun.
• Seasoned – no modifier
• Regulars – the modifier is +5 6.6.10.1 Overrun Combat Resolution
• Green – the modifier is +10 The GP Factors at a range of 1 hex for all of the Overrunning
vehicle’s weapons, excluding AA Factors, (subject to minimum
The vehicle may turn in the hex to face any hexside. The position range and ammo limits) plus the GP Factor of any passenger
is found moving either forward or in reverse. squads, half-squads and sections are added together. Attached
Vehicles in these positions are Hull Down from all angles except weapons are not part of the Overrun. If the total GP Factor is
the Rear/Side and Rear (or Front/Side and Front if it reversed greater than 15, use the 15 column.
into the position). The terrain occupied by the target determines its GP Defense
If a vehicle marks a Move or Short Halt command, it abandons Factor.
the position even if it remains in its current hex. Remove its Roll (100) and apply all appropriate GP Direct Fire modifiers.
Location/HD counter. To reassume the position, it must search Since Overruns are not executed with a Short Halt commands,
again. Once a vehicle abandons a position, no other vehicle may that modifier is not applicable.
occupy it without first searching.
If the target is eliminated and there are no other opposing units
Since vehicles expend all of their movement speed allowance in the hex, the vehicle may remain in the hex. If the vehicle is
searching, passengers may not mount or dismount, except for able to continue moving it may do so. If it does not have any
Emergency Bail Out. movement speed allowance remaining and the target or any other
If the potential for Bogging Down (OR) (see 7.29) also exists, opposing units are still in the hex, the vehicle is placed back in
the player must first determine if a vehicle bogs down. If it bogs the hex from which it entered the Overrun.
down, it may not search. 6.6.10.2 Overrun Combat Results
6.6.10 Overrun Combat If the target has a Suppression/Off counter, it is replaced by a
Overrun combat is a shock form of GP Fire where vehicles lit- Suppression/On counter regardless of the outcome of the Over-
erally drive into the positions occupied by leg and towed units run. If it has an unrevealed command, i.e., Move or OW, it may
potentially crushing units in their path. It is different from normal still execute that command during the appropriate Step or Phase.
GP Fire since it is resolved during the Movement Step of the Suppressed Result
Movement Phase rather than the Combat Phase.
The target is Suppressed. Place a Suppression/On counter on or
Only non-hesitating (OR) or unbroken (OR) vehicle combat next to it. Ignored if already Suppressed.
units may Overrun. Suppressed and/or Damaged vehicles may
Overrun. However, they must apply those GP Fire modifiers and
movement limitations.
Ground-based anti-aircraft fire was notoriously a hit-and- An aircraft’s Speed and Altitude remain in effect for its current
miss proposition as on average thousands upon thousands of turn, unless conducting a Dive Bombing Attack (see 6.7.2.3.2)
rounds were expended to shoot down just a single aircraft. In or is damaged, but may change in subsequent turns.
reality, fighter aircraft destroyed the vast majority of ground 6.7.2.3 Aircraft Movement Procedure
attack aircraft. While just about any vehicle or leg unit carried An aircraft moves in the direction its front is facing (no reverse
weapons with a limited AA capability, the chance of those moves here!). It does not possess a movement speed allowance
units actually hitting or impacting the action of a ground at- nor does it pay for movement; it is considered to be flying above
tack aircraft was so small that there is no point in cluttering all mapboard terrain.
up the game with all those extremely low probability shots.
Therefore, only dedicated AA units and some vehicle mounted 6.7.2.3.1 Turning Aircraft
weapons have AA capability. An aircraft’s ability to turn while moving is based on its Speed.
Altitude does not impact turning.
6.7.1 Aircraft Weapon Loads Aircraft at Slow Speed may make a single hexside right-hand or
Aircraft are capable of delivering a heavy load of ordnance from left-hand turn anytime during its move across the mapboard. After
strafing to bombs and rockets. The Aircraft Data Cards list the turning, it must fly in a straight line until it exits the mapboard.
available weapon loads. All aircraft carry Strafing weapons. The turn is optional.
In the case where an Aircraft Data Card lists both Rockets and An aircraft at High Speed may not turn; it flies straight across
Bombs, the controlling player must select either one of those the mapboard until it exits.
two options before the scenario begins and note that information
for reference. 6.7.2.3.2 Dive Bomber Movement
Aircraft making Dive Bombing Attacks (the Notes Section of
It is highly recommend that the Aircraft Limited Ammo rule
the Aircraft Data Cards indicates this capability) use a special
is employed (see 5.16.2.6). Otherwise, aircraft would have an
combination movement.
unlimited number of attacks available, greatly distorting their
actual capabilities. It enters the mapboard at High Altitude (all Dive Bombers fly at
Slow Speed). Once it completes its attack, it exits the mapboard
6.7.2 Aircraft Movement – Flying at Low Altitude.
Aircraft never remain on the mapboard during the course of a
scenario. They appear individually, enter the mapboard along 6.7.3 Aircraft Combat
one edge, move across the mapboard, attack and are attacked, Aircraft may attack ground units by strafing and with rockets or
themselves, and then, if they survive, exit the mapboard along bombs. Aircraft units differ from ground units in that they may
another edge. make as many attacks as desired, one per acquired target, or as
many as are possible during the course of one move across the
6.7.2.1 Aircraft Appearance & Loitering mapboard. They may make these attacks from any legal point
Unless instructed otherwise by a Scenario’s Setup or Special during their move.
Conditions, aircraft may initially appear on any turn of a scenario
and in either the 1st or 2nd Air Phase. 6.7.3.1 Aircraft Spotting
Due to their high speed relative to ground units, aircraft are
However, once an aircraft unit initially appears, it may loiter
limited in their ability to spot targets. As with all combat, aircraft
(is available for use) for only a total of five consecutive turns,
must have a spotted target to make any type of attack.
including the turn in which it makes its first appearance.
Aircraft may only spot those units, with an unblocked line-of-
After making its initial appearance an aircraft may reappear, i.e.,
sight, that fall within their Front 60° Field-of-Fire.
fly, each turn, in either the 1st or 2nd Air Phase, not both. Whether
or not it appears during a turn, the five-turn limit is still in effect. 6.7.3.1.1 Aircraft Acquiring Targets
On its initial appearance, it may appear on any edge of the map- Aircraft require a certain amount of movement to acquire (spot)
board. Subsequent appearances must be on the edge from which targets. The aircraft must have an unblocked line-of-sight to the
it exited the mapboard during the previous turn. However, if it target and maintain it within its Front Field-of-Fire for the entire
skips one or more turns before reappearing, it may then reappear movement requirement.
on any mapboard edge. These skipped turns do, however, count The aircraft may turn and still acquire a target as long as the
towards the five turn loiter limit. target remains in its Front Field-of-Fire.
6.7.2.2 Aircraft Speed & Altitude Acquisition Ranges are based on the aircraft’s Speed and Altitude
Aircraft fly at one of two speeds: Slow or Fast, and at one of and are found on the AA/Aircraft Spotting Table on Game Card
three altitudes: Low, Medium or High. The aircraft’s Speed C in the Acquire column.
and Altitude are announced when the aircraft is placed on the The aircraft is flying Fast at Low Altitude. To acquire a target,
mapboard’s edge. it must move 10 hexes with an unblocked line-of-sight to the
An aircraft’s Speed and Altitude affect its ability to maneuver target.
and to make certain attacks and impacts its vulnerability to anti-
If Suppressed, double the range requirement for any new ac-
aircraft fire.
quisitions. If Suppressed before it acquires a target, it must still
meet the doubled requirement but subtracts the number of hexes 6.7.3.2 Strafing
already expended acquiring the target. All aircraft are armed with a certain number of internal ma-
Unblocked ground units that are closer to a mapboard edge than chineguns and/or cannons. These are GP weapons that utilize a
the minimum required Acquisition Range may still be acquired. Strafe Pattern based on the Speed of the aircraft. Strafing attacks
The aircraft is considered to have expended any required hexes must be conducted from Low Altitude. All small arms strafing is
of movement off the mapboard as it was flying up to the edge considered Point Blank Range.
of the mapboard. Once it is on the mapboard, it must acquire If the aircraft unit is strafing at Slow Speed, it hits the target
any subsequent targets by meeting the movement requirement. unit’s hex immediately in front of the aircraft and the next hex.
After completing an attack, an aircraft may start acquiring its next If the aircraft is strafing at Fast Speed, it hits the target unit’s
target from that point or exit the mapboard. An aircraft never has hex immediately in front of the aircraft and the next two hexes.
more than one acquired target at a time.
Strafing patterns:
Once a dive bomber completes its attack, it may acquire its new
target using the Low Altitude information.
Aircraft cannot acquire targets located inside any Building hexes
or Improved Positions, or located in Light Woods, Woods, or
Heavy Woods hexes without the assistance of an FO unit.
6.7.3.1.2 Observers Spotting for Aircraft
Ground units located inside Buildings or Improved Positions,
or located in Light Woods, Woods, or Heavy Woods hexes may
not be acquired by aircraft unless a friendly FO unit can spot the
target for the aircraft.
No other observers may spot for aircraft. If an FO unit is un-
available, the aircraft cannot acquire targets located in those
terrain types.
The FO unit must have a clear line-of-sight to the target unit,
and it must be within spotting range of the FO unit. The FO unit
may simultaneously spot a single target for multiple aircraft.
The FO must have an OW command to spot for aircraft and it
may not perform any other Overwatch related actions or observe
for Indirect Fire. Each ground unit (friendly or enemy) or Terrain Type (see
Even with an FO Unit spotting a target, the aircraft unit must 6.5.4.4.3) that falls within the Strafe Pattern is attacked individu-
still acquire the target (see 6.7.3.1.1). ally. Each strafing attack is considered a single attack for aircraft
Ammo Limits (see 5.16.2.6) purposes no matter the number of
6.7.3.1.3 Blocking Terrain For Aircraft individual ground or Terrain Types that are actually attacked.
In addition to Acquisition Range, an aircraft unit must have an
Strafing attacks use the GP Fire procedure (see 6.5.4). The
unblocked line-of-sight to the target during its entire Acquisition
Aircraft Combat modifiers are also checked to determine their
Range movement.
effect, if any (see 6.7.3.5). These modifiers are found on the AA/
Determining the line-of-sight from an aircraft to a target is a Aircraft Modifiers Table found on Game Card C.
simpler process due to its higher altitude. The line-of-sight from
an aircraft to a target is potentially blocked if the target is within 6.7.3.3 Bombs
a specific number of hexes of a specific height obstacle based on Bombs are dropped from Low, Medium or High Altitude and hit
the Altitude of the aircraft. The aircraft’s speed has no impact. the target unit’s hex immediately in front of the aircraft. Dive
bomb attacks are dropped from Low Altitude. Non-dive bomb
Potential blocking terrain heights are based on the highest point attacks are dropped from Medium or High Altitude. An Optional
of the terrain, i.e., the tops of woods or buildings. Based on the Rule (see 7.26) adds the chance of Bomb Scatter.
aircraft Altitude, the line-of-sight is blocked if the ground unit is
adjacent to an obstacle or 1 additional hex from the obstacle for Bombs are GP weapons that have a Blast Pattern based on the
each Height over the listed base. The blocking ranges are found Altitude of the aircraft. Dive bomb attacks affect just the target
on the Aircraft Line-of-Sight Table on Game Card C. unit’s hex. Bombs dropped from Medium Altitude affect the
target unit’s hex and the next hex. Bombs dropped from High
An aircraft is at Low Altitude. The line-of-sight is blocked Altitude affect the target unit’s hex, the next hex, and the two
if the target is within 1 or 2 hexes of a Woods hex. The line- adjacent hexes.
of-sight is blocked if the target is within 3 hexes or less of a
Heavy Woods hex.
The aircraft is a Medium Altitude, the line-of-sight is blocked
if the target is adjacent to a Heavy Woods hex.
Unblocked aircraft that appear on the mapboard edge are auto- Suppressed Result
matically acquired. The AA unit is considered to have acquired The aircraft is Suppressed. Place a Suppression/On counter next
the target as it was flying up to the edge of the mapboard. to it. Suppressed aircraft are limited in both combat (see 6.5.4.3)
In addition to the Tracking Range, AA units must have an and the ability to acquire new targets (see 6.7.3.1.1).
unblocked line-of-sight to the target aircraft during its entire Effective Result – Damaged
Tracking Range movement. The method and determination is If the final modified dice roll ends in a 5 or 10, the target aircraft
the same process as for determining blocking terrain for aircraft is Damaged. Place a DMGD counter next to it. Damaged aircraft
acquisition, just in reverse. If the aircraft can see the AA unit, are limited in combat (see 6.5.4.3). If damaged a second time,
the AA unit can see the aircraft (see 6.7.3.1.3). it is eliminated.
All AA weapons are GP weapons. Each AA unit may take one In addition, the aircraft must now fly at Slow Speed for the re-
Overwatch AA shot per turn no matter how many different aircraft mainder of the current turn and future turns. If it is currently at
they may track. AA fire must be announced. If announced after Fast Speed it is immediately reduced to Slow Speed.
an aircraft announces its combat, the AA fire is resolved after
the aircraft resolves its combat. Effective Result – Eliminated
AA units inside Buildings or Improved Positions may not track If the final modified dice roll does not end in a 5 or 10, the target
or fire at aircraft. aircraft is shot down and crashes. Roll (10). The result is the
number of hexes the aircraft moves forward from its front facing
6.7.4.1.2 AA Fields-of-Fire before it crashes into the ground. Divide the result by 2 (round
AA units have a 360o Line-of-Sight when tracking aircraft. To fire down) if the aircraft unit was at Low Altitude.
at a tracked aircraft, it must fall within the AA unit’s Field-of-Fire.
Each ground unit and Terrain Type occupying the crash hex is
Turreted & Turretless 360o Vehicles & Vehicle Mounted AA attacked individually with a GP Factor of 15. It is considered a
(HMG) & AA (MMG) non-small arms attack against all vehicles regardless of their GP
These vehicles and weapons have all-round Fields-of-Fire for AA Defense Factor. May start Fires (OR) (see 7.35).
Fire. Some vehicles must have an Open Turret (OR) for AA Fire. Aircraft may never intentionally crash.
Towed Units
Towed units have a Front Field-of-Fire. Platform Gun Mounts
6.8 Advanced Game Adjustment Phase
(OR) (see 7.16) expands on this limitation. Advanced Game Adjustment adds the Pivot, Full Cover, and
Adjust/Remove Suppression Steps. The Adjust/Remove Counters
High Altitude Restriction step is expanded. Players simultaneously execute the Adjustment
Some AA units may not fire at aircraft at High Altitude. They Steps in the order listed.
have N/A vs. High Altitude listed.
6.8.1 Pivot Step
6.7.4.2 AA Procedure Regardless of their commands, all dismounted leg and towed
AA fire uses the GP Fire procedure (see 6.5.4) with the exception units, in any order, may change their facing to any hexside—pivot
that Overwatch GP Fire modifiers are not applicable. in place. Pivot does not expend movement; it is not marked with
All AA Combat modifiers are cumulative with any other GP a Spot/Move counter.
fire modifiers applicable to the AA unit and together are called 6.8.2 Adjust Full Cover Step
the Net Modifier. These modifiers are found on the AA/Aircraft In any order, dismounted leg units (including motorcycle, bicycle
Modifiers Table found on Game Card C. and cavalry units) and dismounted towed units freely move into
Reference the German PzKpfw IIIM (Data Card G-1A), it has or out of Full Cover, regardless of their commands.
a –20 modifier for its MMG. Adjust Hasty Entrenchment counters as necessary.
AA vs. Fast Speed or High Altitude
6.8.3 Adjust/Remove Suppressions Step
If the aircraft is flying at Fast Speed or at High Altitude—the In any order, the players first attempt to remove all Suppression/
modifier is –10 for each. Off counters from their units. The ability to recover from a Sup-
AA vs. Low Altitude pression is based on a unit’s Unit Grade, whether it was attacked
If the aircraft is flying at Low Altitude—the modifier is +10. and its Command during the current turn.
6.7.4.2.1 AA Fire Results Reference the Unit Grade modifiers and the Suppression Recov-
ery Tables, both found on Game Card B.
Aircraft are either eliminated (Effective Result), damaged (Ef-
fective Result), Suppressed, or missed (no Effect Result) as a The base recovery range is found in the Sup’d Recvy column of
result of AA fire. the Unit Grade Modifiers Table. The terrain occupied by unit has
no impact on its recovery. Roll (100) and apply any applicable
No Effect Result Suppression modifiers found in the Suppression Recovery Table.
The shot missed the aircraft or did no appreciable damage; it
continues its flight unabated. 6.8.3.1 Adjust/Remove Suppression Modifiers
These are used exclusively and are cumulative. These modifiers
do not apply to aircraft; they always use their base recovery range.
Glossary
(-): Under-Strength Formation Coy: Company
(+): Over-Strength Formation CP: Cohesion Point
(r): Russische – Russian Danger Close: Indirect fire affecting friendly units
(t): Tschecholowakisch – Czechoslovakian DCR: Division Cuirassée de Réserve
A/ATG: Anti-Aircraft/Anti-Tank Gun DF: Direct Fire
A: Ammo limits DI: Division d’Infanterie
AAA: Anti-Aircraft Artillery DIM: Division d’Infanterie Motorisée
AAG: Anti-Aircraft Gun Div: Division
AAMG: Anti-Aircraft Machinegun DLC: Division Légère de Cavalerie
Abteilung: Detachment DLM: Division Légère Méchanique
Active Unit: Combat units still in action counted for Command DMGD: Damage Hit
Control. E: Extreme range
AG: Advanced Game component or rule Elements: Only a portion of a unit is present
AMC: Automitrailleuse de Combat – Arm Car Engineer: Special unit classification
AMD: Automitrailleuse de Découverte – Arm Car F: GP Factor
AP: Armor Piercing F: Fast rate-of-fire
APC: Armored Personnel Carrier FlaK: Fliegerabwehrkanone – anti-aircraft gun
APC: Armored Piercing Capped Flakpanzer: Armored anti-aircraft vehicle
APCR: Armor Piercing Composite Rigid FO: Forward Observer, special unit classification
APDS: Armor Piercing Discarding Sabot Full Cover: Increased defense for Leg and Towed units
Arm Car: Armored Car Fusilier: Infantry or reconnaissance
ATG: Anti-Tank Gun Gepanzert: Armored
ATR: Anti-Tank Rifle. Hand-held anti-tank weapon. GMC: Gun Motor Carriage
A-Type: Armored Type Vehicle GP Defense: Alphanumeric defensive classification
Aufklärung: Reconnaissance Forces GP Factor: Numerical weight of GP Firepower
B/C: Bicycle GP: General Purpose
BA: Broneavtomobil – Armored Car GPD: General Purpose Defense
Bat: Battalion Grenadier: Infantry
Battle Group: A combined arms force GrW: Granatenwerfer – mortar
Bgd: Brigade Gun Tube: Individual artillery unit
BHQ: Battalion headquarters H: Half-tracked mode of traction
Bis: Second version Half-Track: Partially-tracked combat vehicle
Block: Prevent line-of-sight HD: Hull-Down
BM: Batalyonny Minomyot – battalion mortar HE: High Explosive
Broken: A Morale categorization for units HEAT: High Explosive Anti-Tank
BT: Bystrochodny Tankovy – Fast Tank Heer: German Army
Bty: Battery Hesitation: A Morale categorization for units
BU: Subject to brew-up modifier Hinder: Modifies combat effects
BU: Brew-up Hit HMC: Howitzer Motor Carriage
CC: Combat Command – CCA, CCB, CCR HMG: Heavy Machinegun
CE: Chemical energy ammo type or defense HOW: Howitzer
CGMC: Combination Gun Motor Carriage HQ: Headquarters
Char: Char d’Assaut – “Chariot” ~ tank HT: Half-Track
CHQ: Company headquarters HVAP: Hyper-Velocity Armor Piercing
cm: Centimeter HVSS: Horizontal-Volute Spring Suspension
Coax MG: Coaxial machinegun. IF: Indirect Fire
Combat Unit: Any armed unit. Unarmed units are not combat IG: Infantry Gun
units. IL: Illumination
Command: Special unit classification IMP POS: Improved Position
Cover: Terrain benefit Jagdpanzer: Tank Destroyer
M R
Manhandling: see Towed, Movement Range in Hexes: 3.5.1
Mapboard: 1.2; 4.1.4.1 Range, Maximum: 3.5.2
Mapboard, Geomorphic: 1.3; 4.1.4.1 Range, Minimum: 5.1.3.1; 5.6; 6.5.1.13; 6.6.10.1
Mines & Minefields: see Terrain, Mines Rate of Fire, See AP Rate of Fire
Modifiers & Adjustments: 3.7; 5.12 Recon Units: 5.9.2; 6.2.1.1; 6.2.1.1.3 (Commanding Recon Units);
Morale: 5.8.2; 5.8.3; 6.2.1.1.3 (N/C Commands); 6.5.2.4 (Shooter 6.5.1; 6.5.1.1.2; 6.5.1.1.3, 7.43
Hesitating and Shooter Broken); 6.5.4.3 (Shooter Hesitating and Removing Spot Counters: 7.41
Shooter Broken); 7.1; 7.4.4; 7.6 Roads: See Movement, Path & Road
Morale, Broken: 6.2.1.1; 6.5.1.12.1 (Observer Broken); 6.5.2.4 Rubble: see Terrain, Rubble
(Shooter Broken); 6.5.4.3 (Shooter Broken); 6.6.1.1; 6.6.1.1.2 (Vs. Rule of 5s and 10s: 6.5.4.4.2; 6.6.1.1.3
Broken); 6.6.1.2.2 (Defender Broken); 6.6.4.2; 6.6.7.1.1; 6.6.7.1.2;
6.6.10; 7.1; 7.22 S
Morale, Check, Normal: 7.1.2; 7.1.5 Sections (Leg Units): 1.7.1; 5.1; 5.1.2; 5.14; 6.1.4.2; 6.1.4.3.1;
Morale, Check, Forced: 7.1.3; 7.1.5 6.1.4.3.3; 6.1.4.3.4; 6.1.4.3.5; 6.1.4.3.6; 6.1.4.3.7; 6.1.3.4.9;
Morale, Hesitating: 6.2.1.1; 6.5.1.12.1 (Observer Hesitating); 6.5.2.4 6.1.4.3.11; 6.5.2.6; 6.5.4.2.2; 6.5.4.2.3; 6.5.4.3 (Target Leg/Towed
(Shooter Hesitating); 6.5.4.3 (Shooter Hesitating); 6.6.1.1; 6.6.1.1.2 over Wall Hexside and Hasty Entrenchment); 6.5.4.4; 6.6.1.1;
(Vs. Hesitating); 6.6.1.2; 6.6.1.2.2 (Defender Hesitating); 6.6.4.2; 6.6.1.2; 6.6.4.1; 6.6.4.2; 6.6.4.3; 6.6.4.4; 6.6.4.5; 6.6.7.1.1; 6.6.7.2;
6.6.7.1.1; 6.6.7.1.2; 6.6.10; 7.1; 7.22 6.6.8; 6.6.10; 7.14; 7.15; 7.18; 7.19
Morale, Recovery: 7.1.6 SHEAF: 6.1.4.3.10; 6.5.1.5; 6.5.1.6.1; 6.5.1.6.2; 6.5.1.7; 6.5.1.8.1;
Morale, Vehicle Bailout: 7.39 6.5.1.8.2; 6.5.1.11.1; 6.5.1.12; 6.5.1.12.1 (Observer Hindered);
Mortars: 5.1.3.1; 6.5.1.2; 6.5.4 6.5.1.13; 6.5.2.4 (Smoke – Open/Closed SHEAF); ; 6.5.2.4 (Bar-
rage – Open/Closed SHEAF); 6.5.4; 6.5.4.3 (Smoke – Open/Closed
Motorcycles: 6.6.4.4 SHEAF); 6.5.4.3 (Barrage – Open/Closed SHEAF); 6.5.4.3 (IF
Movement Costs: 4.5.1.1.2 Open SHEAF); 6.6.6; 7.9; 7.22.1; 7.27; 7.31.3.1; 7.35; 7.37
Movement Costs, Exceeding: 4.5.1.1.3 Slopes: see Terrain, Slopes & Crests
Movement Factor: 1.7.1; 4.5.1.1.1;.6.6.2; 6.6.4.1; 6.6.5; 7.2.2.2 Small Arms: 5.1.3.1; 5.1.3.2; 5.1.3.3; 5.1.3.4; 5.7; 6.1.3; 6.5.4.3
Movement, No Move Moves: 4.5.1.1.8 (Pinning Fire); 6.5.4.4.2; 6.5.4.4.3; 6.6.7.2; 6.7.3.2; 7.8.3; 7.18;
Movement, Off Mapboard: 4.5.1.1.9 7.21; 7.22.1; 7.35.1
Movement, Path & Road: 4.5.1.1.1; 4.5.1.1.2; 4.5.1.1.5; 6.2.1.1.3; Smoke: 5.11; 5.16.2; 6.1.4.3.10; 6.5.1.12 (Observer Hindered);
7.20; 7.30; 7.36.2 6.5.2.4 (Smoke – Open/Close SHEAF); 6.5.4.3 (Smoke – Open/
Movement, Road & Path [expanded]: 7.40 Close SHEAF); 6.8.4
Movement, Turning: see Vehicle, Turning Smoke, Brew-up: 4.1.4.1.8; 4.1.4.1.9; 4.4.3.2.2 (Brew-Up Smoke);
4.4.3.2.6; 4.5.1.1.2; 6.5.1.12.1 (Observer Hindered); 6.5.4.3 (Brew-
N Up Smoke)
Narrow Roads & Paths: 7.30 Smoke, Direct Fire: 5.16.2; 6.1.4.3.10; 6.5.1.5; 6.5.2.4 (Smoke –
Open/Closed SHEAF); 6.5.4.3 (Smoke – Open/Closed SHEAF);
O 6.8.4
Objectives, Controlling: 3.6 Smoke, Dischargers: 6.5.2.4 (Smoke – Open/Closed SHEAF); 6.5.4.3
Observer, Spotting for Aircraft: 6.7.3.1.2 (Smoke – Open/Closed SHEAF); 6.8.4; 7.9
Observer, Indirect Fire: 6.5.1; 7.5; 7.4.3; 7.26; 7.37 Smoke, Indirect Fire: 6.1.4.3.10; 6.5.1.6.1; 6.5.1.8.1; 6.5.1.11.1;
Observer, Suppressed: 6.5.1.12.1 (Observer Supressed) 6.5.1.11.4; 6.5.1.12.1 (Observer Hindered); 6.5.1.13; 6.5.2.4
Off Mapboard Moves: 4.5.1.1.9 (Smoke – Open/Closed SHEAF); 6.5.4.3 (Smoke – Open/Closed
Organic Indirect Fire Unit: 6.5.1.1.2; 6.5.1.3.2; 6.5.1.3.3; 7.28 SHEAF); 6.8.4; 7.31.3.1
Overrun Combat: 5.14; 6.5.4.3 (Overrun Attack); 6.6.2; 6.6.4.4; Smoke, Infantry: 6.8.4; 7.22
6.6.4.5; 6.6.10; 6.6.11; 7.1.2; 7.1.3; 7.1.5.1; 7.1.5.2; 7.23.1; 7.30 Spotting: 3.8; 4.1; 4.2 (Overwatch); 4.4.1; 4.4.2; 5.1.3.1; 5.1.3.2;
Overwatch Fire: 4.4.2; 4.4.3.2.2 (Overwatch and Overwatch Adjust); 5.1.3.3; 5.1.3.4; 6.1; 6.5.1; 6.5.4.2.2; 6.6.4.3; 6.6.7.2; 6.7.3.1;
4.5; 6.2.1.1.4; 6.5.1; 6.5.3; 6.5.4.3 (Overwatch and Overwatch 6.7.4.1; 7.1.5.2; 7.2.2.1; 7.2.2.2; 7.4.1; 7.7; 7.8.3; 7.24; 7.27; 7.36.1
Adjust); 6.6.1.1; 6.6.1.2; 6.6.10; 6.7.4.1.1; 6.7.4.2; 7.6; 7.8.4; 7.16 Squads & Half-Squads (Leg Units): 1.7.1; 5.1; 5.1.1; 5.14; 6.1.4.3.1;
6.1.4.3.3; 6.1.4.3.4; 6.1.4.3.5; 6.1.4.3.6; 6.1.4.3.7; 6.1.3.4.9;
P 6.1.4.3.11; 6.5.2.6; 6.5.4.2.2; 6.5.4.2.3; 6.5.4.3 (Target Leg/Towed
Paths: see Movement, Path & Road over Wall Hexside and Hasty Entrenchment); 6.6.1.1; 6.6.1.1.2
Phasing Player, Definition: 3.1 (Vehicle in Unsupported Hex); 6.6.1.2; 6.6.4.1; 6.6.4.2; 6.6.4.3;
6.6.4.4; 6.6.4.5; 6.6.7.1.1; 6.6.7.2; 6.6.8; 6.6.10; 7.14; 7.15; 7.18;
Platoon & Section Command Control: 7.3 7.19; 7.22; 7.31.2.2; 7.36.2
Pinning Fire: 7.18 Soviet Early War Communications: 7.5
Pivot: 6.1.4.3.1; 6.6.6; 6.8.1; 7.16 Special Units: 7.38
Pre-Registered Points: 6.5.1.4; 6.5.1.12.1 (Preregistered Point) Stacking: 3.8; 4.1.3.2; 4.5.1.1.10; 5.13; 6.2.1.1.3 (Commanding
Q Vehicles on Roads and Paths); 7.30
Quickdraw: 7.54 Stream: see Terrain, Gully, Ford & Stream
Quickmarch: 6.6.4.2
© 2021 GMT Games, LLC
PANZER Basic Game Rules 67
Suppression: 5.10; 5.15; 6.2.1.1; 6.5.4.4; 6.5.4.5; 6.8.3: also see, Transporting: 1.8; 5.1.3.1; 5.1.3.2; 5.1.3.3; 5.1.3.4; 5.1.3.5; 5.15;
Aircraft, Leg, Towed, and Vehicle Suppressed 5.16.2.4; 6.1.3; 6.2.1.1; 6.5.2.4 (Transported Fire); 6.5.2.6.1;
6.5.2.6.2; 6.5.4.2.3; 6.5.4.3 (Transported Fire); 6.5.4.4; 6.5.4.5;
T 6.6.1.1.2 (Vehicle in Unsupported Hex); 6.6.4.1; 6.6.3; 6.6.7; 7.9;
Tank Fright: 7.6 7.31.2.1; 7.36.3
Terrain, Alley: 4.1.4.1.3; 6.1.4.3.1; 6.6.3; 7.20; 7.31.1 Turrets: 7.8
Terrain, Bridges: 3.6; 4.1.4.1.6; 4.5.1.1.6; 6.1.4.2; 6.1.4.3.9; 6.5.4.2.5;
6.5.4.4.3 (Bridge); 7.30; 7.31.1; 7.32 U
Terrain, Block: 6.1.4.3.3; 6.5.4.2.5; 6.5.4.4.3 (Blocks, Mines or Wire) Unattached Indirect Fire Unit: 6.5.1.1.2; 6.5.1.3.1; 6.5.1.3.3; 7.28
Terrain, Non-Blocking: 4.1.4.1.1; 4.1.4.1.6; 4.1.4.1.9; 6.1.4.3.5; V
6.1.4.3.10
Variable Track Damage: 7.21
Terrain, Blocking: 4.1.4.1.2; 4.1.4.1.3; 4.1.4.3.4; 4.1.4.1.5; 4.1.4.1.7;
4.1.4.2.5; 4.1.4.2.6; 6.7.3.1.3 Vehicle, Armor: 4.4.3.2.5; 6.5.2.3
Terrain, Buildings: 3.6; 4.1.4.1.3; 6.1.4.1.2; 6.1.4.3.1; 6.1.4.3.5; Vehicle, Assault Cover: 7.49
6.1.4.3.9; 6.5.4.3 (Target Vehicle in Medium or Heavy Cover); Vehicle, Brewed-Up: 4.1.4.1.8; 4.1.4.1.9; 4.2.1; 4.4.3.2.2 (Brew-Up
6.5.4.2.5; 6.5.4.4.3 (Building); 6.6.3; 6.6.4.3; 6.6.10; 6.7.3.1.1; Smoke); 4.4.3.2.6; 4.5.1.1.2 (Brew-Up Smoke); 5.15; 5.16.2.4;
6.7.3.1.2; 7.1.3; 7.19; 7.29; 7.30; 7.31.1; 7.35 6.2.1.1; 6.5.2.5; 6.5.2.6; 6.5.4.3 (Brew-Up Smoke); 6.5.4.4.2;
Terrain, Ditch: 6.1.4.3.4; 7.31.1 6.5.4.5; 6.6.1.1.3; 7.1.1.2; 7.1.2; 7.11; 7.34
Terrain, GP Defense Factor: 6.5.4.2.5 Vehicle, Collateral Damage: 7.23
Terrain, GP Effective Result: 6.5.4.4.3; 7.19 Vehicle, Damaged: 3.7; 7.56 (Hull & Turret Damage); 4.4.3.2.2
(Shooter Damaged); 4.4.3.2.6; 4.5.1.1.1; 6.2.1.1; 6.5.1.12.1 (Ob-
Terrain, Gully, Ford & Stream: 3.6; 4.1.4.1.1; 4.1.4.1.6; 6.1.4.2; server Damaged); 6.5.2.5; 6.5.2.6; 6.5.4.3 (Shooter Damaged);
6.1.4.3; 7.13.1; 7.31.1; 7.32; 7.34 6.5.4.4.2; 6.6.1.1.3; 6.6.2; 6.6.3; 6.6.10; 7.1.1.2; 7.1.4 (Suppressed
Terrain, Hasty Entrenchment: 6.1.4.3.6; 6.5.4.3 (Hasty Entrench- or Damaged); 7.34
ment); 6.6.8; 6.8.2 Vehicle, Deck Hit: 6.5.2.2.2
Terrain, Hedgerow: 4.5.1.1.2 (Wall and Hedgerow Hexsides); 6.6.4.4; Vehicle, GP Defense Factor: 6.5.4.2.1
6.6.4.5
Vehicle, GP Effective Result: 6.5.4.4.2; 6.6.1.1.3: 7.8.3; also see,
Terrain, Hills: 4.1.4.1.4; 4.1.4.1.5 Vehicle, Knocked Out and Vehicle, Brewed Up
Terrain, Improved Position: 6.1.4.1.2; 6.1.4.3.7; 6.5.4.3 (Target Ve- Vehicle, Facing: 3.3; 4.5.1.1; 4.5.1.1.5
hicle in Medium or Heavy Cover); 6.5.4.4.3 (Improved Position);
7.1.3; 7.31.1 Vehicle, Knocked-Out: 4.1.4.1.8; 4.2.1; 4.4.3.2.6; 5.15; 5.16.2.4;
6.2.1.1; 6.5.2.5; 6.5.2.6.2; 6.5.4.4.2; 6.5.4.5; 6.6.1.1.3; 7.1.1.2;
Terrain, Mines: 6.1.4.3.8; 6.5.4.2.5; 6.5.4.4.3 (Blocks, Mines or 7.11; 7.34
Wire); 7.31
Vehicle, Movement Buildings: 6.6.3; 6.6.10
Terrain, On Fire: 3.6; 5.11; 6.1.4.3.5; 6.5.2.4 (On Fire); 6.5.4.3 (On
Fire); 6.5.4.4.3 (Building); 7.35 Vehicle, Movement: 1.7.1; 4.5.1; 6.1.4.3.1; 6.1.4.3.3; 6.1.4.3.4;
6.1.4.3.5; 6.1.4.3.8; 6.1.4.3.11; 6.2.1.1.4; 6.5.2.2.1; 6.6.2; 6.6.3;
Terrain, Rubble: 6.1.4.3.5; 6.1.4.3.9; 6.5.4.4.3 (Building, Bridge and 6.6.9; 6.6.10; 7.1.5.2; 7.2.2.2; 7.20; 7.23.4; 7.29; 7.30; 7.33; 7.34;
Improved Position); 7.31.1; 7.35 7.36
Terrain, Slope & Crests: 4.1.4.1.5; 4.5.1.1.2 Vehicle, No Damage: 4.4.3.2.5; 5.15; 6.5.2.5; 6.5.2.6.1; 6.5.2.6.2;
Terrain, Time of Day & Weather Conditions: 7.36 7.23
Terrain, Walls: 4.5.1.1.2 (Wall and Hedgerow Hexsides); 6.1.4.3.2; Vehicle, Suppressed: 5.14; 6.1.3.1; 6.5.2.4 (Shooter Suppressed);
6.5.4.3 (Target Leg/Towed DF over Wall Hexside); 6.6.4.4; 7.13.1 6.5.2.5 (BU – Brew Up); 6.5.4.3 (Shooter Suppressed); 6.5.4.4.2;
Terrain, Wire: 6.1.4.3.11; 6.5.4.2.5; 6.5.4.4.3 (Blocks, Mines or Wire) 6.6.1.1.2 (Vs. Suppressed Vehicle); 6.6.1.1.3; 6.6.2; 6.6.7.1.1;
Terrain, Woods: 4.1.4.1.7; 4.1.4.2.5; 6.7.3.1.1; 6.7.3.1.2; 6.7.3.1.3; 6.6.10; 6.6.10.2; 7.1.4 (Suppressed or Damaged)
7.20; 7.30; 7.35.4 Vehicle, Reverse Moves: 4.5.1.1.7; 7.33
Towed Units: 5.2; 5.5; 5.13; 5.15; 5.16.2.4; 6.1.3; 6.1.3.2; 6.1.4.2; Vehicle, Searching for Hull Down: 6.6.9; 7.29
6.1.4.3.1; 6.1.4.3.3; 6.1.4.3.4; 6.1.4.3.5; 6.1.4.3.6; 6.1.4.3.7; Vehicle, Size: 4.1.3.1; 4.4.3.2.2 (Target Size); 6.5.1.12.1 (Observer
6.1.3.4.9; 6.1.4.3.11; 6.5.2.6; 6.5.4.2.2; 6.5.4.2.3; 6.5.4.3 (Target Heat Haze); 6.5.2.4 (Heat Haze); 6.5.4.3 (Heat Haze); 6.6.9
Leg/Towed over Wall Hexside and Hasty Entrenchment); 6.5.4.4; Vehicle, Track Hit: 5.15; 6.1.4.3.1; 6.5.2.2.1; 6.5.2.6; 6.5.4.4.2;
6.6.1.2; 6.6.4.1; 6.6.5; 6.6.7.1; 6.6.7.1.1; 6.6.8; 6.6.10; 6.7.4.1.2; 6.6.3; 7.21; 7.34
6.8.1; 7.14; 7.15; 7.18; 7.22; 7.30; 7.31.2.2; 7.34
Vehicle, Turning: 4.5.1.1.3; 4.5.1.1.4
Towed, Facing: 5.5
Towed, GP Defense Factor: 6.5.4.2.2; 6.5.4.2.3 W
Towed, GP Effective Result: 6.5.4.4.3; 6.6.10.2; 7.18; 7.31.2.2; 7.31.3 Wall: see Terrain, Walls
Towed, Movement (Manhandling): 6.1.4.3.1; 6.6.5 Weapon Malfunction: 7.25
Towed, Size: 6.1.3 Weight Limitations: 7.32
Towed, Suppressed: 6.1.3.1; 6.5.2.4 (Shooter Suppressed); 6.5.4.3 Wire: see Terrain, Wire
(Shooter Suppressed); 6.5.4.4.3; 6.6.1.2.3; 6.6.2; 6.6.7.1.1; 7.18; Without Radio Sets: 7.4; 7.23.2
7.31.2.2 Woods: see Terrain, Woods
Track Hit: see Vehicle, Track Hit Wrecks: 4.1.4.1.8; 4.4.3.2.6; 4.5.1.1.5; 6.5.2.5; 7.30; 7.35.2
Transported Fire: 6.5.2.4 (Transported Fire); 6.5.4.3 (Transported
Fire); 6.6.7.2
Terrain Key
Woods Bridge
Slopes
Hill
Scrub Road