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PanzerBlitz Variants

New Counters - New Vehicles and Partisans, for PB and PL.

Optional PanzerBlitz Rules - Adapts some rules in PB to be more realistic.

PanzerBlitz Campaign Rules , PanzerBlitz DoubleBlind Rules,  and PictureBlitz, Play by pictures (*COOL*).  NEW

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Maus, PzIVe, PzIIIe, Fanatic, Partisan Counters.  Hopefully there some new scenarios to go along with these cool counters.  Also go to to his Website, for more wargaming stuff. (by Tim Oneal)









PANZERBLITZ OPTIONAL RULES- ALSO AVAILABLE AT WEB GROGNARDS

(by J.D. Ehlers)

jdyahoo@aol.com

Introduction: These Optional Rules were quickly put together and there may be

omissions or slight problems not yet corrected by extensive playtesting. To

correct these problems, I have prefaced each rule section with a short "Spirit

of the Rules" note which explains the objective of the rule. If the user of

the rule finds a problem, or a problem arises during gameplay, the player(s)

can refer to the "Spirit of the Rules" to make resolution of the problem

easier. For Panzerblitz, I suggest using the SOP and rules in the Basic Rules

Section of Arab-Israeli Wars.

SECTION ONE- PANZERBLITZ TERRAIN EFFECTS CHART

Spirit of the Rules: The objective of these rules is to reduce movement rates

of vehicles to about 60% of their printed value. If you use this TEC, you will

be able to use the counters you have now. Following is a list of terrain

features and their effects on vehicle movement. Infantry can always move one

hex, but recieve no road bonus.

CLEAR: Costs trucks 3 MF to enter. Other vehicles pay 2 MF to enter.

ROADS: All vehicles pay 1 MF to enter. If entered from non-road hexside, MF

cost is that of other terrain in the road hex.

TOWNS: Costs 1 MF to enter (even from non-road hexes).

WOODS: Costs vehicles 2 MF to enter. Only infantry can move through the green

hexside symbols.

SWAMPS: Vehicles may not enter swamp hexes except on roads.

GULLIES AND STREAMBEDS: Apply MF cost to that of accompanying terrain for

entry and movement along gullies. Costs trucks 8 MF to leave. Costs other

vehicles 5 MF to leave.

STREAM FORD: Same as CLEAR (above).

PONDS: No units may cross Pond hexsides.

SLOPES: Costs trucks 6 MF to enter. Costs all other vehicles 5 MF to enter.

HILLTOPS: MF cost as other terrain on hilltop hex.

TERRAIN EFFECT ON DEFENSE: No changes from the original Panzerblitz TEC.

SECTION TWO- PANZERBLITZ WEAPONS EFFECTIVENESS CHART

Spirit of the Rules: The objective is to eliminate the unrealistic "stacking

with trucks" tactic used by players to reduce the effect of M and HE weapons.

In these optional rules, HE and M attacks on a a given hex are applied to all

units in a hex. It is suggested players use the BASIC RULES SECTION of ARAB-

ISRAELI WARS rules for clarification. In the following table, players will

find what FRACTION of the units' printed attack value to use. If you use the

following WEC, you will be able to use the counters you have now.

"H" CLASS WEAPONS:

Target = Armored Vehicle at half-range or less: 1/4 Printed AF vs. EACH unit

in target hex.

Target = Armored Vehicle at greater than half range: 1/8 AF vs. each.

Target = All other (not armored vehicle): 1/4 AF vs. each.

"M" CLASS WEAPONS:

Target = Armored Vehicle at half-range or less: 1/3 AF vs. each

Target = Armored Vehicle at greater than half range: 1/6 AF vs. each.

Target = All other (not armored vehicle): 1/3 AF vs. each.

SECTION THREE- PANZERBLITZ WEATHER EFFECTS

Spirit of the Rules: These optional rules are intended to demonstrate the

effects of snow and mud slowing down vehicles. They don't effect infantry

(which has only one movement point, anyway). Before a scenario begins,

determine by any agreeable method if there will be SNOW or MUD effects. If so,

the effects will be AVERAGE or SEVERE. The chosen conditions will affect both

players for the entire scenario. Wheeled Vehicles include trucks and armored

cars. Tracked vehicles include halftracks and tanks.

Average Mud Conditions: Wheeled Vehicles MPA halved. No effect on Tracked

Vehicles.

Severe Mud Conditions: Wheeled Vehicles MPA quartered. Tracked vehicles MPA

halved. All roads are considered "clear" for movement purposes.

Average Snow Conditions: All vehicles MPA halved.

Severe Snow Conditions: Wheeled vehicles MPA quartered. Tracked vehicles MPA

halved. All roads are considered "clear" for movement purposes.

SECTION FOUR- PANZERBLITZ MORALE CHART AND MORALE RATINGS

Spirit of the Rules: Instead of every unit becoming automatically

"undispersed" the players must successfully roll a die in order to undisperse

units. The die roll needed is based on the Morale Rating of the unit, which is

predetermined by unit type. Only one attempt per dispersed unit per turn.

Units which fail the attempt remain dispersed for the remainder of that turn,

at least.

MORALE RATINGS:

"A" = German SS, Russian Guards

"B" = German Regulars, Russian Regulars

"C" = German Volksgrenadiers, Russian Conscripts

"D" = Axis Minor Allies (Hungarians, Rumanians), Anti-Axis Irregulars (Cossack

Cavalry, Partisans)

MORALE CHART:

Roll Needed to Undisperse:

Morale Rating "A" = Roll 1-5

Morale Rating "B" = Roll 1-4

Morale Rating "C" = Roll 1-3

Morale Rating "D" = Roll 1-2

Note: Units being shot at are tough to rally. If the unit you are trying to

undisperse is within the LOS and range of an undispersed unit of the enemy at

the moment of die roll, then modify the die roll +1.

SECTION FIVE- PANZERBLITZ VISIBILITY AND NIGHT FIGHTING

Spirit of the Rules: Weapon range and Attack Factors are affected by

battlefield visibility. You can't fire (accurately) at what you can't see.

These limitations on visibility can be modified if you have ideas or rules

about indirect fire, but in that case apply these visibility restrictions to

the spotters. Following is a list of conditions and the maximum range of

direct fire weapons and enemy LOS for MORALE purposes.

Perfect conditions = 20 hexes

Mist = 12 hexes

Light Rain = 3 hexes

Steady Rain = 1 hex

Heavy Rain = 0 hexes (limits fighting to same-hex combats)

Night = 6 hexes. In addition, Night visibility reduces all attack factors one

half.

SUMMARY- PANZERBLITZ OPTIONAL RULES

I hope these work. If they don't, it is completely my fault. I want to

recommend ARAB ISRAELI WARS for anyone playing PANZERBLITZ. I suggest using no

more than ten to 16 units MAXIMUM on either side when using these rules. Many

of the above Optional Rules come from reading designer notes in AIW: Seth Carus, Russell Vane, Richard Hamblen, and Randall C. Reed did an excellent job with AIW. Also you

may have figured out my morale ratings are based on playing some of the

original SQUAD LEADER series of games. Also, I got some ideas on the

visibility rules from Frank Chadwick's BAI and SOW games. Finally, I thank

James Dunnigan for designing PANZERBLITZ which is truly an original and classic game

that has stood the test of time.

J.D. Ehlers

West Saint Paul, MN, USA

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