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PANZER Playbook 1

PLAYBOOK
2015 Edition

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

© 2012, 2015 GMT Games, LLC


2 PANZER Playbook

TABLE OF CONTENTS
8.0 TO&Es . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 9.2.1 Initial Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
8.1 Military Formations . . . . . . . . . . . . . . . . . . . . . . . . . 3 9.2.2 Type of Scenario Force Ratios . . . . . . . . . . . . . . . 6
8.1.1 Headquarters - HQ . . . . . . . . . . . . . . . . . . . . . . . . 3 9.2.2.1 Meeting Engagement . . . . . . . . . . . . . . . . . . . . . 6
8.1.2 Ad-Hoc Formations . . . . . . . . . . . . . . . . . . . . . . . . 3 9.2.2.2 Delaying Action . . . . . . . . . . . . . . . . . . . . . . . . . 6
8.1.2.1 Over-Strength Formations . . . . . . . . . . . . . . . . . 4 9.2.2.3 Defensive Engagement . . . . . . . . . . . . . . . . . . . . 7
8.1.2.2 Under-Strength Formations . . . . . . . . . . . . . . . . 4 9.2.2.4 Counterattack . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
8.2 Unit Summary Charts . . . . . . . . . . . . . . . . . . . . . . . 4 9.2.3 Point Values of Units . . . . . . . . . . . . . . . . . . . . . . . 7
8.2.1 Individual Units . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 9.2.4 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
8.2.2 Base Point Values . . . . . . . . . . . . . . . . . . . . . . . . . 4 9.2.4.1 Meeting Engagement . . . . . . . . . . . . . . . . . . . . . 8
8.2.2.1 Vehicle, Towed & Aircraft Point Values . . . . . . 4 9.2.4.2 Delaying Action . . . . . . . . . . . . . . . . . . . . . . . . . 8
8.2.2.2 Leg Unit Point Values . . . . . . . . . . . . . . . . . . . . 4 9.2.4.3 Defensive Engagement . . . . . . . . . . . . . . . . . . . . 8
8.2.2.3 Artillery Battery Unit Point Values . . . . . . . . . . 4 9.2.4.4 Counterattack . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
8.2.3 Availability Period . . . . . . . . . . . . . . . . . . . . . . . . 4 9.2.5 Determining Victory Margin . . . . . . . . . . . . . . . . 8
9.0 THE SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
9.1 Scenario Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 1: The Crossings: Ukraine, late 1943 . . . . . . . 10
9.1.1 Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 2: The Village: Poland, late 1944 . . . . . . . . . . 12
9.1.2 Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 3: The Crossings Part 2: Ukraine, late 1943 . . 14
9.1.3 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 4: The Village Part 2: Poland, late 1944 . . . . . 16
9.1.4 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 5: The Passing: Ukraine, late 1943 . . . . . . . . . 18
9.1.4.1 Automatic Victory . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 6: Assault: Ukraine, early 1944 . . . . . . . . . . . . 20
9.1.4.2 Mutual Ending . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 7: Hold until Relived: Ukraine, late 1943 . . . . 23
9.1.4.3 Losses Caused . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 8: Assault: Kursk, July 1943 . . . . . . . . . . . . . . 26
9.1.4.4 Required Victory Margin . . . . . . . . . . . . . . . . . . 5 Scenario 9: Hube’s Pocket: Ukraine, April 1944 . . . . . . 28
9.1.5 Special Conditions . . . . . . . . . . . . . . . . . . . . . . . . . 5 Scenario 10: Operation Kutuzov: Ukraine, August 1943 30
9.1.6 Opposing Forces . . . . . . . . . . . . . . . . . . . . . . . . . . 6 German Unit Summary Sheets . . . . . . . . . . . . . . . . . . . . 33
9.1.7 Formation Summary . . . . . . . . . . . . . . . . . . . . . . . 6 Soviet Unit Summary Sheets . . . . . . . . . . . . . . . . . . . . . 36
9.2 Designing Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . 6 Formation Summary Sheet . . . . . . . . . . . . . . . . . . . . . . . 38

© 2012, 2015 GMT Games, LLC


PANZER Playbook 3

Certain individual units have Command (RHQ, BHQ, and


8.0 TO&Es CHQ), Recon, Engineer and/or FO prefixes. These designations
empower those units with unique capabilities. The prefixes may
Individual vehicles, leg units and towed units do not operate
also be combined. In those cases, the units possess multiple
alone as an unorganized mob. Instead, they form the building
capabilities. Units with a Command prefix are the only actual
blocks for larger formations.
command units within an HQ. Most HQs are composed of a
Four German and six Soviet major organizations (corps and di- number of units including the actual command units, security
visions) are provided for reference in Exp 1 and for use in con- forces, reconnaissance units, transport units, and observers
structing scenarios. These organizations contain the military for- (FO). Only those units with a Command prefix may exercise
mations fielded by Panzer’s fighting units. Note that only combat command authority over their subordinate units.
formations and the units they fielded are depicted. Support and
Finally, each formation includes one or more notations that de-
administrative units and organizations are not included.
scribe its use, special information, and unit substitutions.
When selecting the forces for scenarios, use the formations and
A company (battery, troop (USA)), or squadron (UK and France
lower echelon formations to select the desired forces. Always
‘40) is the smallest organized Formation fielded in the scenari-
keep in mind that formations were often not at full-strength;
os. This is not a restriction on employing smaller-sized forces,
losses, breakdowns and other forms of attrition typically kept
as the scenarios often utilize only a component of a larger for-
them under-strength.
mation, e.g., a single panzer company from a panzer battalion.
It is just more accurate, and easier to manage from a command
8.1 Military Formations control perspective if the formations are presented as larger or-
The Panzer TO&Es are presented as major organizations (corps ganizations.
and divisions), formations (brigades and regiments), and lower
echelon formations (battalions, companies, batteries, troops, 8.1.1 Headquarters - HQ
and squadrons). All formations have a GF (German Formation) Everyone is answerable to someone, and that could not be truer
or SF (Soviet Formation) prefix and are numbered from # to ##, when it comes to military formations. Each formation or lower
while lower echelon formations are numbered ###. echelon formation has at least one HQ composed of one or more
individual units.
The major organizations depict their various formations and
lower echelon formations vertically in chronological order. Reference German GF20: Panzer Kampfgruppe late-43.
They also list the typical Formation Grade for its formations This formation is composed of a Regimental HQ, Organic
and support formations. Keep in mind that within type, this is Artillery Batteries, a section, two platoons, and a series of
an overall categorization. Some corps and divisions were better Battalions and Companies. Note that each Battalion and
or worse than others, while at the same time, some formations Company has its own HQ.
or support formations certainly could have possessed a higher
grade while others possessed a lower grade. In this command hierarchy, the Company HQ commands its
specific units; the Battalion HQ commands its specific units,
At the time of the Battle of Kursk in mid-43, on paper a and the Regimental HQ commands the entire formation.
German panzer division fielded the following formations
and lower echelon formations: GF3, GF8, GF9, GF107, 8.1.2 Ad-Hoc Formations
GF113, GF124 and GF129. Formations and lower echelon formations are organized and
presented in their paper or pure structures. In the German
At the same time, on paper a Soviet Tank Corps fielded the
Army, formations rarely fought in their pure state since the
following formations and lower echelon formations: SF4,
tank and panzergrenadier regiments lacked standing infantry
SF4, SF4, SF13, SF104, SF103, SF5 or SF6, SF119, SF111,
and armor forces, respectively. Typically, sub-formations were
SF112, SF8, SF9 and SF114.
traded or cross-attached from formation to formation to cre-
Sub-formations are indented to the right from their parent for- ate more balanced tank/infantry formations. This could take
mation. All formations along the same vertical column are con- the form of tank and infantry companies exchanging a single
sidered to be at the same command level even if some are larger platoon or on a larger scale, battalions exchanging entire com-
than others. They all report to or are commanded by the same panies. German formations GF20 and GF21 are examples of
Headquarters. Some formations show alternative combinations these ad-hoc formations.
of units. This is indicated by a unit or units followed by an ‘or’.
As dictated by battlefield situations, in most cases the Soviets
In that case, players may employ one of the possible alternative
took a much simpler approach by transferring sub-formations
units or unit.
from one formation to another without receiving anything in
Reference German GF21: Kampfgruppe late-43. Its (mot) return. This created specialized over-strength formations and,
Panzerjäger Platoon may field (3) SdKfz-11s or (3) Medium as a consequence, less effective under-strength formations. Af-
Trucks, or a combination of both. ter the crushing losses suffered at the start of the war, the new
Basic formations are listed by type. These formations show Soviet tank, motorized and mechanized brigades took a more
which and how many individual units make up a formation, balanced approach by fielding infantry and tank units as stand-
e.g., (3) T-34/76 M42, along with their Data Card IDs. ing components.
© 2012, 2015 GMT Games, LLC
4 PANZER Playbook

Reference German GF20: Panzer Kampfgruppe late-43. Its 8.2.2.1 Vehicle, Towed & Aircraft Point Values
two panzer battalions each have a cross-attached panzer- These units list a single base point value. When selected, the
grenadier company. Both panzer battalions are now com- cost is the base point value (adjusted for Unit Grade, morale
posed of three panzer companies and a single panzergrena- and function).
dier company. Use the adjusted base point value when tallying Victory Points,
After cross-attaching with the two panzer battalions, the if the vehicle is Knocked Out or Brewed Up. The same is true if
panzergrenadier battalion is now composed of a single a towed unit is eliminated or an aircraft is shot down.
Panzergrenadier company, two panzer companies and its
heavy weapons company. 8.2.2.2 Leg Unit Point Values
Leg units list either two or a single base point value. Squad and
8.1.2.1 Over-Strength Formations half-squad units are presented on the same line and list a base
Over-strength formations have added one or more subordinate point value for a squad followed by the half-squad unit of the
formations or combat units. These formations are depicted by same type.
a (+) following their name. In practice, individual units should A Soviet Rifle squad and Rifle half-squad, Data Card S-8A,
be attached to appropriate existing sub-formations, while entire are 26 and 19 base points respectively.
sub-formations should be attached as complete formations un-
der the command of an appropriate HQ. Any attached crew-served weapons have their base point value
added to the base point value of the leg unit fielding the at-
Reference German GF21: Kampfgruppe late-43. Each of tached weapon. When a leg unit is selected, the cost is its base
its three (mot) Infantry Battalions has an attached Assault point value plus the base point value of any attached weapons
Gun Platoon. (all adjusted for Unit Grade, morale and function).
8.1.2.2 Under-Strength Formations Fielding a German Rifle squad w/Panzerfaust costs 40
Under-strength formations are missing one or more of their (27+13) base points.
subordinate formations or combat units. These formations are
depicted by a (-) following their name. In reality, it was rare If a squad-sized unit is eliminated, use the adjusted squad point
to find any combat formation that had seen any action at full value when tallying Victory Points plus the adjusted point value
strength. Losses, breakdowns and detachments would typically for any attached weapons; no Victory Points are awarded if it
reduce the strength of most formations. Formations should not is reduced to a half-squad. All eliminated half-squads and sec-
be too under-strength unless the desire is to create a unique tions use the adjusted point value plus the adjusted point value
situation. Weak formations would normally be held out of the for any attached weapons.
line, totally destroyed (a common Soviet trait), returned for refit Note that attached weapons are not eliminated until the entire
or would be combined with other formations and reorganized to unit is eliminated. An optional rule (see 7.17) expands on this.
form ad-hoc formations of a more effective strength.
8.2.2.3 Artillery Battery Unit Point Values
8.2 Unit Summary Charts Off-map artillery batteries list a single base point value. When
Two Unit Summary Charts are provided for the German and selected, the cost is the base point value adjusted for attachment
Soviet forces. These charts each list each unit’s name, Data level. Victory Points are awarded for knocking out an off-map
Card ID, basic point values, and the period of availability. artillery battery by counter-battery fire.

8.2.1 Individual Units Counter-batteries list a single base point value.


Each unit or attached crew-served weapon is listed individual- 8.2.3 Availability Period
ly. Crew-served flamethrowers do not have a Data Card. They
In Panzer, a year is divided into three four-month periods, early
are only utilized as combat modifiers in Close Assaults and
(E), mid (M) and late (L). The shaded boxes indicate when a
Hand-to-Hand combats. They, along with any other attached
unit first became available and when it was officially withdrawn
crew-served weapons are never fielded individually; they must
from active service.
be attached to leg units.
The Soviet KV-1 M42 first appeared in mid-42 (M42) and
8.2.2 Base Point Values served through late-43 (L43).
The point values listed for the individual units are their basic
values, unmodified for Unit Grade, morale or function, i.e., The initial availability is the earliest a unit is available. How-
command, recon, engineer or FO. ever, in many cases, units lingered on after they were officially
withdrawn from service. Players may utilize units after their
Each scenario (see 9.0) lists the adjustments point values for official withdrawal period as desired.
unit grade, morale and function.

© 2012, 2015 GMT Games, LLC


PANZER Playbook 5

force’s combat and non-combat units. This includes vehicle


9.0 The Scenarios Knock Out or Brew Up, leg/towed unit elimination, and aircraft
and artillery unit elimination. Victory Points are not scored for
The scenarios are presented in three sections: Scenario Format,
the elimination of Terrain unless instructed otherwise by a sce-
Designing Scenarios and the Historical Scenarios. The Design-
nario’s Special Conditions.
ing Scenarios section provides players with the information and
framework necessary to design their own scenarios. The His- When determining these Victory Points, the base point value
torical Scenarios are representations of actual battles that took for units is adjusted for Unit Grade, function and morale. Sce-
place on the Eastern Front. narios indicate the adjusted unit point values.

9.1 Scenario Format 9.1.4.4 Required Victory Margin


If one force’s total of Victory Points exceeds the other by the
The information for each scenario is presented in the following
Required Victory Point Margin or more, they win a tactical vic-
format:
tory; if less than the Required Victory Point Margin it is only a
9.1.1 Situation marginal victory.
This section of a scenario describes the historical situation or
9.1.5 Special Conditions
the basis for the scenario.
The Special Conditions section outlines all of the notes, rules
9.1.2 Map or situations unique to the scenario. These typically include
This section indicates the required mapboards and layout for Optional Rules (OR) in effect, planned artillery and artillery
the scenario. It also indicates the forces’ mapboard edges. pre-registered points, and any other Optional Rules that may
be employed at the players’ discretion. This section also lists
9.1.3 Setup what Panzer Expansion sets beyond the Base Set are required
The Setup section lists the information required for preparation for play, if any.
of play. This includes the visibility and terrain conditions. It All notes, rules or suggestions that do not fit in any of the sec-
also lists the order and placement of the forces, and any infor- tions of a scenario are found in the Special Conditions Section.
mation related to the forces or Terrain.
9.1.6 Opposing Forces
Off map vehicles entering the mapboard must stage their entry
to meet Road/Path stacking limits. This section of a scenario lists the individual units, formation
and force information for both forces. Force Grade, Formation
9.1.4 Victory Conditions Grade, Cohesion Point and the individual Unit Point Values
The Victory Conditions section includes the number of turns in (adjusted for Unit Grade, function or attachment) are points
the scenario and also describes how to gain Victory Points in pre-calculated.
the scenario. Command, FO, Recon and Engineer units are labeled for the
command level or unit represented. Recon and Engineer units
It outlines the different methods of scoring Victory Points and
are labeled immediately to the right of the unit.
any conditions associated with each situation. It also outlines
the Victory Point margin required to achieve victory. Reference the Scenario Key, Kampfgruppe Todt’s (mot)
Panzerjäger Company (-) has a single CHQ section.
9.1.4.1 Automatic Victory
If all the ground combat units in a force have exited the map- The Volkssturm Company (+) has a single CHQ section, a
board or are either eliminated or immobilized (Track Hits), the single FO section, and two SMG Recon squads.
other force immediately wins the scenario regardless if the sce- Certain Optional Rules limit command control aspects to units
nario has not reached the turn limit and no matter the Victory from the same section or platoon. Individually listed units,
Point differential. whether composed of a single or multiple units of a particular,
An exception to this rule is a situation where one force is re- is a section or platoon. Where a section or platoon is composed
quired to exit the mapboard to acquire Victory Points (Delaying of different unit types, it is surrounded by a box.
Action). In this case, once the final combat unit exits the map- Reference the Scenario Key, Kampfgruppe Todt’s Volkssturm
board, the Victory Points are totaled normally and the victori- Company (+) includes the following sections and platoons:
ous force determined.
• CHQ Section
9.1.4.2 Mutual Ending • FO Section
If both players agree, a scenario may end at any time regardless • SMG Recon Platoon (2 squads)
if the scenario has not reached the turn limit or automatic victory. • SMG Platoon (3 squads)
The Victory Points are totaled and the victorious force determined. • SMG Platoon (3 squads)
• Anti-Tank Platoon (3 sections)
9.1.4.3 Losses Caused
• Heavy Weapons Section (1 HMG section, 1 8cm mortar
In addition to the specific Victory Conditions, players also re-
section)
ceive Victory Points for the losses inflicted on the opposing
© 2012, 2015 GMT Games, LLC
6 PANZER Playbook

Organic artillery batteries are always listed at the beginning of numbers in the respective sections. It’s also a good place to re-
the force information. Attached artillery batteries are listed as cord member units’ attached weapons or special statuses.
part of the controlling formation. Both are labeled as to type.
Artillery counters are pictured for reference purposes; they are The Command Control and Cohesion Point box is used to track
not utilized in the game. losses for command and morale purposes. The box is divided
into two identical sections each numbered 1-28.
Reference the Scenario Key, Kampfgruppe Todt has a sin-
gle organic medium artillery battery. In the top section, circle the number corresponding to the total
number combat units (excluding recon units) in the formation.
Since leg counters represent a number of different types, leg As non-recon combat units are lost, cross out the highest num-
units are labeled for the type of unit represented. Mortar sec- ber on down for a quick reference as to the number of remaining
tions are label for equipped mortar. Any attached crew-served combat units.
weapons are listed on or immediately to the right of the units
so equipped. Note that a formation fielding Recon units has its combat
units total listed as two values, e.g., the Volkssturm Com-
Reference the Scenario Key, Kampfgruppe Todt’s Volkssturm pany in the Scenario Key 15(13). This indicates 15 combat
Company (+) has two platoons of SMG squads (3 squads units, of which 13 are not recon units.
each, 6 squads in total) equipped with Panzerfausts.
In the bottom section, circle the number corresponding to the
In some cases, individual units within a formation may have a formation’s Numeric Cohesion Point. As combat units are lost,
Unit Grade different from that listed for the formation. In those cross out the number starting at 1 for a quick reference at to its
cases, utilize that specific unit grade listed immediately to the morale status.
right of those units so marked.
9.2 Designing Scenarios
Reference the Scenario Key, Kampfgruppe Todt’s (mot)
Panzerjäger Company (-)’s two Hetzers have Seasoned The included scenarios just scratch the surface of what can be
Unit Grade. created with the game. One of the most appealing facets of tac-
tical games is the ability to create an endless stream of histori-
In those scenarios that also include a Special Condition for Mo- cal or what if situations.
rale, a second set of points is included following a slash.
Panzer was designed with that in mind. The following sections
Reference the Scenario Key, the overall German Force, describe how to go about designing a scenario. Do not consid-
Kampfgruppe Todt has Seasoned Force Grade and er this the only approach - be creative. Combine a defensive
1,593/1,616 total unit points. 1,593 is the German force engagement with a delaying action, make up different types of
point total when not employing the Morale Option and scenarios. Imagination is the only limiting factor.
1,616 is the German force point total when employing the
Morale Option. 9.2.1 Initial Setup
It is best to start with the type of the scenario, the mapboard
Its panzer company (mixed) has Veteran Formation Grade, design and any optional or special rules. Do not start with a
Outstanding Morale, 8 combat units, a Cohesion Point of 6 force and then attempt to adapt a scenario around it. The type of
and 905/1,084 total unit points. scenario indicates the relationship of the forces and the optional
The single STuG IIIG found in one of its two platoons has and special rules may dictate the types of units that should be
Veteran Unit Grade (taken from its formation) and 75/90 included in a scenario.
unit points. This section describes four basic types of scenarios: Meeting
When available, aircraft and Terrain are listed at the beginning Engagements, Defensive Engagements, Delaying Actions and
of the force information. Aircraft are Seasoned Unit Grade un- Counterattacks.
less otherwise indicated. If different aircraft weapon loads are
available and not designated, the player may select the weapon 9.2.2 Type of Scenario Force Ratios
load to employ. Keep the intended number of players in mind, the required ex-
perience level and the expected time commitment when design-
When employing the optional Morale Optional Rules, it is at ing a scenario. In general, the more units involved, the longer
times necessary to adjust one force by adding additional units each turn takes and the longer the scenario takes to play. In-
to maintain scenario balance. In those cases, the additional cluding more optional rules also increases the complexity of a
units are listed at the end of the force list along with the impact- scenario and many optional rules also require a certain amount
ed formations. of record keeping. Also keep in mind that having more players
does not necessarily mean that a scenario plays quicker.
9.1.7 Formation Summary
As needed, use the Formation Summary to record the informa- An experienced player can typically manage a larger force than
tion about each formation included in a scenario. List its name, an inexperienced player. If experienced and inexperienced play-
Formation Grade, command unit’s or units’ individual identifi- ers are to play in a scenario, create larger and smaller forma-
cation number(s), and member units’ individual identification tions in a force and distribute them accordingly.

© 2012, 2015 GMT Games, LLC


PANZER Playbook 7

9.2.2.1 Meeting Engagement Unit Grade Point Adjustments


Meeting Engagements represent situations where two relatively Elite Unit Grade 1.5 x listed point value
equal forces encounter one another while both are moving on
a common objective or objectives. Neither force should control Veteran Unit Grade 1.2 x listed point value
the objectives at the start of the scenario; if control does exist, Seasoned Unit Grade No adjustment
it should be balanced for both forces. Meeting Engagements are
Regulars Unit Grade 0.8 x listed point value
typically 15 - 25 turns in length.
Green Unit Grade 0.5 x listed point value
Each force receives approximately the same number of points.
Scenarios 1-4 and 9 and 10 are Meeting Engagements. Function/Attachment Level Point Adjustments
9.2.2.2 Delaying Action Bgd/Reg Command Unit 2 x listed point value
Delaying Actions represent the defending force attempting to Battalion Command Unit 1.75 x listed point value
prevent the attacker from moving through its position to anoth- Company Command Unit 1.5 x listed point value
er position located off-map to its rear. Delaying Actions are typ-
ically 15 -30 turns in length. The attacking force should need no FO Unit 2 x listed point value
more than 2/3 of the scenario length to exit. Recon Unit 1.5 x listed point value
The defending force should receive approximately 45% to 55% Engineer Unit 1.25 x listed point value
of the total points allowed for the attacking force. Scenario 5 is Attached Off-Map Battery 1.5 x listed point value
a Delaying Action.
Bicycle Leg Unit +1 point
9.2.2.3 Defensive Engagement Motorcycle Leg Unit +2 points
Defensive Engagements represent the attacker attempting to Cavalry Leg Unit No adjustment
oust the defender from a controlled objective. Defensive En-
gagements are typically 20 - 30 turns in length.
Morale Point Adjustments
The defending force should receive approximately 50% to 70% Superb Morale 1.4 x listed point value
of the total points allowed for the attacking force. Scenarios 6
and 8 are a Defensive Engagements. Exceptional Morale 1.3 x listed point value
Outstanding Morale 1.2 x listed point value
9.2.2.4 Counterattack
Superior Morale 1.1 x listed point value
Counterattacks are a variation on Defensive Engagements.
Again, the attacker is attempting to oust the defender from a Excellent Morale No adjustment
controlled objective, but in this case a portion of the defend- Good Morale 0.9 x listed point value
ing force comes to the relief of the hard-pressed holding group.
Counterattacks are typically 20 - 30 turns in length. Adequate Morale 0.8 x listed point value
Fair Morale 0.7 x listed point value
The attacking force should receive approximately 80% to 85%
of the total points allowed for the defending force. The defend- Poor Morale 0.6 x listed point value
ing force’s total points should be split into a holding group of • Terrain point values are never adjusted. The listed cost is per
approximately 40% of the defending force’s total points that hex of terrain.
starts play on the mapboard and a relief group of approximately
60% of the defending force’s total points that enters play some
time during the scenario. Scenario 7 is a Counterattack.
Terrain Units
Block: 6 GP Defense 10
9.2.3 Point Values of Units
Block : 7 GP Defense 15
The Unit Summary Charts list the base point values for all
units, off-map artillery batteries, and attached weapons. Ter- Block: 8 GP Defense 20
rain (which is typically fielded only by the defending force) is Wire: 1 GP Defense 5
summarized in a table below.
Wire: 2 GP Defense 10
The point value for combat units may increase or decrease due
Wire: 3 GP Defense 15
to Unit Grade, function, Attachment Level and morale.
Hasty Mines (either type) 10
The three tables below summarize these adjustments within the
following limitations: Deliberate Mines (either type) 20

• Non-combat unit point values are never adjusted for Unit Improved Position 25
Grade, function or morale.
• Off-map artillery batteries point values are adjusted only for
Attachment Level.
© 2012, 2015 GMT Games, LLC
8 PANZER Playbook

• Morale adjustments are based on the formation’s morale lev- 9.2.4.4 Counterattack
el; individual units do not have a separate morale level. Approximately 25% of the total points for both forces should be
• All adjustments are cumulative; round fractional values Objective Victory Points. The defending force should start the
down. scenario in control of all of the Objective Victory Points.

9.2.4 Objectives In this case, when the defender’s relief group arrives it has an
impact on the defending force’s overall Victory Points. Most
In most cases, scenarios should have an objective above and
Counterattack scenarios utilize a random event, e.g., roll (100),
beyond the destruction of opposing units. Objectives typically
to determine the arrival of the relief group. As an alternative,
include the capture of key terrain features such as villages, road
the defending force could plot the arrival turn before the sce-
junctions, bridges, dominating hilltops, or advancing to or pre-
nario begins.
venting the advance of opposing forces to key positions. There
needs to be some major focus for the scenario. This enables the An early arrival reduces the defending force’s Victory Point
players to use a variety of plans and maneuvers to capture the total, while a later arrival increases the defending force’s Vic-
objectives. tory Point total. This adjustment is based on the defending
force’s total point value (both holding and relief groups). Note
There are often multiple objectives that are each individually
that the relief force should not arrive before turn 6 or no later
worth a number of VPs.
than turn 16.
Reference Scenario 1, there is a total of 215 Objective VPs
The defender’s Victory Points are adjusted based on the fol-
available; 80 VPs for each of the two bridges and 55 VPs
lowing:
for the ford.
The total number of Objective Victory Points, no matter how Counterattack Victory Point Adjustment
they are assigned to the individual objectives, should be as fol- Turn of Arrival Point Adjustment
lows:
6-7 –15% of Total Defending Force
9.2.4.1 Meeting Engagement 8-9 –10% of Total Defending Force
Approximately 10% to 20% of the total points for both forces 10-11 No Adjustment
should be Objective Victory Points.
12-13 +10% of Total Defending Force
9.2.4.2 Delaying Action 14-15 +15% of Total Defending Force
The attacking force receives the adjusted unit point value for
16 +20% of Total Defending Force
exiting its ground combat units off the designated edge of the
mapboard. When employing a convoy of supply trucks or oth- It is possible for the holding group to be totally eliminated, re-
er special non-combat units, the attacker could receive a set sulting in an automatic victory for the attacker, before the relief
unit point value for those specific units in a scenario designed group arrives.
around a convoy setting.
If the defending force’s total force points equal 1,500 (600
The defending force typically receives the adjusted unit point in the holding group and 900 in the relief group), the ad-
value for each operational attacking unit that fails to exit the justment for Turns 6-7 would be –225 Victory Points; for
mapboard (operational defined as not eliminated, knocked out Turns 8-9 –150; for Turns 10-11 no adjustment; for Turns
or brewed up) or a Victory Point bonus of approximately 15% of 12-13 +150; for Turns 14-15 +225; and for Turn 16 +300.
the attacking force’s total point value for preventing 20% or less
of the attacking force’s actual combat units (or convoy trucks) 9.2.5 Determining Victory Margin
from exiting the mapboard. Scenarios should have a Required Victory Point Margin stat-
ing that to win a complete tactical victory a force must have a
9.2.4.3 Defensive Engagement minimum number of Victory Points more than the other force.
Approximately 25% of the total points for both forces should This pushes players to try to win a real measurable victory as
be Objective Victory Points. The defending force should start opposed to just trying to finish the scenario with just a few Vic-
the scenario in control of at least 80% of the objective points. tory Points more than the opposing force. There are no draws.
This Required Victory Margin is approximately 5% of the total
points for both forces.

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GERMAN UNIT SUMMARY CHART
Name Card Points M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
2cm FlaK 38 AAG G-33A 23
2cm FlaK Zgkw 1t G-29B 23
2cm Flakvierling Zgkw 8t G-43B 31
2.8cm sPzB 41 G-31A 13
3.7cm FlaK Zgkw 5t G-30A 17
3.7cm FlaK Zgkw 8t G-44A 17
3.7cm PaK 36 ATG G-31B 22
5cm PaK 38 ATG G-32A 28
7.5cm leIG G-33B 18
7.5cm PaK 40 ATG G-6B 46
8.8cm FlaK 36 A/ATG G-6A 53
8.8cm PaK 43 ATG G-32B 61
15cm sIG G-34A 60
Aircraft, Fw 190 F-1 G-7B2 86
Aircraft, Hs 129 B-1/R2 G-7B1 74
Aircraft, Ju 87B-1 G-34B1 53
Aircraft, Ju 87G-1 Kanonenvogel G-34B2 87
Artillery, Counter Battery G-7A 50
Artillery, Light Battery G-7A 40
Artillery, Medium Battery G-7A 54
Artillery, Heavy Battery G-7A 73
Artillery, Super Heavy Battery G-7A 95
Brummbär G-20A 74
CSW, Flamethrower --- 20
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CSW, HMG G-8B 15

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CSW, Mortar, 5cm GrW 36 G-8B 9
CSW, Mortar, 8cm GrW 34 G-8B 28
CSW, Panzerfaust 30M/60M G-8B 13
CSW, PzB 39 ATR G-8B 6
CSW, RPzB 34/54 G-8B 19
Elefant G-19A 97
Flakpanzer 38(t) G-44B 28
Grille 33 G-20B 52
Grille 33/1 G-39B 47
Hetzer G-18B 71
Jagdpanther G-17B 93
Jagdpanzer IV G-16B 65
Jagdpanzer IV/70 G-17A 76
Jagdtiger G-19B 123
Leg, Section G-8A 10
Leg, Squad, Infantry – Half-squad G-8A 22-16
Leg, Squad, Rifle – Half-squad G-8A 27-20
Leg, Squad, SMG – Half-squad G-8A 20-14
33

Limber, Light G-28A 5


Limber, Medium G-28A 8
GERMAN UNIT SUMMARY CHART
Name Card Points M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
34

Marder II G-4A 44
Marder III G-13B 39
Marder III PaK36(r) G-14A 40
Möbelwagen G-29A 27
Nashorn G-18A 55
Ostwind G-43A 31
Panzerjäger I G-13A 24
Prime Mover, SdKfz 7 G-5B1 13
Prime Mover, SdKfz 10 G-5B1 9
Prime Mover, SdKfz 11 G-5B1 11
PSW 221 G-25B 10
PSW 221 sPzB G-26A 14
PSW 222 G-26B 21
PSW 231 G-27A 31
PSW 233 G-27B 32
PSW 234/1 G-41A 32
PSW 234/2 Puma G-41B 44
PSW 234/3 G-42A 33
PSW 234/4 G-42B 45
PSW II Luchs G-37A 33
PzKpfw 35(t) G-36A 25
PzKpfw 38(t) Aufklärer G-37B 29
PzKpfw 38(t)C G-36B 30
PzKpfw 38(t)E-F G-9B 36
PzKpfw IB G-35A 13
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PzKpfw IIC G-35B 25

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PzKpfw IIF G-9A 28
PzKpfw III (FL) G-21A 32
PzKpfw IIIF G-38A 33
PzKpfw IIIG [see Note] G-10A 38
PzKpfw IIIJ G-38B 45
PzKpfw IIIM G-1A 53
PzKpfw IIIN G-10B 49
PzKpfw IVD G-39A 38
PzKpfw IVE G-11A 40
PzKpfw IVF1 G-11B 43
PzKpfw IVF2 G-12A 59
PzKpfw IVG G-1B 64
PzKpfw IVH G-2A 73
PzKpfw IVJ G-12B 73
PzKpfw V Panther G-2B 88
PzKpfw VIE Tiger I G-3A 78
PzKpfw VIB Tiger II G-3B 117
SPW 250/1 G-23A 13
SPW 250/7 G-23B 41
GERMAN UNIT SUMMARY CHART
Name Card Points M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
SPW 250/8 G-24A 23
SPW 250/9 G-24B 22
SPW 250/10 G-25A 25
SPW 250/11 G-40B 15
SPW 251/1 G-5A 15
SPW 251/2 G-21B 39
SPW 251/9 G-22A 25
SPW 251/10 G-22B 23
SPW 251/17 G-30B 27
SPW 251/22 G-40A 30
StuG IIIB G-14B 37
StuG IIIF G-15A 55
StuG IIIG G-4B 63
StuH 42 G-15B 60
StuG IV G-16A 62
Truck, Light G-5B2 6
Truck, Medium G-5B2 9
Truck, Heavy G-5B2 12
Wirbelwind G-28B 43

Panzer Base Set (G-1 to G-8), Expansion Set #1 (G-9 to G-34) and Expansion Set #2 (G-35 to G-44)

Note: The PzKpfw IIIG entered service in June 1940, following the invasion of France and the Low Countries.
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SOVIET UNIT SUMMARY CHART
Name Card Points M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
36

12.7mm AAMG S-30B 19


37mm M39 AAG S-19A 32
45mm M37 ATG S-16B 23
45mm M42 ATG S-17A 26
57mm ZIS-2 M43 ATG S-6A 37
76.2mm M27 IG S-20A 18
76.2mm M36 ATG S-17B 40
76.2mm M39 ATG S-6B 39
85mm M39 A/ATG S-19B 52
85mm M44 ATG S-18A 46
100mm M44 ATG S-18B 60
Aircraft, IL-2m3 Shturmovik S-7B1 91
Aircraft, Pe-2 S-20B2 91
Aircraft, Su-2 S-20B1 52
Aircraft, Yak-9T S-7B2 80
Artillery, Counter Battery S-7A 40
Artillery, Light Battery S-7A 40
Artillery, Medium Battery S-7A 54
Artillery, Heavy Battery S-7A 73
Artillery, Super Heavy Battery S-7A 95
BA-10 M38 S-29A 25
BA-20M M36 S-28B 10
BA-64B M43 S-14B 11
BT-7 M37 S-22B 30
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BT-7A M37 S-23A 35


BT-8 M38 31

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S-23B
Churchill III S-32A 63
CSW, Flamethrower --- 20
CSW, HMG S-8B 14
CSW, M1 Bazooka S-8B 13
CSW, Mortar, 50mm RM40 S-8B 11
CSW, Mortar, 82mm BM41 S-8B 30
CSW, PTRD-41 ATR S-8B 7
GAZ-AA S-30A 10
IS-2m M44 S-3A 106
IS-3 M45 S-12A 116
ISU-122 M44 S-13B 81
ISU-152 M44 S-13A 72
Komsomolyets S-29B 14
KV-1 M40 S-26B 56
KV-1 M41 S-27A 64
KV-1 M42 S-10B 75
KV-1S M42 S-2B 64
KV-2 M41 S-11A 74
KV-85 M43 S-11B 81
SOVIET UNIT SUMMARY CHART
Name Card Points M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
Leg, Section S-8A 10
Leg, Squad, Infantry– Half-squad S-8A 22-16
Leg, Squad, Rifle– Half-squad S-8A 26-19
Leg, Squad, SMG– Half-squad S-8A 20-14
Limber, Light S-5B2 5
Limber, Medium S-5B2 8
M2 APC S-15B 17
M3 Lee S-33B 47
M3A1 Scout Car S-15A 11
M17 MGMC S-16A 28
Maltida II S-31B 47
OT-34 M42 S-14A 66
Sherman III (75) S-34A 61
Sherman III (76) S-34B 65
Stuart III S-33A 41
SU-57 M43 S-27B 22
SU-76i M43 S-28A 44
SU-76M M43 S-3B 43
SU-85 M43 [see Note} S-4A 64
SU-100 M44 S-4B 74
SU-122 M43 S-12B 72
SU-152 M43 S-5A 67
T-26S M37 S-24A 28
T-28 M34 S-24B 32
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T-28E M38 S-25A 50

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T-34/76 M40 S-25B 55
T-34/76 M41 S-9B 60
T-34/76 M42 S-10A 62
T-34/76 M43 S-1B 66
T-34/85 M44 S-2A 76
T-35 M35 S-26A 29
T-38 M37 S-21A 10
T-40 M40 S-21B 24
T-60 M41 S-22A 25
T-60 M42 S-9A 29
T-70 M42 S-1A 40
Truck, Light S-5B1 6
Truck, Medium S-5B1 9
Truck, Heavy S-5B1 12
Valentine II S-31A 43
Valentine VIII S-32B 51

Panzer Base Set (S-1 to S-8), Expansion Set #1 (S-9 to S-20), and Expansion Set #2 (S-21 to S-34)
37

Note: The SU-85 M43 entered service in August 1943, following the Battle of Kursk.
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GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

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