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GENERAL
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games in use. earth scenarios designed to renew your interest in I could not bring myself to omit such fine pieces as
Articles from subscribers are considered for publication the game. Larry McAneny's "Pieces of Panzerblitz" and
at the discretion of our editorial stafL Articles should be
typewritten, double-spaced, and embrace the tenets of PANZERBLITZ also gave birth to another thereby end the availability of this classic work.
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EXECUTIVE EDITOR: Donald J. Greenwood imagination and capabilities of wargamers in this The story on PANZERBLITZ will probably
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GRAPHICS: Jean Baer, Charles Kibler and David Dobyski featured Larry McAneny's sequel to his original
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AREA Technician: Brenda Parrish ot all has been perfect however. The game is "Pieces of Panzerblitz." This article, "Panzer-
GENERAL Subscriptions: Katheline Grazer nOl without its faults or detractors. In fact, so blitz-Hex by Hex" is an in-depth analysis of the
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61
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Copyright 1990 ISSN 0888-1081

2
The Pieces of Panzerblitz By Larry McAneny

15 A 8 =-=
=jJi=

Panzerblitz counters are beautiful. Particularly if sustained popularity in the polls. There are five think of them as units. So naturally they tend to
you have an older set with the red or black factors printed on a Panzerblitz counter, and one be decisive. None of them move, and they are all
backings. They are bigger than most counters: no or more of them always implies some weakness, strictly defensive. The only use for them is to
fumbling. They are easy to read. The gray and some vulnerability. To fill the chinks in each monkey with the normal terrain; to make pre-
brown tones on the front have a vaguely historical other's armor, the units must work together. As in dictable paths for your enemy; to channel his
flavor. Some of them come equipped with silhou- chess, the essential concept of play is the combi- attacks.
ettes. nations. No unit exists which is so strong that it
Some non-obvious beauties appear only after can perform all necessary operations unaided. (Can
several games. The units move farther and more that be said of Bulge?)
often and in more different directions than units As in chess, it takes a lot of thinking to put I. Fortifications
do in other games. The units have a greater number together a brilliant Panzerblitz combination. So Forte: Defense factor.
of functionally distinct types than units in other you can spend all kinds of time thinking out your Foible: Movement factor. When you deploy a
games, and among the types the individual vari- move, designing perfect defenses, concocting alter- fortification it stays deployed. You can't retreat it
ations are more complex. nate attack plans ... but, as in chess, unless you if your enemy concentrates on it; you can't send it
The complexity has two effects on my play: are a top-grade player you will risk alienating elsewhere if you misjudged the direction of his
First, I am far more aware of the historical friends by slow play or, alternately, frustrating attack. Therefore, deploy carefully.
identities of my Panzerblitz units than I am of, say, yourself when your grand schemes fall through. Threat: Channelizing. Expect an enemy to go by
my Bulge units; because in Bulge one 4-4 is the I advocate taking a loose-and-easy stand on some other path.
same as any other, no matter what regiment it is. Panzerblitz combinations. Your play will be slop- Pals: Heavy artillery, inside the fort. An infantry
But when I play Panzerblitz every unit has a pier, you'll lose some games, but you may have unit outside helps to make things rough on close
slightly different factor. I am forced to learn their more fun (and, I might add, a better simula tion; assaulters. It also prevents vehicles from moving
names just to keep me straight. I have to know, the strategic and operational commanders spend hours over the top of the fort.
game forces me to know, each of their weaknesses pondering their next move, but tactical com- Natural Enemies: Heavy artillery supporting
and strengths; and since I know a little military manders haven't that luxury). infantry assault.
history as well, I find that all of a sudden the In this kind of hip-shooting game you will have
counters take on a life of their own, and I am little time to think out combinations; so you must Probable Fate: Survival. You may lose one fort in
following the fates of individual units, cheering this do your thinking earlier, before you set up. Then is a game; if you lose two, you are doing something
one on, holding that one back, mourning when one the time to decide what units work together best, wrong.
gets X'd out of existence. and how, and to what end; and if you go into a Loss: Demoralizing. For 2 reasons; (I) When you
My wife doesn't understand this. game with those problems resolved you will find lose a fortification you generally lose something
In point of fact, it does sound a little on the that luck occasionally brings a smart-looking else with it, possibly as many as three other units.
twiddly side - but I've had a couple other garners combination ready-made to your hand. (2) When you lose a fort you often lose a
confess to the same feelings and I've observed the Please don't misunderstand. I don't mean that geographical advantage: The fort guards a crucial
symptoms in a bunch who'd never confess. And it cooperating units must be stacked together-that hill or bars an attack corridor.
happens in other games, in naval games like would be a little too Napoleonic-I simply mean Deployment: Hilltop hexes. Covered positions are
Bismark (aren't you always just a little uneasy that you must think of each piece as a part of a a nasty trick, since moving adjacent to forts in
bringing the Hood into battle?) and in miniatures certain kind of fighting machine and that you must order to spot them is work for suicide squads.
(cL Featherstone), and in other land games (re- make sure that the other parts of that machine are Uncovered positions are temporarily tenable, but
member the look on that Russian's face when you available at the proper range, and not otherwise eventually your opponent will master enough force
smashed his 7-1 0-4?). occupied. That is how a "combined arms" oper- to do you in.
Here's the point: each wargame unit has an ation works.
invisible psychological factor which affects the way Let me put my thesis in a nut shell: To make the
the player thinks about and utilizes that unit. This best use of your Panzerblitz units you must
is sometimes true for Bulge and five times as likely consider not only the material factors printed on 2. Blocks
for Panzerblitz. And occasionally you can use that each counter but alsc a "social" factor-how they Forte: Permanency. There's no way your enemy
factor against your opponent. Occasionally. work together and occasionally a "morale" facto.r can get rid of them once they are placed.
To repeat: Each Panzerblitz unit has a psycho- - what your opponent thinks of them.
Foible: Porosity. Eventually your enemy can move
logical shading which affects the way you and your
through a block.
opponent think about it.
The second effect of the complexity of Panzer- The Static Counters Threat: Channelizing. No one will move through a
blitz units is the chess-like nature of play. This The static counters are the least interesting block if he can find some other way.
characteristic goes far to explain Panzerblitz's counters in the game. Most garners don't even Pals: Artillery, to give covering fire.

3
Certain Fate: Survival. S. Russian 4SmmA/T Pals: Forts if available, also mines and blocks.
Deployment: Roads in the open and as slope Forte: Attack factor. Infantry a hex or two in front.
hexes. Don't put blocks on lateral roads between Enemies: Infantry.
Foible: Range.
or behind your own lines. It louses up your Fate: Death after a delay.
communications and makes it hard to reinforce Threat: Channelizing.
Prey: Vehicles. On the offense the Russian will Loss: Annoying. For the Germans especially, such
threatened sectors.
have a lot of these weapons straggling along behind a loss is tolerable but represents a definite decrease
the tanks. Trying to find offensive tactics for A/T in fighting power.
guns is historically weird and about the most Deployment: Woods hexes on hill tops or in the
3. Mines difficult thing in the game. I have found 4 flat. When the Russians are wealthy in artillery
offensive uses; (I) To count for units across some they might consider deploying a 76.2 mm A/T
Forte: Attack factor. A sure 2-'1- line in the victory conditions. (2) To guard behind and above a 45mm A/T; the 45 will do the
Foible: Movement factor. exposed flanks of an attacking force. (3) To stopping/spotting and the 76.2 will do the heavy
Threat: Channelizing. infiltra te the enemy line in halftracks or trucks and hitting.
Prey: No one. Who's crazy enough to move into a then deploy to delay retreat. (4) To surround and Historical Marker: The German weapon is the
minefield he can see? contain bypassed targets while the real warriors 7.5cm Pak 40, big brother to the Pak 38. A good
Range: 0 hexes. push on. Notice that the last 3 uses are really gun but too heavy. The Russian weapon is a
Execution: Eternal dispersal. defensive actions as part of an offensive strategy. puzzle. Aberdeen Proving Grounds has a number of
Likely Range: I hex. specimens of 76.2 mm artillery, some labelled field
Pals: Artillery. Always cover your minefields ifat
Expected Execution: About 1/3 chance of dis- artillery and some label1ed anti-tank, all slightly
all possible; you want to blow him away before he
persal. Most of the time the best you can hope for different. But as far as I can tell from what I have
gets lucky and rolls a six.
is to slow your enemy down a little. (I figure this read - there was real1y only one 76.2 gun-
Enemies: Engineers. howitzer, a field artillery piece, and since this
category on the basis of Selective Attacks for fire
Probable Fate: Survival. Rarely does one get past a weapons on the most common target. A combi- weapon served a dual purpose, the Russians built
mine. Rarely can one destroy it. nation attack is rarely profitable and then only for no anti-tank gun in this caliber. The German
Loss: So what? No cost in victory points. No loss large weapons firing on weak targets.) infantrymen called the gun a "Crash-Boom" and
of face. Pals: Infantry to ward off close assaults. Heavy held it in some respect.
Deployment: In the open if possible. Gullies are a artillery for covering fire. Trucks for "offensive"
particularly good place. Try to form continuous 20 A20
use. Carts for reserve.
lines of mines and green hex sides. Natural Enemies: Infantry. With an A type weapon
saAm~
Historical Note: Mine counters haven't much 1 " 0
and a low defense factor, a lone A/T has little
glamour, but don't underrate them. The combi- chance against infantry. 8. German 88mm A/T
nation of the mine and the hand-held infantry Probable Fate: Death after a short delay. The first Forte: Attack Factor and range.
anti-tank weapon ended the blitzkrieg sometime in tanks to reach a 45mm may only disperse it, or
1942-3. The presence of 6 mines in your OB Foible: Defense factor.
may even be dispersed by it. But the infantry will Threat: Pressurizing. The 88 tends to hinder
should be far more important than a half dozen surely close assault it when they come up, or a
Jgpz Vs. That's why scenarios I and 6 had to be movement in the enemy backfield and to lean
herd of tanks will overpower it. When you deploy a pretty heavily on any concealed position: Once an
rewritten. 45mm, expect to trade it for a little time. 88 is trained on you, you have to fear every
Loss: Shruggable. potential spotter.
Deployment: Woods hexes where the enemy is Prey: Everybody. The 88 made its reputation as a
4. Wrecks likely to travel. Not alone in town hexes - that tank killer, but it worked well against ships, planes,
quadruples vulnerability to tank attack. Don't infantry, and artillery. Some garners forget this and
Forte: Permanency. bother deploying on hill tops; this weapon hardly save their 88s for the tanks alone. It's a mistake;
Foible: Cost to Deploy. has the range to reach down the slope. the 88 is worth firing at anything it can spot.
Threat: Channelizing. On a road a wreck works Range: 4-20 hexes. Whenever enemy infantry gets
more or less like a block except that you can closer than 4 hexes, load up and move back. Being
deploy it during the game if you have the spare a German with an 88 is like being a tall boxer with
armored unit to sacrifice. long arms; you can hold the short guy off with a
Pals: Artillery to cover. 6. German SOMM A/T; Russian S7mm A/T hand on his forehead while he wears himself out
Natural Enemies: None. Forte: Attack factor. swinging at the air. Don't let him get close to you;
Certain Fate: Survival. Foible: Range. Better, but still inadequate. he might land a punch.
Loss: Impossible. Threat: Channelizing. Execu tion: Against hard targets, a kill at close
Deployment: The damnedest thing about wrecks is range and a dispersal at long range. Against
Prey: Vehicles.
that positioning often works against you. There are infantry, half a chance to disperse out to 20 hexes
Range: I hex. - an 88 makes for a slow approach march.
lots of helpful places for deliberate wrecks, on road
Execution: 1/2 chance of dispersal. Pals: One halftrack, to get on and off hills in a
hexes mostly; but those accidental wrecks left over
from an attack you didn't quite calculate right are Pals: Infantry and trucks. hurry. Rifle platoons to do the spotting. On
terribly annoying. Two wrecks, and a hex is Enemies: Infantry. defense, fortifications, mines and blocks.
forbidden to Russians; three wrecks and Germans Fate: Death after a delay. Enemies: Russian infantry. When you see that the
can't stay there either. If you mix too much armor Loss: Shruggable. Russian has enough vehicle-borne infantry close
into your assault force you stand a good chance of Deployment: As 45mm A/Ts. enough to rush in and swamp you with troops, it's
making a second breastwork around your enemy's time to limber up. If you wait for the rush it'll be
Historical Marker: The German weapon is the
position. too late.
5.0cm Pak 38, successor to the 3.7cm Pak 36 with
Fate: Decided by battle. An 88 can be killed, but
A which they started the war. The Russian weapon is
late second generation A/T gun similar to the not quietly. A massive tank attack will kill, with

A
Anti-Tank Artillery
British 6 pdr.
12 A 5
16~mm
high Russian losses. An infantry assault will also do
it in, but then the German has a chance to pack up
and get out, or to reinforce for a fight.
Loss: Shocking. Because of its fame and high
2 35 0 combat value, the German player may become
The Panzerblitz anti-tank gun is in a bad way. 7. German 7Smm A/T; Russian 76.2 mm A/T depressed or disinterested after he has lost an 88.
Historically, the advantage of the A/T artillery was Forte: Attack factor. Then again he may not be historical; he may think
that it was low to the ground and easy to produce. Foible: Defense factor. 88 is a turntable speed. But watch for the signs of
But here no real concealment is possible, and the shock anyway, and if you detect them attack
Threat: Channelizing. harder, take a few more risks. You may be favored
A/T gun is worth as much as anything else in the
victory conditions. An opponent is never surprised; Prey: Vehicles. with a careless blunder or even a resignation.
he either goes around, if he is weak, or attacks, if Range: Either I hex or 5-6 hexes; seldom in Deployment: Woods or town hexes, on hilltop
he is strong. Accordingly the A/T guns are most between. hexes, if possible; wherever you find a long field
difficult to deploy effectively. Execution: Dispersal, with normal luck. of fire.

4
I-:-- :::c Howi tzers and Flak :::c ~ Fate: A quick death. Possibly without firing an
effective shot.
Threat: Pressurizing.
Prey: Russian infantry.
Historically, howitzers are the great kIllers, the
weapons tha t do most of the blood letting. In the Loss: Shruggable. Range: 4-12 hexes.
game this is not true - but most of the game Deployment: As with all weapons in the category Execution: Dispersal half the time.
scenarios take place away from the front lines, of artillery: towns, woods, forts only. Never in the Pals: A halftrack or a truck.
where the howitzers are at the disadvantage of open. The simple 20mm is another good weapon
Enemies: Russian Infantry.
their low mobility, entailing the smaller ammuni- for the shoulders of a heavy artillery position.
Fate: At the hands of infantry, a quick death.
tion supply which they can haul around and the 14 H 10'1 Faced by tanks, a Parthian shot.
resulting lower rate of fire. In the scenarios where
the line has had a little time to consolidate the
lo·1m
Loss: Damaging.
I I. German 20mm quad 1 '" 0 Deployment: This unit is hard to use effectively
howitzer comes a bit more into its own. (cf.
scenarios 5, 8, 12) Forte: Attack factor. This is not the same weapon because its short range and low mobility make it
Flak is a anomaly. There are no Sturmaviks in as the single 20mm. Twice the number of 20mm vulnerable to enemy attack, while at the same time
Panzerblitz, so flak can never be used in its primary barrels more than triples the attack factor. the attack factor is a little too large to allow a
role. In effect the flak units are converted to Foible: Defense factor. cheerful sacrifice. In a static situation it makes a
howitzers and operate in the same manner - a use good mobile reserve - large enough to add some
Threat: Pressurizing. real weight to the threatened sector, with the
which made the real-life flak commanders tear hair Prey: Infantry.
out by the handful. In the German army particu- added attraction that the range will be reasonably
larly, the anti-aircraft people had to battie con- Range: 4-10 hexes. constant.
Execution: Dispersal half the time. 40 H20
stantly to retain or regain their weapons for air
defense. Pals: Trucks. The A/T gun which the single 20mm 121m..
1 ,,0
needs is not necessary here because the grea ter fire 14. Russian 122mm Howitzer
power of the quad is a protection in itself. Forte: Attack factor and range. Each as good as
9. Russian 12.7mm MG Enemies: Russian Infantry. Against a close assault that of any other Russian unit.
you will not have the chance to intensive fire. Foible: Defense factor.
Forte: Attack factor. Large for a small cheap Fate: If attacked by infantry, a quick death. If
weapon. Threat: Pressurizing.
attacked by tanks, a possible Parthian shot, pro- Prey: German infantry and tanks.
Foible: Weapon class. An T weapon can't do much viding you use the intensive fire rule. (I recom-
against tanks. mend it.) A single T-34 may still cost you the Range: 4-20 hexes.
Threat: None. Most likely no opponent will give quad, but the quad will take the T-34 with it when Execution: Kill. You might even try Combination
the presence or absence of this unit a second it goes. Large H class weapons tend to be vindic- Attack with a unit this size as a delaying tactic.
thought. tive. You can hope to disperse a stack of German
Prey: Infantry. Loss: Annoying. There will be a gap. infantry every other turn.
Range: 1-6 hexes. You might as well let an Deployment: This weapon is heavy enough for a Pals: Russian Infantry well ahead to spot. This is
attacking German come get you; saving the piece is main artillery position. It can serve as the principle true for offense or defense. Tanks can spot also if
a waste of time and effort unless every other unit armament of a fort. the target is worth the risk.
has already been evacuated. Enemies: Infantry.
Execution: Half a chance of dispersal. Fate: Decided by battle. Life or death after a
12. German 75mm Howitzer. whopping fight, which the value of the piece forces
Pals: Infantry and one class "A" weapon. The Russian 76.2 Howitzer
12.7mm is an infantry support weapon, and should the Russian to make as soon as he notices the
be sited above and behind the infantry with at least Forte: Range. danger. Expect him to reinforce if he can.
one A/T stacked with it or close by to ward off the Foible: Attack factor. Never enough. Loss: Shocking. This unit is a big eye-catching unit.
tanks the 12.7 can't hit. A Russian player is likely to put it at the core of
Threat: None.
Natural Enemies: Tanks. his defense. So if .he loses it, his defense breaks
Prey: Transports and artillery. Another good down a little and so does he. When the Russian is
Fate: A quick death if attacked. The best you can weapon for factoring up to 4 to I. on the offensive I suppose the shock reaction
hope for is that this unit will block an important Range: 1-12 hexes. Unless you have ample ad- would still apply; bu t I have never seen it, because
hex for a crucial turn. If it does, don't badmouth it vanced warning of an attack these weapons are too few Russians would care to move a piece of this
for dying. "De mortuis nil nisi bonum." small and cheap to worry about limbering up and size far enough forward to face serious risk.
Loss: Shruggable. rescuing. Since they are the last thing anybody Deployment: The main artillery position: the
Deployment: A good place for this weapon is on worries about saving, they will often fight until the woods hex on the hill crest with a wide field of
the shoulders of a main artillery position. For enemy gets right up to the gun barrel. fire. Fortified if possible.
example: with a heavy artillery piece on IM4, you Execution: Dispersal half the time. This makes it Historical Marker: Why can't these big batteries use
might site a 12.7 on INS overlooking the woods wasted effort to shoot at transported units if you indirect fire? Surely they had the equipment.
where an infantry attack is likely to come. don't suspect your enemy of wanting to dismount

-~
Historical Marker: Is this weapon the U.S.. 50 cal. them right away.
Browning machine gun shipped to Russia as part of Pals: Carts for reserve; Trucks, for offense if you Mortars
Lend-Lease? Or is it one of those ghastly, wheeled have plenty. A/T guns. When I talk about mortars I always assume that
machine guns the Red Army was always lugging Enemies: Tanks and Infantry. the Indirect Fire Optional is in effect. Otherwise
about? The poor mobility would imply the latter. Fate: A quick death. mortars would be like any other artillery, and CPs
4 H 10 Loss: Shruggable. would be a useless liability, as they are in scenario
I. The beauty of the mortar is that it is a high
10. German 20mm ,~ Deployment: Shoulder positions. If you are using
trajectory, low velocity weapon small enough to be
1 07 0 these howitzers with carts or trucks as a reserve, I
Forte: Range. suggest placing them to one side of your enemy's hauled around easily and capable of hitting targets
Foible: Movement factor and defense factor, as advance rather than to his front -leave that to the without exposing itself.
always with artillery. But the weak attack factor is infantry and the A/T guns.
the real problem. Historical Marker: The Russian weapon may be the
Threat: None. "Crash-Boom" again in its other incarnation or it
Prey: Transport and transported units. Note that may be an antique short-barrelled infantry gun.
the attack factor is just big enough to do in The German weapon is either the 7.5cm lelG 18 or 15. German 81 mm, Russian 82mm Mortars (both
anything being carted around. Your opponent may the 7.5 cm leFK 18, probably the latter, smce the motorized and foot)
not lose much that way, but he will have to be infantry gun would presumably have a little better Forte: Movement factor. These units are the only
careful to run from cover to cover within your movement capability. artillery units which can move around on their
range. And of course this is a good unit for adding own. Their range is also very good for their size.
that last factor needed for a 4-1.
Foible: Attack factor.
Range: 1-10 hexes. Not worth moving. 13. German 150 mm Howitzer
Threat: None. The small mortars are like sniper's
Execution: Kill - if you get to shoot. Forte: Attack factor. rifles firing from hidden positions. If the enemy is
Pals: Trucks for offense. A/T for defense. Foible: Range. Rather short for an artillery piece going to overlook any unit, it's likely to be a
Enemies: Tanks and Infantry. of this caliber. mortar. With their ability to change positions

5
constantly, and their relatively long range, it's a 15 M 20 to blow it apart again. When a strong point holds
strain to keep track of the field of fire of an 17. German 120mm mortar l~ol"'l!I out, it is wasteful to send the tanks toward it;
infantry will be cheaper and possibly more ef-
enemy's mortars. 2 .. 0
Forte: Range. fective. And when ground has to be held the best
Prey: Transport and transported units. It is alto- Foible: Attack factor - not quite big enough.
gether too easy to forget when there is an infantry holders are infantry. Panzerblitz shows all this
Threat: Pressurizing. rather well, and also the chief defect: Infantry is so
counter loaded under the tank counter which has
ventured out from cover. That infantry counter Prey: Russian infantry. slow. Even when you carry your troops on trucks,
becomes a perfect mortar target. A mortar is also a Range: 4-20 he~es. it takes a while to rally the boys and mount them.
good weapon for factoring up to odds. Execution: Dispersal half the time. 3' I 4
Range: 3-12 Hexes - but most of the shooting will Pals: A truck or halftrack; tanks or infantry @j
be done at the longer ranges. The small mortars need forward to spot. And CPs, of course. 19. Engineers 10 '" 1
not limber quite so soon as other artillery. because Enemies: Infantry. Forte: Unit type. That horizontal E is far more
they can often retreat a hex or two to the Fate: The quick death or the Parthian shot. A fight valuable than any of the factors, because it allows
protection of another unit. for this unit's survival is unlikely. If the German the deadly increase of effectiveness in close assault
Execution: Dispersal. A second unit usually will be has many other units, he will probably have a that is an engineering specialty.
necessary to make the kill. Wespe or a Hummel, making the mortar less vital. Foible: Attack factor. Too small when the unit is
Pals: CPs and a truck. Infantry, to keep enemy If he has only the long range mortar, his force will alone.
infantry at bay. Mortars get along well stacked probably be too small to allow a figh t. Threat: Mobilizing, most of the time. That is to
with or close by a larger artillery piece: The mortar Loss: Damaging. Particularly when this unit is the say, when you see an engineer unit in company
provides an all-around defense and can contribute a German's only major artillery piece. with infantry approaching your position, the
last factor that will up the odds on the larger unit's Deployment: On defense, a good reserve unit. On tendency is to move out so that the close assault
attack. offense, a fine unit for deploying in static positions which is coming will have no target. Now, some-
Enemies: Infantry. Tanks don't pose as much of a to hold a door open or to destroy an opposing times the opposite will occur, and the threat will
problem, since the mortar has a chance to retreat artillery piece once it is spotted. be Antagonizing: An important artillery unit, say a
before an adjacent tank may fire. Russian 122mm, will be caught unlimbered by a
Fate: Killed if caught. But often these little close assault force assembling under cover two
artillery pieces will be surprisingly tough, able to 18. CPs hexes away. If the Russian unit limbers, both it
retreat one or two hexes before they are finally Forte: Ra nge. and its transport will die in the attack. So a
cornered. And most of the time they can count on desperate Russian will bring in something nasty,
Foible: Movement factor and defense factor. One like a Guards company, to bolster the close assault
a larger unit intervening to save them. Less mobile
would think 6 guys and a radio could move around odds and provide a counterattack. In this case,
artillery does not have this safety margin.
pretty well, and conceal themselves well, too. instead of producing a retreat the threat of a close
Loss: Shruggable.
Threat: Pressurizing. It is not pleasant to have assault wiII produce a terrific fight. You can judge
Deployment: Mostly hilltops - Never alone in someone watching your every move. which will happen by the value of the immobile
towns, as they quadruple vulnerability to class A
Prey: Anybody, but mostly soft targets. unit threatened.
weapons and are hard to retreat out of as well.
With a CP unit in hand the possibilities of Range: On a clear day you can see forever. Prey: Artillery.
deployment are marvelously increased. Any posi- Execution: Depends on the type and number of Range: Adjacent. Close assault is the preferred
tion hidden from the enemy will do: Woods on the weapons tied to the system. weapon for infantry. You aren't bugged by types,
ground level, gullies, reverse slopes. Hidden clear Pals: A truck or halftrack. SPA's and mortars. A ones can be Heaven, and if the thing doesn't work
terrain is temporarily possible, but not wise if the large A/T gun deployed close by is also very you can try a bit of spotting next turn. A close
enemy has any armored vehicles at all. helpful. assault by engineers against a unit in the open is as
Enemies: Infantry and tanks. good as a tank attack.
24 M20
Fate: A quick death if alone. Otherwise the unit's Execution: Dispersal is certain, an eventual kill is
12o!mtrl
fate rests on the outcome of the battle for the likely.
2 " 0
position. Pals: Fellow infantryman, plus a fast tank or
16. Russian 120mm mortar Loss: Shruggable (?!) A CP has no glamour at all. halftrack to ride on.
Forte: Attack factor, Range. Actually with its capability for tying widely Enemies: Artillery and assault guns.
Foible: Defense factor. separated weapons into one system, and its high Fate: Blown away by fire. Engineers are a prime
Threa t: Pressurizi ng. victory point value in some scenarios, the loss of a target, and always seem to be the first to go,
Prey: German infantry. CP ought to be considered more damaging - but particularly Russian Engineers, who are not much
nobody ever seems to feel that way about it. weaker than German Engineers in concrete terms
Range: 4-20 hexes.
Deployment: Covered hilltops with good views. but are a good deal weaker in relative terms.
Execution: A kill half of the time. The historical positioning is forward of the artil- German Engineers are the strongest of the German
Pals: CPs, a truck for the offensive. Infantry and lery, and there is some merit to this disposition in infantry units, and so in a stack they have some
tanks to the front to spot. the game, particularly when tied in with SPA's, protection from selective attack. Not so Russians,
Enemies: German infantry. which can't use the CP at short ranges. CPs are who are almost the weakest of their kind.
Fate: Decided by battle. Another fine Soviet easily destroyed if caught alone, but then the Loss: Damaging. Sometimes one badly needs engi-
artillery piece, much better than the German enemy has still to deal with the gun itself. In neers, especially where minefields are encountered;
weapon, which Ivan will have to put up a fight for. effect, a forward deployment gives the gun two in those special situations the loss of an engineer is
lives. A position in the rear has its merits also: The a hard blow.
Loss: Damaging. Almost shocking, but mortars vulnerable CP is protected, and the mortar or SPA Deployment: Infantrymen love woods, and engi-
don't get much glamour. may move forward in dead ground to extend its neers love being close to other infantrymen. Don't
Deployment: Main artillery positions. There's not range. put engineers in towns, and don't leave them alone.
much point in kidding around with this piece in Historical Marker: Judging by function, these CPs An engineer and a few infantry in trucks make an
gullies and such, even if you do have some CPs. are really OPs. Whoever named them deserves KP. excellen t reserve for defensive posi tions - a real
The Russian is often artillery-hungry, and finds the hole plugger.
120mm mortar a handy direct-firing companion I I
•••
~
for the 122mm howitzer. If he wastes a large
weapon in an indirect-fire position, his chances for [ill] Infantry 20. German Security and Russian Reconnaissance
interlocking fields of heavy fire are much de- The infantry unit is the most economical engine Units
creased. of war which can be built from the raw materials Forte: Defense factor.
Historical Marker: If you design your own sce- of conscription. Everything else requires a lot of Foible: Attack factor.
narios, you should plan to have a 120mm mortar in time and fancy hardware. Remember this if you Threat:. Mobilizing.
half of them. When the Russians were almost design YOLir own scenarios, and don't burden the
overrun in 1941 they lost much of their artillery; Prey: Artillery.
board with a plurality of tanks.
the big mortar - cheap, simple to design and to The odd thing about infantry is that while it Range: I hex. I've never found the German range
operate, quickly emplaced and potent - became an seems VUlnerable, being composed of soft-fleshed, factor to be any significant advantage for security
essen tial portion of the Soviet artillery arm for the unarmored humanity, it is really the toughest force units.
rest of the war. available. When the front solidifies it takes infantry Execution: Dispersal half the time.

6
Pals: Artillery, to shoot whatever these units spot.
Tanks make pretty good transport; these units
aren't much more vulnerable riding on a tank than
footing it.
Beyond Situation 13 MORE PANZERBLITZ SCENARIOS ~.
Enemies: Tanks and larger infantry units. by 2nd Lt. Robert D. Harmon .~_ >

Fate: Blown away by fire. PANZERBLITZ has inspired a rash of "Situ- ~


Loss: Shruggable. Expendable units. ation 13" varian IS, many of which have appeared ~~~.
Deployment: On offense, spotters to be directed in this magazine. Many of Ihese variants - 10 call Situation 18 in particular proved useful ill
against the enemy's secondary artillery positions. Ihem whal they are - have required the players conducling lactical exercises in LI. Hannoll's
Good sacrifices for overburdening. On defense, to make counlers; the Orders of Battle oflen look ROTC unit. They adjusted it to utilize US Army
best place these units with important artillery like they've been drawn from a revolving drum. laclical doctrine and superior commanders iso-
pieces to give a little protection against close Here, we offer twelve situations - something lated in separate rooms connected only by field
assault. for everybody. All are reasonably plausible; all telephone.
Historical Marker: Both these units are curious. are geared to one set of counters - they're ready Suggested rules for all silualions: 12.7mm
The Germans used a hodge-podge of new recruits, to be played. The "mini-game" concept in Situ- MG's may fire from inside halflracks providillg
veterans on leave, foreign volunteers, and local ation 19 consisting of 10 or less units per side. neilher unil moves during thai turn. Also, CPOs
levees for security; I suppose Panzerblitz security played on one board in 8 turns or less was firsl may spot from halftracks bUI cannOI move all
units are vaguely representational, in that they are suggested by Randy Reed but the situations are the turn Ihey SPOI for indirect fire.
weaker than front line troops. The Russian recon- those of Robert Harmon.
naissance troops were often an elite group; but in
the game reconnaissance is not really necessary,

panzerBli~
[£D
since both terrain and enemy positions are known.
GERMAN REAR AREA RAID: WESTERN BYELORUSSIA
So the Russian elite troops wind up looking much 19/441. During and after the great 1944 offensives. there would be
like the German second line: just weaker infantry.

..,
periods when no stable. c1early·defined front existed. A German
f ~ !
The arms of both units appear to be the same as
the arms of more powerful units on their respective
sides and it is not clear to me why the ranges vary.
Perh~ps the ranges of all the infantry units in the
Situation' reconnaissance battalion (reinforced I has penetrated Russian lines
and is now in striking distance of a Soviet army headquarters.

game are a sort of average, depending on the mix


of automatic weapons and rifles.
~USSIAN FORCES ti
, r GERMAN FORCES ~
The Russian CP represents army HQ (it can still spot); the reeon
Enter West edge of Board 2 on Turn 1.

-,. --
companies represent hastily.mobilized HQ personnel (clerks. cooks,

:r2 r
etc.).
Enter East edge of Board 1 on Turn 1 :
5 12 20"~r ;\,JA...- 2"
21. Russian Rifle and Guards Companies
Forte: Defense factor.
1:. .A-87 •• A ~15 1:2$1
I ~ A ~I~ 1:2$1
I I ~124.20
10':5'r11 3 ~ 0 16·1~1 1 glf.c 1'.12~:: 1 8~ 1 2l 0 ~
m ' . . . 40 ";1 163~4 A5 ~ I~
6~'0 8~' 3"A-,
2 • I 813M
15':;, 9
:1 A
12·~ft8 :r-~
#te
8

6 3 6 2 1 1 1 1 1 1 3 2 2 2 1 3
Foible: None beyond the general disadvantages of
infantry.
c :1
6' o1~2
1'~ 13 IffiJ 42':':1
I
~I 4"1:\"10
8
Threat: Mobilizing/Antagonizing. 10 1
Prey: Artillery. German infantry platoons. 2 12 1 6
Range: I hex. The Guards Might have a rare chance Golod & any 2 adjoining hexes: Bednost & any 2 adjoining hexes:

I; ••~ 3516~:~1:2$1 :10...:r".r:".'A;11 ,,,_$ :10~:13 1:2$1·t~ :1 ..,l..',1


VICTORY CONDITIONS:
to fire at full range now and then. 6 9 Award each side the following points for destruction of units: CP:
A I C I I • 12; reeon: 3; AFV (excluding halftracks): 2; all others: 1. Double
Execution: Dispersal. 3 0 1 1 '::12 3 1 2 0 1 2010 4 1 3 n 0 the Russian total and compare to the German total - the side with
Pals: Trucks and tanks for transport. Artillery to 'I 3 § t 2 1 5 2 the most points wins.
his spotted units.
Enemies: What, me worry? mJlr1irst
Fate: Occasional dispersal. Except when these boys Turn END
tangie with a Wespe or a Hummel, they can expect 1 2 3 4 5 6 7 8
to survive the game. Of course an oversight can
always lose you one if you expose the unit while
SOVIET REAR AREA OPERA nONS: MORSHANOVO·
being transported.
Loss: Annoying. It would be damaging, except the
PanzerBlitz. DIAGLEVO REGION. VYAZMA SECTOR (10/2/421. In early
1942, numerous Russian units were cut off in the confused fighting

GJ!EJ
around the German stronghold of Vyazma. The 1st Cavalry CorpS
Russian has such a store of these that losing one is
not that serious. Still, they are hard to move up to
the front, so the Russian would be advised to keep
track of how many he has lost. If it is too many
Situation#15 and the 8th Airborne Brigade, two such units, managed to evade
their pursuers and return to Russian lines in the early summer of
'42. They owed their survival to the co-operation of partisan forces
and to captured German supplies.
- £ I

the Russian will be hard put to attack or defend. Elements of the 8th Airborne, supported by cavalry-corps and
The German CP represents the HQ and supplies of the 5th Panzer
Division. The CP may be captured by CAT attack (X or 00 if
Deployment: Almost anywhere. A superb unit for partisan formations. Reeon & wagon companies represent Russian
preViously dispersed l. Upon capture, replace with 1 Russian CP
a static line. In advance against weak German units partisans. These may disband anytime during the game when it is
counter which may not spot in any manner but can be transported
not within 5 hexes of any German unit. and be regarded as

..
with little armor it is feasible to move right out evacuated. No unit may reassemble once disbanded. No other units
normally. The Germans can recapture the CP in the same manner.
Prior to its capture by the Russians, the German CP may spot for
into the open - but calculate the German's may disband. Enter Turn 1 on North edge: indirect fire.
strength carefully. Mess up, and the infantry will
2 :1 3.. -':rO
'~I'~' 81: A " I ~ reo 7 A ~I
In Golod, Adski.or Grabyosh: SOOnost:
2 12
On Board in Opustoschenia:

161:~ 43•
be shot up by a battery of Wespe's or crushed in a
1 "42~:r 131:r·'00~:1
A 8
~ ~
1 3 t 1 0-;:;10 g'lH 11 2 ~ 0 8U,~lf3 1 '=,2 3 ~ 0
511~'1 1~2:1
[,S 1:2$1 ". ___ .....
multiple overrun. In a retreat one of these units
I
C I I!!!J .~ 0 1 0
to 1 1
#'8 7-::'f S 112 5.3 lfI1

makes a dandy road block, holding out for a 9 3 2 4 2 4 12 4 I 3 3 I I I


couple turns even when surrounded. The Guards
may die but they never surrender.
On Board; one each within 3 squares of any
5 villages: 10 :1
134~'~3
I C
60~:12~:1~_2
Historical Marker: The flesh of the Red Army. VICTORY CONDITIONS:
5 5
EnterTurn10nheX1A3r I
8~ ~,.18 5 ."8 5"=
,..t,
~'~I 11m 12
5.
8
5.31 JlD
40"11
Tanks are only the bones. Too often in "Scenario Award Russians 16 points for capture and evacuation of CPo Award 3 3 I I I
13" the Russians go into battle with the skeleton

;r·:r
each side points for destruction of units as follows: AFV's (all) and

I
Enter Turn 2 on East edge: Enter Turn 3 on East edge:
of a giant. recon: 2 points each; all others !including CPI: 1 point each. Double
the German total and compare to the Russian's. Side with most
points wins. Russians can leave board by East or South edges. Any
Russian units not evacuated or disbanded by end of game are
138~'1~21~
leO :I~ C A;
r~8 « t'~ 01~2:1
A C

22. German Rifle Platoons


considered eliminated for victory purposes. 6 6 4 10 I 1
Forte: Defense factor. ~~~esfirst
Foible: Attack factor. Not enough to do battle Turn END
with a Russian company, as they are often asked to
do.
1 2 3 4 5 6 7 8 9 10

7
Threat: Mobilizing. attacking or defensive blocking functions. When you have plenty of infantry units to go
Prey: Artillery. Deployment: In wooded areas, blocking roads. Not around, I recommend maneuvering in companies
Range: I hex or 5-6 hexes. German riflemen have in towns alone. rather than in platoons. This is a little clumsy,
rather a dandy range; if you are looking for that Historical Marker: Some players mistake the since you have to break the company up to
last attack factor, don't overlook your rifles. quality of German infantry. ·1 have said that the transport, and the Germans can never put as many
foible is the attack factor; but that is not strictly men into a single hex as can the Russians; and to
Execution: Dispersal half the time. But that means
true: The real flaw is the three little dots over the make matters worse the company is always vulner-
a kill if Wespe and Hummel are around.
infantry symbol. German platoons are simply able to piecemeal destruction - but not by close
Pals: Tanks, not only as transport but as a bolster assault. In an infantry action alone between equal
to defensive power. Other German infantry. And outnumbered 3-1 by Russian companies; players
who do not take unit size into account do the forces (Le., a ratio of 3 German counters to one
of course, the SPA's. Russian) you can count on the Germans getting the
German rifle units grave injustice. To see how good
Enemies: Russian infantry companies. And they really were, stack three units together to upper hand. Alas, the game is mostly post-
SU-152's. make a company. You get a unit like this: Stalingrad and post-Kursk, anJ German parity in
Fate: Blown away by fire - from heavy artillery infantry is a thing long past.
only. German rille platoons can hold out a long
time in a sea of Russian tanks, but when the
Russian infantry comes up expect to be dispersed
immediately and eliminated a turn or two later. 23. Submachine gun units
Loss: Damaging. German infantry are seldom Forte: Attack factor.
many, and often they are vital to any counter- Foible: Defense factor, if only because the SMGs
are the weakest infantry in the stack. Otherwise
movement factor.

PanzerBlilz.
mIJ
GERMAN ARMORED OFFENSIVE, CENTRAL POLAND Threat: Mobilizing/antagonizing.
(12/44). A hypothetical situation. Hitler comes to his senses and
cancels the Ardennes offensive, ordering the units involved to attack
Prey: Artillery. And infantry for the Russian.

Bilualion#11 Z I - Range: I hex. Close assault is the name of the

....
the Soviets instead. Situation depicts a German Pz. Division

*
colliding with an advancing Russian tank corps. game. The German range advantage is usually
worthless.
Execution: Dispersal.

!fi ~
Pals: Tanks. These are the boys to do the old
RUSSIAN FORCES , r GERMAN FORCES panzerblitz assault trick. Halftracks are also good.
The Russian T-34 carrying SMG is the most

-- -
Russian Tank Corps sets up on Board 1. Russian sets up first. Elements of the 1st SS pz Division enter Turn 1 on West edge. fearsome combination on the board - expect to

;r TIT .~I-r.,~-:1",,01401102C(I):1
see it often - because the T-34 provides what the
51 114 18 18 I I;I~ ~ ~II51 20 16 I12 lSI 12 20120 14 1··10
SMG most lacks, mobility, and the SMG has the
..-
1:
to'~~l1 12~
,11 1 4 ~
1
I
'lJ' 1 3 2~10 0 2
l
~ 1
0 1s'Uf 7 16':4l17
... ~
8"r.:"812,'='O 8 "2' 2
'.1-0 ~
93
~ ..J.-0 t."~ 0
0'0
1
9 '8 12~n 8: 1 41 53
close assault capability the T-34s need to remove
road-blocks.
6 6 5 4 6 2 2 6 12 12 18 4 1 2 2 2 Enemies: Towed and self propelled artillery.

'-8 '-81~ [j1!JI ~19 ..J...-- 01'm'22~02*03l,


:1 ',1 Assault guns. For the Germans, Russian infantry.
I~16-:::112~,~8
~I
8IU'
C~I~ '" I -~e.,110- 3.-
...
3"/"0
"~ ~401321~:r~~1~O"2
51 I
5'= 8 8-:-. 1 201
~- 12 I8 22'12 12 I 83 l!!iJI 4
__
0 16 ...,6 12'\;jIi 8
___
18":~·S 7~8 to m 1
Fate: Blown away by fire. Generally while being
transported.
9 2 2 ·2

:r
2 17 2 2 1 3 3 2 4 1 2 3
Award German 2 points for each armored unit (excluding half-
tracks) off the East edge, and 1 point for every other unit so
removed.
Award Russian 2 points for each unit on Route 61 at the end of tha-
82"
3P-.®-"~
/:31 I ~I~ C02 c~r'
J:\4 :it, 16 8 ~:l 1 1 ~'2 4~~Q 12 u' 6
8 ...
14 K 10

6·~~:~B
...
5011 12

4·~~~'O
;
Loss: Damaging, particularly for the Russian. The
Germans may expect to lose some SMGs but they
can do a fair job with their superior tanks alone.
The Russians need the combination.
game. Hig_hest ~int total wins. I 3 6 16 11 2 2 1 Deployment: Not in towns alone. Good reserve
units with transport. Best of all in the forefront of
~rfillt the attack.
Turn END
1 2 3 4 5 6 7 8 9 10 10 I 3
~
8tA~W3
POCKETING ACTION, VISTULA RIVER LINE (13/1/451. With Map ConfiAuration
PanzerBlilz. the start of the Russian offensive on January 12. 1945, break·
throughs were achieved all along the Vistula River with the aid of
massive artillery barrages. Intact defending units. as in all over·
i
1&
~ 1
24. Cavalry
Forte: Attack factor. The best close assault

Bilualion#17 whelming offensives, often found themselves in ,dan,ger of encircle- weapon in the game.

....
ment. 'n this situation, a German recon battalion races to safety

*
with disordered Soviet mobile units in hot pursuit. Foible: Movement factor. Cavalry is weird. As long
as everybody's on foot, cavalry is the fastest
infantry around. But in a motorized army the

~ ~
cavalry can't keep up. Not being able to mount in
RUSSIAN FORCES , r GERMAN FORCES trucks makes the cavalry useless in pursuits and
Turn 1:
Enter on dead in retreats.

r
Enter on North edge of Board 1: South edge of Boar!:! 3: German enters on East edge, turn 1_
Threat: Mobilizing/antagonizing.
I
I~8 ,.tt I :12 11.~ fttr~I
.1:1 H':10'II1'JC
3 c~1~C(J):13 1:1 Prey: Artillery. And German infantry.
":\\"3 3~ 03 ~ 1 2~ 0I':r,o 3 1~2 2~O 4~'
-
:\7 .... '" _

r2e 13 I 2. 3112 3r!kJ4


4 Range: I hex.

r
6 • 5 r2 I ;\; I 8 8
4 1 2 1
54 3 1 4 ---~ ..-- 4-
K4
Execution: Dispersal.
I:IIt-:r'~I~c(J)T ~ '." 16 3 :~'14 12~~,"'8 8 ~l~ 1 3tal~ 6 '~:;, 10
urn2 3 IJ 1 to 111. 1
~ .... I :1 ~.. ~ Pals: Engineers and other infantry.
3

...
1 2 3 1 1 2
I I Enter on
' hex 3AB: 1
2 , 0 gll!J 11 2~*KJ 3 ,~ 0 16~~1 1

r r
Enemies: Artillery, and the tanks which can spot
1 6 2 1 2 150e:.l~ 2c(J)~ for them.
I~ ~
I
~~r ~..
i :1~C{I):16
l
... IIt-I
nte
,onSouthed
Board 2:
g
eOl .,-"
4·' 10 4·~\10
VICTORY CONDITIONS: Fate: Blown away by fire half the time, generally
16~'W 1 9 '8~IC 11 3 0 21o\1~:-'0 2 0 while trying to cross some open space. The other
I' I
1 6

--
3 f 1 ~ Award German 1 point for each unit moved off North. South, or half of the time the cavalry never gets into the
Enter on
East edge: I ~1'8' 8
IS~~ 16 A 8

15':.":8
8'2~':I~4~' 8~'16~'~I
I I TIT I West edge of board 1.
5 ptsor under - Russian Decisive
8 pts or under - Russian Tactical
'1 pts or under - Russian Marginal
12 pts or over - German Marginal
15 pts or over - German Tactical
18 pts or over - German Decisive
flight.
Loss: Annoying. There are only 4 of these units,
and they have rather special qualities,
6 2 2 1 1 1 ~
Deployment: Not in towns. Woods are a cavalry-
mJlrtillt man's delight, because those pesky green hexsides
Turn END can be ignored. If there is any question of a long
1 2 3 4 5 6 7 8 9 10 retreat, cavalry should do the blocking: the units
will be lost anyway.

8
Historical Marker: These units really do belong Execution: Depends on what the halftrack is
with the infantry. The effective use of the horse as spotting for. Halftracks may also do a little
a shock weapon died at Balaclava· (which, World up-factoring against soft targets attacked by
War II freaks, is nOI a Turkish pastry) and cavalry friendly artillery. But let me stress that both
thereafter was best used as mounted infantry, into 27. spotting and firing functions are secondary. The
which category the Russian unit falls. Sensible business at hand is transportation.
cavalrymen fought on foot; the noble steeds were Forte: Movement factor. And being armored helps,
too. Pals: Infantry, particularly SMG units. Very impor-
for transportation, like carts. By World War II
tan t artillery.
charges were laughed at by everyone except Foible: Defense factor.
military romantics. Enemies: Tanks and halftracks. Trucks may block
Threat: Pressurizing/Antagonizing. However
trucks, but halftracks have the capability of
unrealistically, halftracks are potential spotters. If
Transport Units escaping encirclement with trucks by fire or
they carry infantry, a wise opponent will be
uneasy. overrun.
Transport is vital to a combined arms force, Fate: Sacrificed to spot or to overburden an enemy
particularly for a force on the attack. Without Prey: Immobile artillery.
piece. Germans are the real offenders here. The
transport neither artillery nor infantry can keep up Range: 10 hexes. Movement distance. Russian is generally a little desperate for transport
with the battle. Now, most Panzerblilz games are
so short that you rarely see the aftermath of a Map Configuration

PanzerBlill. COMBINED RUSSIAN OFFENSIVE: SOMEWHERE IN RUSSIA

rnJ
battle, when the survivors have to pick themselves (1944). A theoretical situation. Two heavily reinforced rifle
up and move along. And so if the transport is all regiments and an independent tank brigade take on a German
shot up, most players don't realize how badly the
force is crippled. In point of fact, Panzerblilz
encourages one to be a truck-burner. I find that
almost all the transport which is lost is sacrificed,
Silualion#18 infantry regiment. An illustration of problems of unit boundaries -
and of the infantry support capabilities of certain German armored
vehicles.
f ! 1

Soviet forces may not cross from one board to another (e.g., from
deliberately sent out to die while spotting, block-
~ ~,
board 1 to board 2, etc.l. They may, however, fire from one board
, r GERMAN FORCES
ing, or unloading adjacent to an enemy. None of
this is realistic, arid it might not be a bad idea to
to another.
Russians set up first east of Route 61.
:~r ij) . .'" ,i)

C :16 I ~18 I 13M '~I24M2~13 H103 I :140H201


double or triple the victory point value of trans- Set up west of Rt. 61 after Russian.
port killed in order to persuade us truck-burners to
110~ c:8J I2':sJ ,,1.. ",1·· "1- c:8J "1-
,·m'3181~1121,~\ 1 388 129102620 4 m l1 nO
1 1

mend our ways.


8 17 3 5 2 1 3 2
I~" 12 2OA~r' ;1 3 63
M';1'5M~IO ~~I
r·;
-e- ~ r·
Enter on East edge. Tur!:l: 1
-~--- .1. ,. •• ~
12~a8, aU:'s 12~~'.~8 8 kZI
.,':~ 1 3 "~•• 1 ! ,.~~~' 3
co

Board 2:
9

<lAo. l'~" ~ ~:1'8' 81 C
0
~16_Izi-I *.• ~:I
7 2 0 18'~" 5

r
1
25. Wagons 10 \lS2 11 3" 0 2 11 0 12 m B 1 431 12 2 1 0 3 13 0 1 1 4 18 2 2 4 1
G 1 1 1 1 3
Forte: Weapons class 'C'. This is all that justifies 7 1 1 @J
I 4 8,*.
• :J:.H'TO,,±.H12 131*,.~IO....
C ~I'"
~86 I ~I
their existence.
Foible: Movement factor. Soooo slow.
Boa'd 1: I~ ~·:1:
3
II..
,4 0 2
2
Ill ~..---.&
•.. ' :1-'4 •IS
:l2
A:/9 ;1 12
~. __ 12.1_ C
0 12 ~U21 11 9 Tv~t 11 3 " 0 2 , 0 1 T~ 12
J... 41 tI :/0...~I
6 to ,Il

3
1 3 n 0 2

1
61

3
0 2 " 0 2

1 3
J? 6~1
0 1 T~~~' 12

10
120"

2
6

6
Threat: None. There is an excellent chance your 1 1 2 6 t t ~

I T~ :1 \~~
VICTORY CONDITIONS:
12
~~I~
~ 0 9 -Ia~' 11 1 r:C 12°l~4 ~
enemy will never even notice what your wagons are Award points as follows: Germans get 1 point for each eliminated
doing. Boa,d3: ~
'SA
13 m 10 3
1\.. A
0 9
A:1'2. :\:2.
...
9 2
1'1 u 1:1
...
1m- 1
Russian unit; Russians get Y2 point for each eliminated German unit

Pals: Artillery, almost solely. It isn't worth the ."


• ."
• ... ~
and 1 point for each Soviet unit off the West edge of the map.

trouble to transport infantry in carts. The increase


in speed is minor; the increase in vulnerability is ~~esfirst
terrific. Turn END
Enemies: Tanks. 1 2 3 4 5 6 7 8 9
Fate: Caught and killed. Wagons "neither have the
heart to stay nor wit enough to run away." THE MINIGAME APPROACH: THE CONVOY 12/431. AGe'man Map Configuration
Loss: Shruggable. If you have a friend you are
anxious to alienate, I suggest that, when he
eliminates a wagon unit early in a scenario, you
PanzerBlill. front-line unit is hard-pressed and needs supplies and ammunition.
The relief convoy must reach them through partisan-infested
territory. The Germans win if all 5 trucks (which are fully loaded
U
Silualioo#1B
and can't be used for transport) get off the board by way of row

*...
leap up, congratulate him warmly for his general- GG. The partisans win if any trucks are destroyed. The swamp hexes
are frozen and considered clear hexes except at gUllies. Any other
ship, and resign the game. He will not miss the result is a draw. Game Length: 8 turns. Germans move first.
sarcasm.
Deployment: Behind a static front, on a road
junction hex, perhaps loaded with a defensive FORCES
M'~O~
f2 ".~
311
I ~
C J3 c:8J
l'~~r3 4 1
1:\rl ~
, r FORCES ,·T :1 :1
6~10 5~11 4~O 1~2
.1
2
C(J)4 0 C

~
reserve unit. Wagons will rarely have the speed to 2 4 4 1 2 2 5
make it across open terrain, so it is best to deploy Set up on board: Enter on row A:
them where there are patches of cover. In an
advance wagons are sure to be left beltind; during a THE MINIGAME APPROACH: THE CROSSROADS 11/421. The THE MINIGAME APPROACH: THE PROBE (6/421. A Soviet recon
long retreat wagons may be expended as blocks, first winter on the Eastern Front was one of thinly stretched lines battalion learns more than it bargained for. Award Germans 1 point

...
and bitter holding actions. Here, a Russian motorized SMG battalion
since they will be caught and killed anyway. A contests a vital road junction with a German fusHier company. The
for each eliminated Russian unit; award Russians 1 point for each

*TIT
unit that leaves board by row GG. Any Russian unit still on board at
road hex on a reverse slope is a good place; a side occupying 2 or more squares of Bednost at the end of the game end of game is eliminated. Game length: 6 turns. Germans move
wagon there will slow enemy vehicles for 2 turns. wins. Game length: 6 turns. first.
Of course blocking tanks with horse-carts is a
Nasty Trick, totally unrealistic; but it is not
specifically forbidden in the printed rules.
RUSSIAN FORCES
RussIans move first. Enter on any edge: GI5 ~~p~~~~~os~ORCES
173 t~• :18 M'~I 2
I : I0 C :1
~I I 0e-
C :13 111··
1
2~0 3~"O 4~1 1~2
••
0 12 11m 12 3 1 C(J)
26.Trucks II 185 87

Forte: Movement factor. On road. 1 3 5 1 1 1 4 4


Foible: Movement factor. Off road.
Threat: Pressurizing/Antagonizing if the trucks ~r ~~~~b~~: FORCES
, ~-,
<,Tit;):.- :_ . .
e
,
GERMAN FORCES
rEnter on row A:
~-
carry infantry.
18 o
3
~I~I
12
~1 I3~ "..
~ 1 12~ nto, ~
6
C ~ 1 0I : I l:t I' 2.C(J):I~ IT. ,J.:,.~I
Pals: Infantry or artillery.
Enemies: Tanks, halftracks, and enemy trucks. To
trap a truck bent on staying alive it is usually
necessary to surround it with vehicles and green
1
M I

1
1·m 3 6 ,:l 1
1 4
l 1

2 c:J 6~10
A4


. 0
4~rtO 8 ~~~f
... ":I
,1~12
1 3 8~ 1 2
t
13'
33

t
0
8
hex sides.
Turn
Fate: Killed if caught. Frequently sacrificed.
1 2 3 4 5 ~D 7 EA D
Loss: Shruggable.

9
• •"",,,,,,,• ••••••
SPW - SchutzenPan:z:e~,w.a,g.en other vehicle listed, ZIS-33. is a halftracked version them, all they can do is harass, block, and
of the ZIS-S truck which equips some of the trllck transport friendly units.
units, As far as I know. neither wheeled nor
halftracked version of this vehicle (A Ford imi-
tation dating from the early 30's) was armored or
armed.

Reconnaissance Vehicles
and has no halftracks to spare: a Russian who All the reconnaissance vehicles in Pall:erhlil: are
burns halftracks may have difficulty moving his German. The Russians had some - you might find
infantry away from the road. T-70 light tanks and an assortment of armored cars
Loss: Shruggable. still around in 1944 - but they had found them to
be less than useful and were phasing them out.
Deployment: In the forefront of the attack - but
In the game you are likely to find the German Note the difference between the actual Lynx (top) and the Pzkw
don't run away from your passengers.
recon units less than useful. Everything is known - III (below) which it is falsely labeled in the Campaign Analysis
Historical Marker: The Russian counter may be terrain, encmy positions, enemy strength. The booklet.
another "averaging" counter rather than a counter recon units are not armored well enough to spot,
representative of one type of vehicle. The silhou- and, because they are frozen in place during the
ette is that of a lend-lease U.S. M3 halftrack, opponent's move, their speed is no defense for
roughly similar to the German Sdkfz 251. The them, With their reconnaissance function denied

-I SCREENING ACTION (HYPOTHETICAL), SOMEWHERE IN

PanzerIII t ;r
RUSSIA, 1944. Often in defensive operations. light mobile units
such as a reconnaissance battalion will be called upon to screen the

Silualion#20
-
flanks of line units. or fill a gap in their absence. Ideally. the enemy
lY
in these::uat;ons Wf be del:~d by fiTwe,. w:1out en:g~:c:h~f~:::::;on
2 A4

& GERMAN
;rr FORCES
28. Lynx
Forte: Movement factor.

iIE.'
.. ~.
_!

6 l~~~ 10
.............., -.

* RUSSIAN FORCES Foible: Attack factor. The weakest attack factor in


A Soviet tank brigade, backed by motorized infantry sets up first on A German recon battalion sets up on or west of row Y on board 1. the game.
board 1, lj)n or east of row Z. Threat: Very little, A Panther or a halftrack can go
wherever a Lynx can.
Prey: Russian transport.
Range: 9 hexes.
Execution: Dispersal half the time, unless you
overrun, and if that leaves the Lynx out in the
open someone will blow it away. Not worth doing
unless whatever was in the truck was very valuable.
Pals: Infantry carried as a passenger will help the
14 2 blocking function.
VICTORY CONDITIONS:
Award Russians 1 point for each unit moved off west edge of board
Enemies: Russian tanks.
3. Award each side one point for each enemy unit destroyed. The Fate: Sacrificed for spotting/overburden.
side with the highest total wins.
Loss: Shruggable. If the German is at all daring
with this piece, he may expect to wind up with a
~~first missing Lynx,
Turn END Deployment: As far forward as possible.
1 2 3 4 5 6 7 8 9 10 11 12 Historical Marker: Contrary to what the Campaign
Analysis book tells you, this vehicle is not a PzKw
III. It is a PzKw II Ausf L The designation was

Panzerllilt
PANZER DIVISION IN DEFENSE: MAGNUSZEW. POLAND later changed to Panzerspanwagen II to indicate
(8/8/44). After the collapse of Army Group Center. Russian units
made deep inroads into occupied Poland, some reaching as far as the that its function was strictly reconnaissance. In
Vistula River. The 2nd Tank Army crossed at Magnuszew mid-1943 the Germans finally gave up on scouting

Silualion#21 (pronounced MAG-noo-shav) and was stopped by the 19th Panzer


and Herman Goering Divisions - 40 miles SE of Warsaw. gripped by
a major Polish uprising.
tanks and ceased production of this vehicle.

*RUSSIAN FORCES & GERMAN


;rr FORCES 29. Sdkfz 234/1
Battle Group of the Herman Goering Division sets up first on boards Forte: Movement. This is the fastest unit in the
2 and 3. game.
Foible: Attack factor.
Threat: Pressurizing/Antagonizing. The dandiest
trick to pull with this unit is to slip through your
opponent's lines and take up some ambush position
on the other side where you can block reserves,
delay reinforcements, and generally annoy. Often
when you do this, your opponent will feel insecure
enough with you back there to form a hunting
party to attempt to trap the armored car, thus
Award each side 1 point for each enemy unit destroyed. Award
pulling in reserves needed elsewhere and possibly
Russian 10 points each for clearing Bednost and/or Opustoschenia. creating a weak point.
Highest point total wins.
1 Prey: Transport.
Range: 15 hexes.
~~first Execution: Dispersal.
Turn END Pals: Another scout car, to insure that an overrun
1 2 3 4 5 6 7 8 9 10 will really be effective. Infantry passengers fDr
blocking.

10
Enemies: Tanks. Without the backup threat of shellfire his thin unit in the SPA. class is its movement factor; in
Fate: Sacrificed for overrun. Eliminated if sur- defensive lines will be overrun. Therefore, both pursuit or retreat, the Maultier is just nimble
rounded. historically and in the game, the German's SPAs enough to be able to choose its own range.
Loss: Shruggable. are pillars of strength to him - with plenty of Execution: A kill half the time.
Slavonic Sampsons loose on the premises. Pals: Other SPAs. Infantry in front to spot. A
Deployment: As far forward as possible. An
excellent unit for blocking in pursuit or retreat. A wirbelwind is handy for up-factoring.
Nasty Trick, possible also with halftracks, is to sit Enemies: Russian infantry. A close assault will give
this unit out in the open on a swamp-road hex. If 31. Maultier the Mule no chance to kick.
your opponent blows it up, the road is blocked. If Forte: Attack factor. Fate: Eliminated if surrounded. Since that isn't
he leaves it alone in the hope that you'll move it, easy, the Maultier will probably survive the game.
Foible: Range factor.
the road is still blocked. Unrealistic and unsport- Loss: Damaging.
ing, but legal. Threat: Pressurizing.
Deployment: Because of the short range it is futile
Range: 3-12 hexes, most likely at the long end of
deploying the Maultier in orthodox SPA positions
that range. The Nebelwerfer is an odd weapon to
on hilltops. If you do, you will likely find that
deploy, since it lacks the sine qua non of self-
your targets scurry around carelessly at the end of
propelled weaponry; i.e., long range. There is a
your reach or beyond. Better to give up the
temptation to give it an armored escort and send it
visibility advantage of height and deploy in cover
30. Sdkfz 234{2 (Puma) and Sdkfz 234{4 13 A 8 in to do assault-gun work - but it is so weak that the
at ground level, closer to the front than other
tI5" move is likely to be a suicide against any organized
Forte: Movement factor. 3-~ SPAs, with as good a field of fire as the situation
opposition in strength. The factor which keeps this
Foible: Defense factor. ' will allow
Threat: Pressurizing{Antagonizing. INSTALLATION DEFENSE: TARNET. NORWAY 122/10/441.
Prey: Transport.
Range: 13 hexes. PanzerBlilL When Finland dropped out of the war, the German 20th Mountain
Army, operating on the Arctic coast, found it necessary to withdraw
into Norway. Soviet forces did not enter Finland but did cross the
Execution: A kill.
Pals: Infantry for blocking.
Enemies: Tanks. Even these heavily armed cars
Silualion#22 narrow Russo-Norwegian frontier in pursuit. The Germans. pausing
to evacuate civilians and material through the port of Kirkenes,
nearly came to grief when the city's electric power supply was
threatened.

cannot afford to trade salvos with tanks, not even


;!I!;;
if they get in the first shot.
Fate: Eliminated if surrounded.
*RUSSIAN FORCES ;rr GERMAN FORCES
Advance elements of the Soviet 131st Rifle CorpS enter on East
Loss: Shruggable{shocking!? Some people are edge.
Forward units of the 6th Mountain Division set up anywhere on
board.
armored car freaks.
Deployment: Far forward.
Historical Marker: These armored cars were heavily
armed in the hope that they might protect German ~ ~1 4 3~I :1:8 ~I :[7 ~
A30~ .1_ ~ 3.1_
"":1'40120:1'5.8 • 12!1
"16"-'i~:~;":"L4,:,,,,:·,IJ;;c~·~1~'2:..\::;;:f~'L.:3:....:;".=0L':.....=~0:L:.1_*::.,,:0:L'.:.3'-:.IIl;;;'
'0:...l3~t~'~
1:3 ~I 88 ~1:1'8 ~
8 'W t 6 'If t 3
A 3~ :1
• 12 15.1_ I 4:12.122011:1
1 2O;\:3 ~
0 3 ! 1 2 " 0 10
l'
~ ~
1 2 ~ 0 2 '~0 "1
armored cars from other armored cars. In the open 93632125 186242341
desert it might turn out that way. On your
Panzerblitz board the best use for these units is as
anti-tank blocks. You will note that these units are
the equivalent of 50mm and 75mm A{T guns. The
12
,.-l .......
,:ilU20 14 A 8;1:2~
2
~r
0 12
A 6: 1:0

2
11 g . ;;: 11 1
6 15
...
'= 12
C 0 '2 • 8

f12~2 4 1 6
main differences are the magnificant movement Russian wins by: 1.) clearing the
power plant lBednosd of all
German units, or 2.) cutting both power lines west of the plant VICTORY CONDITIONS:
factor and the abominable defense factor against lalong the 2 roads leading from Bednost to the edge of board 2).
tanks, only a fourth as good as a towed gun's. Still, This is accomplished by leaving a unit on the road - uninverted - German wins if Russian cannot fulfill victory conditions.
they block a tank, and if you assign them that job for a full turn. When the wire is cut the unit is automatically
eliminated. The process must be repeated on the other road.
at the right spot and the crucial time, that ITiay be
good enough to warrant the sacrifice.
~~fil$l
Turn END
1 2 3 4 5 6 7 8 9 10

rnA
MEETING ENGAGEMENT, DERBERCEN. HUNGARY

PanzerBlilz. (12/10/44). Occasionally during the desperate weeks of autumn,

un
1944, German panzer units found themselves able and willing to
strike back at the Russian onslaught. Armeegruppe Woehler,

Schwerer Panzer Spah Wagen - 1938 Heavy Armored Reeon


Silualiol#23 reinforced by fresh units from Budapest, pocketed Cavalry-
Mechanized Group "Pliyev" near Debrecen. The 6th Guards Tank
Army struck back resulting in one of the wildest melees of the war.

Vehicle 231·233 model which was the forerunner of the 234/2.


;!I!;; GERMAN FORCES
;rr
*RUSSIAN FORCES
SeIf-PropelIed Artillery
(;-MG Pliyev enters from the West edge; 6th Guards Tank Army Armeegruppe Woehler (elements of the 8th Army) set up first
Only the Germans have self-propelled artillery. from East edge. anywhere on board.

:1 1~
Because of a czarist tradition of close-in combat C-MG Pliyev
dating back to Napoleonic times, the Soviets ,14 A 88 w_
A
3 I 6 3 • 12 6 I ~r2.CUl.4: ro-C-0
~ ~
virtually avoided the development of motorized
artillery, and remained faithful to the towed gun
...
18"l(j,'¥8 3 ~ 0 8 ~'r,l
,,_
1 3 1 6 ~:~ 1 4~~~O 1 Ire 12

... -
until the end of the war. The strength of the Soviet 10 1 13 3 3 8 14
army depended largely on infantry and tank units
which do not fight effectively at a distance. 6th Guards Tank Army
,6 • 8
~
15';''':8
o C
nOD
0:1:2 CUI ':\
IIl.liIl
Unquestionably this Soviet doctrine cost them 1 1 4:012 200: 10
something in the way of continuous fire support 1 7 7 3 842 221 1
during an offensive; but before you sneer too hard
remember who won the war.
The Soviet infantry and tank units, massively
2
:4Ai6:1;5 ~ A 81;l4M20:li4011O:18
".!u ..... ~I ~I
1g'J;.C 1110'A'r11 2 920 16 1:.711 12~:i 1 18?1
6 53
:1: 1II!..'~19 · 4,1
M
3 • 1 31> 0
,J_.
VICTORY CONDITIONS:
Russians win if they have cleared a corridor, 3 hexes wide and free
of German units, from East to West edges. Germans win if they can
maintain a similiar corridor from North to South edges. Anything
numerous, form a broad base; the Soviet army may 7611475 1 else is a draw.
be clumsy, but the destruction of only a few units
will not shake it. The German army, however, rests ~~teslirst
like an upside down cone on the fire support of the Turn END
self-propelled artillery. Without the big guns to
smash obstacles the German's tanks will stall.
1 2 3 4 5 6 7 8 9 10 11 12

11
Historical Marker: The Maultier is an improved Range: 5-32 hexes. The Wespe can fight closer, but
imitation of a Russian weapon not included among in a mobile situation it is seldom worth the risk. If
the counters - the famed M-13 Katyusha mounted anybody gets that close, just move back and blast
on a truck. This weapon is given among the them.
additional units in the Campaign Analysis booklet. Execution: Dispersal for infantry targets. At close
It is almost the only true Russian self-propelled range a kill is likely on armored targets.
artillery. Pals: Other SPAs. CPs. Infantry and tanks to the
front to spot. Self-propelled artillery is almost
selt~su fficient; a few pieces positioned with inter-
locking fields of fire will make destruction of any
one piece quite expensive.
32. Wespe Enemies: Infantry.
Forte: Range. Highest on the board. Fate: Decided by battle. Expect a terrific fight.
Foible: Defense factor. Dispersal will generally mean destruction on the PzFH 18 - "Wespe" - mounts a 105mm gun (L/281 on PZ II
chassis.
Threat: Pressurizing. The Wespe makes it hard for following turn. Russian attackers should keep in
the Russians to move for great distances. Even mind what happens when a Wespe uses intensive
Deployment: Main artillery positions; Hilltop
infantry must hide. Every possible spotter becomes fire. hexes. The Wespe has enough range to deploy on
a deadly menace. Loss: Shocking. Expect extreme German demoral- open, "bald" hilltops, providing no Russian unit is
Prey: Any Russian unit. ization. within shooting distance. Be careful with such a
deployment during mobile retreats - it will take a
T-34 in the target area only two turns' unimpeded

D!IJ
SOVIET ASSAULT ON FORTIFICATIONS, BALAKLAVA

PanzerBlilt SECTOR (7/5/441. At the end of the spring, 1944 campaign in the
Crimea, German and Rumanian forces were pushed into an
ever-shrinking ring around Sevastopol. As 'he Kriegsmarine
l J !
movement to reach firing range, so an exposed
Wespe might well have to flee before doing much
damage. The basic skill in using SPAs is to move

Silualion#24 attempted to evacuate the 17th Army, the rear guard occupied a
final defensive line just outside the city. The Russian objective at very seldom so as to spend as many turns shooting

*
the southern end of the line was Sapun Heights, from where artillery
could cover the whole anchorage.
as possible. Cover is still best for this.

RUSSIAN FORCES -'Iii t!! , r GERMAN FORCES


The German Fusilier Company and JagdTiger set up on Hill 132. All
~
Assault elements of the Independent Coastal Army set up on board
1 East of the road running between 1A3 and 1GGB, after the other units set up anywhere on boards 1 and 3 West of the Board 1 33. Hummel
Germans. road running between 1A3 and 1GG8. Germans set up first.
Forte: Attack factor. Largest on the board.

....
1'2' ,.-....-;\:HW 8 [;'$] tH~I3M'26
624M~r'
g'JU 11 ~ A 0 12~~1116lmI7 12 ~=J 1 1
..... [;'$] ~I
"1-0 3 ,,1.. 1 18'~1
I
7\ B8
I 1'12~
21 "to
H 8 2
2
~ c 0 3,,1··.'~12O'±.H
..':13811~:~ ~IO1"~1~'~ I
1 3
M
Rl 1, 2 n 0 2
':r .J..:..
3A

33
8 15 M~l
,.1-
0 2 91 0
Foible: Defense factor.
Threat: Pressurizing.
12 2 2 2 6 2 4 10 2 3 17 4 3 2 3 4 Prey: Everybody.
Range: 5-24 hexes.
I~8 @]I 2'2'
1 2
III
,,~••~IO~ c ~1~C(J)l
~ O&'~I
0 1 m 12 24«10 1
J:<I 0 Xl?
10 C0 2 k8J
'!':I~3 ~ 0~I®
1~2 SIIW!"1'
01/>
2-' ,
IG u
@1~4:1
Execution: A kill half the time. All the time on
armor at close range.
2 6 17 6 2 1 3 2 8 8 3 Pals: CPs; other SPAs; infantry and tanks to spot.
VICTORY CONDITIONS:
Russians get 1 point for each unit on Hills 132 and 129 at end of
game (hilltop hexes onlyl.
I~8~'N 81~ ~=J ~13MA'~I
~
I
1 6
~
I
13
11 _

1
~
221
18.",5
"I Fusilier Company
Enemies: Infantry. Close assault will not give even
a Hummel a chance to fire.
Fate: Decided by battle.
Germans get 5 points for each unit on those hills. Side with most 1 2 1 1
points wins. Loss: Gott ein Hummel!! The German may resign.
Deployment: Hilltops with cover.
~~Sfirst
Turn END
1 2 3 4 5 6 1 8 9 10 11 12
BLOCKING ACTION, MADONA SECTOR, LATVIA (22/9/441. Map Configuration

PanzerBlilt
[tt]
The collapse of Army Group Center left AG North stranded in the
Baltic states. As AG North withdrew into an enclave on the
Courland peninsula, Russian spearheads reached out, attempting to

Silualion#25
split the Germans and defeat them in detail. The worst crisis came
when the 2nd Baltic Front smashed the German 10th Corps at

*
Madona; a short dash to Riga and the whole evacuation from
Estonia and Latvia would be intercepted.

RUSSIAN FORCES ~ t!!r


, GERMAN FORCES ~7
PzFH IBM - "Hummel" features thicker armor, a larger gun
A spearhead of the 3rd Shock Army enters on Eastern edge. A battle group of the Nordland Division enters first on West edge of 1150mm), and a pz IV chassis.
board.

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12~10 8'1t"8 12,\~llI8 8 ~I:J 1 6 'I~ 1 6u~:18 5':f,' 8 6"'::11 8 34. The Nashorn
9 3 6 6 3 2 2 17 9 9 3 16 4 1 1 1 Forte: Range.
r.t~.2O ....-~~11;1.....
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~8
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12!t. 20 2cm:lo c:1
~Jl 16 1 42 0 41A£,~O 1 ':W 12
Foible: Defense factor.
Threat: Pressurizing.
2 2 2 6 2 2 6 3 2 10 12 Prey: Vehicles. And infantry, if delay is necessary.
VICTORY CONDITIONS: Range: 4-20 hexes.
Award each side 1 point for every enemy unit destroyed. Award the Execution: Against vehicles, dispersal at long
Russians 2 points for each unit moved off the Western edge of the
map. Side with the most points wins.
range, a kill at short range. Against infantry there is
about half a chance of a dispersal.
Pals: H class SPAs. Infantry to spot. Infantry,
I1IJtrfirst incidentally, should not ride on any of the SPAs.
Turn END They are vulnerable to fire, and if the SPAs are
1 2 3 4 5 6 1 8 9 10 11 used properly the infantry will never make it to the
front where it can be used.

12
Fate: Occasional dispersal. An SU-152 ought to
........ survive the game.
Loss: Shocking. The Russian army is a little
better balanced than the German, so that the loss
of any single unit is not so damaging as the loss
of a Wespe or Hummel: but if there is any
Russian unit which embodies that kind of
psychological vulnerability, it is the SU-152. This
is unfortunate because the German units can
Jzpz Nashorn - The Rhino mounted an a.Scm PAK (Panzer V5.
operate from safe positions; but the Russian must S~uH 42 is sh.own above without the skirts depicted in the line
cannon) model 43/1, L/71 gun mounted on a pz IV chassis but expose his SU-152s to danger if he is going to get draWing. Such SIde panels were relatively rare. This mounts a
105mm howitzer on a pz III chassis.
using a pz III transmission. full value from them. The Russian must overcome
Enemies: Infantry. his tendency to hold these valuable units back ~14H12
Fate: Decided by battle. from the assault. 37. StuH 42 ~ ....
Deployment: Up front. Only when the action Forte: Defense factor.. ·····•__··..·········· 12 730 8
Loss: Shocking, although less shocking than the
loss of a Wespe or Hummel. But there is only one becomes completely static is an artillery position Foible: Attack factor. Not big enough to handle
Nashorn in the game, so its loss is psychologically for an SU-152 justified. Russian infantry.
hard to bear. Historical Marker: One Russian nickname for this Threat: Mobilizing.
Deployment: Hilltops with cover. vehicle was "Conquering Beast". The name is Prey: Infantry.
important because it shows how the SU-152 was
Historical Marker: I have classified this vehicle as Range: 1-12 hexes. This vehicle has the armor to
used. The SU-152 regiments were for offensive
an SPA by virtue of its poor defensive capability get up close even while alone.
purposes only; once the front became static the
and excellent range. If it is used as a tank Soviet high command would pull them out for a Execution: Dispersal half the time.
destroyer, it stands a fair chance of being lost new offensive elsewhere. Pals: Infantry.
without ever using its full capability. However,
Enemies: Tanks.
none of the special SPA rules apply; the Nashorn
cannot use indirect fire, and may make overruns. Fate: Occasional dispersal. But the StuH 42
Incidentally, this vehicle uses the same chassis as should be kept out of the major tank battles; it
the Hummel. Originally the vehicle was called can't do much good there and is too valuable to
"Hornisse" (Hornet); but in early '44 Hitler 36. GW38(M) and Wirblewind lose.
decided that he didn't want his armor named after Forte: Range. Loss: Damaging. This is the best assault gun the
insects. He ordered that the names "Hornisse", and Foible: Defense factor. Germans have, and there is only one unit of
"Hummel" be abolished. Thereafter this unit was them.
Threat: Mobilizing.
called the "Nashorn": the other two were still Deployment: As close to enemy infantry as
Prey: Russian infantry.
called "Wespe" and "Hummel" - but very quietly. possible.
Range: 10-12 hexes. These units simply do not
have the defensive strength for close assault
Assault Guns attack. Yet to some extent the distinctions
Assault guns are used against enemy infantry between SPA and assault gun are blurred with
positions. Generally they are heavily armored, these units, and with the Maultier. Neither has
carry low-velocity, high-explosive weaponry, and the range for the SPA role, and the GW38 lacks
move somewhat ponderously. Their reach is the speed as well. The best way to employ these
two alone is on flat ground as close to the target 38. JgdPz VI
generally too short to allow them to double as
SPAs. The best way to use them is up close. No infantry unit as possible without risking a close Forte: Attack factor. Weapons class 'A' ought to
commander can do very wrong if he places his assault. take this vehicle out of the assault gun category:
assault gun alongside an enemy. Execution: Dispersal half the time. but the Jagdtiger is so slow that it is hard to
Pals: Tank destroyers or heavy tanks stacked with imagine how else it might be used. It is a poor
these units will allow them to carry out their tank destroyer - too easily flanked, and worth-
functions without fear of close assault counter- less in an advance.
35. S U - 1 5 2 ' - " attack even while adjacent. A halftrack is helpful
in such cases also, to serve as weakest unit in the
Forte: Attack factor. stack, and to haul the cooperating infantry.
Foible: Movement factor. Enemies: Tanks and close-assaulting infantry.
Threat: Mobilizing. An SU-152 works like a
Fate: Blown away by fire, if not handled care-
bulldozer. You move it up against an infantry fully.
block, and when it's your turn to move again the
block is no longer there, one way or another. Loss: Annoying. But not surprising.
Prey: German infantry. An SU-152 can also take Deployment: Up to the front, opposite the
on most German vehicles. enemy infantry.
Range: I hex. The most frequent mistake I see is Historical Marker: Actually neither weapon was
somebody trying to use an SU-152 like a Wespe. quite intended to be an assault gun proper. The
It doesn't work that way: Even though the range GW38 is a heavy infantry gun, a transitional
is long for a Russian unit, it is not long enough design dating from 1940, kept in service more JdPz Vlb - the "Hunting Tiger" mounted a 128mm gun, L/55.
to keep the SU-152 in contact with the enemy at because of lack of a substitute than for aptness PAK 80.

a distance. If you station your SU-152 on a for a now more clearly defined role. The other Foible: Movement factor.
hilltop artillery position, you will find that the vehicle was an anti-aircraft weapon simply Threat: Mobilizing. Why should anybody stick
mobile battle moves away from you and that it hijacked by infantry commanders to do support around to fight this monster?
will be sometime before you can get your work. The flak panzers were never intended to
Prey: Infantry. Of course the Jagdtiger would like
behemoth back into the fight. The only way to stand up to much more than aircraft cannon.
to beat up on some Russian tanks, but no T-34s
use an SU-152 on the offensive is to move right are likely to make themselves available. Infantry
up against the German to scare him out of his mounts a 150mm L/12 is all this vehicle will catch.
position and then to follow along behind him as howitzer. Range: I hex.
closely as possible. If he ever slows down you can Execution: Infantry targets will be dispersed half
kick him in the pants. the time. Tanks would be obliterated if shot at.
Execution: A kill almost certainly against infan- Pals: Infantry. As with the SU-152, the infantry
try and probably a dispersal against tanks. should go ahead by other means and let the
Pals: Infantry, but not transported. The infantry JgdPz VI come up to the battle.
should travel ahead by other means to begin the Enemies: Small mammals which eat the eggs?
assault. If the troops ciln delay anything, the
Fate: Survival. I suppose an SU-152 might
SU-152 will kill it when it comes up.
disperse it, but that would be an unlikely
Enemies: Very heavy tanks. Heavy artillery.
meeting.

13
Loss: Possibly shocking - more likely just sur-
prising.
Deployment: As far forward as you can get it.

40. StuG III and Hetzer


12'~'6
.......
12 A 8

Forte: Defense factor.


Tank Destroyers Foible: Movement factor. The Hetzer is especially
slow.
A tank destroyer is a turretless tank. Some
folks - Guderian, for example - seemed to feel Threat: Mobilizing/Antagonizing. Most tanks and
that there was a functional as well as a mechani- tank destroyers of medium weight or more will JgPz IV - the first "Hunting Tank" mounting a 75mm, l/70 on

cal distinction between tanks and tank destroyers. threaten to surround and spot an opponent's unit a Mk IV chassis.

If so, the distinction is not apparent in Pall~er­ if they can reach jump-off positions in cover Fate: Depends on the shootout: Dispersal
blirz. Historically, the tank was the weapon within four hexes. If the unit is worth saving, a probable.
preferred by the experts: yet in Pall~erblir~ a TD wise opponent either moves it or reinforces it. Loss: Damaging.
unit seems more powerful than the tank from Deployment: In the main line of defense or
which it borrows its chassis. You can explain offense - not the forward line.
away this phenomenon for German units by Historical Marker: The early JgdPz IV's mounted
pointing out that the TD units have one more a long 75mm like the StuG Ill's. The version in
vehicle than tank units - TDs come in six-PAKs, the game toting a still longer 75, turner! out to
like beer - but what do you do when you come be overloaded and likely to break down.
to the Russian units? It looks as if there is
something which a tank unit can do and a TD
unit can't do that is not taken into account in
the rules.
42. SU-76
Forte: Movement factor.
StG III (above) a~d JgPz 38 "Hetzer" (below) were both Foible: Range. The SU-76 is not a very strong
39. Marder III excellent tank destroyers. unit defensively, but the short range forces the
Russian to use it up close.
Forte: Range. Large enough to keep the Marder Threat: Channelizing. It is best to use this unit
out of trouble. mostly for defense.
Foible: Defense factor. Small enough to get the Prey: German armored vehicles.
Marder into trouble.
Range: Adjacent. Either the German walks right
Threat: Pressurizing. The Marder should stay in up to you or you walk up to him. Overrun
cover to do the shooting and let somebody else opportunities are rare.
do the spotting.
Execution: Dispersal.
Prey: Russian tanks.
Pals: Infantry. T-34s.
Range: 3-8 hexes. Keep the range open in order Prey: Russian tanks and artillery. Enemies: German armored vehicles.
to (I) avoid close assault and (2) avoid doubling Range: 1-4 hexes. It is important to keep the
your opponent's class weapons. Loss: Annoying - nearly shruggable.
Hetzer close to the action because of its low
Execution: Dispersal half the time. speed. It is a great help to both units to have Deployment: This is a unit which is often found
their attack factors doubled. working with the infantry. As such, it may
constitute almost the only vehicle a rifle regiment
Execution: Dispersal most of the time. A lone
..., "-
sturmgeshutz attacking the average Russian tank
at close range is not likely to kill it or be killed
will have, a case which justifies its being taken
away from its TD role and used solely for special
,~

, .
u n+
by it. Whichever side reinforces first will win the
duel.
transport missions. Scenario 2 is a fine example
of such a situation. Otherwise the SU-76 should
serve as a reserve for a static line or as a tail-end
Pals: Infantry, to administer a follow-up close Charlie for a tank assault.
assault. Other armor is always helpful if available,
particularly the pz IV. Wespe and Hummel help Historical Marker: The "Crash-boom" again, on
to crack infantry. tracks.
Enemies: Russian tanks.
Fate: Depends on the shoot-out. In an individual
duel dispersal is likely.
Loss: Damaging.
Marder III - AUSF M mounted on a Czech 38 {t I tank chassis.
Deployment: The front of the battle. The rear of
the retreat. The reserve of the static line. Good
Pals: The heavier armored vehicles can help with units for spotting in all three situations.
spotting; StuG III and pz IV travel at the same
speed and will augment firepower on targets at
the same range.
Enemies: Infantry and tanks. Alone a Marder is
not quite a match for either.
Fate: Depends on the outcome of an armored
41. JgdPz IV
-.1.
Forte: Range. Better than that of its contempo-
5u-76 - the first Soviet assault gun mounting a 76.2mm gun,
L/41.5.

14 A 8
shoot-out. Any reasonably speedy TD can duck
out of an argument; for strategic reasons you
raries, StuG III and pz IV.
Foible: Defense factor.
......--
12 ~2~ 11
may prefer to have it stay to fight. When a 43. SU-85 ~~!.i2:i>~~!~:>
Marder stays to engage there will generally be so Threat: Pressurizing. Essentially a souped-up
replacement for the Marder III, the JgdPz IV Forte: Defense factor.
many other units in the battle that the Marder's
likewise lacks the requisites for close-in combat, Foible: None really. A well-balanced unit.
fate is insignificant. If the Marder does engage in
a duel, there is about a half chance of its being and should be used to apply pressure rather than Threat: Mobilizing/Antagonizing.
killed in the first exchange of shots. for violent assault. Prey: German tanks and artillery.
Loss: Annoying. Nobody can shrug off the loss Prey: Russian tanks. Range: 1-10 hexes. This unit has the speed to do
of a TD or a tank other than the Lynx. Range: 3-12 hexes. overruns, and the strength to engage close in.
Deployment: On the offensive: to the middle of Execution: Half a chance of a kill at close range. Execution: Dispersal.
the force, far enough forward to shoot, far Pals: pz IV; StuG III. Pals: Infantry, especially SMG units. T-34s make
enough back to avoid trouble. On the defense: in Enemies: Russian tanks. Infantry can also be good friends, particularly T-34/85s blessed with
reserve unless other reserves are available. worrisome. the same speed and the same range.

14
Enemies: German armored vehicles, including Historical Marker: The JSU-122 is not to be Fate: Spent in spotting or in shoot-outs. An
Wespe and Hummel. confused with the SU-122, a l22mm howitzer attacking Russian player should lose half of the
Fate: Depends on the shootout. Dispersal is likely mounted on a T-34 chassis which was employed T-34s in his starting OB; if he loses less he is
in duels. as an assault gun but was inferior to the SU-152 moving too slowly; if he loses more he had better
and not much good against armor. watch it or he will soon be faced with a tankless
Loss: Annoying. A little more so than the loss of
job.
a T-34, because there are always plenty of T-34s.
Deployment: The front of the battle; the rear Tanks Loss: Almost shruggable. What is one dead rat to
guard in a retreat. An excellent mobile reserve the pack?
The only reason that tanks and tank destroyers
unit, preferably with an infantry passenger. Deployment: As far forward as possible in attack,
are in a separate category is that I am sentimental
about such things. In the game the tactical and generally with infantry passengers. You
doctrine for each type is the same. Both units should rarely see a T-34 unit alone, and rarely on
work as much by threat as by actual fire. The the defense. Uncle Joe will have held them all
recurring pattern in the game is for the tanks back for the big counter-punch.
44. JgdPz V
(and TDs) to roll up adjacent to an enemy unit, Historical Marker: The T-34/76 is something of a
Forte: Just beautiful all over. which then either retreats if it can or dies, graybeard in the game. It is essentially the same
Foible: Again, none. exacting whatever casualties it can before it is tank that met the Germans in 1941, but the
Threat: Mobilizing. killed. If both have a large number of tanks, an German tanks from that era are not included
Prey: Russian armor and artillery. equilibrium is reached in which neither side dares among the counters. And the T-34c is by no
Range: 1-12 hexes. Try to get in close. This unit to advance. The situation then becomes static and means obsolete. By the time of Kursk (Scenario
has the speed to do it. the slower moving arms, infantry and artillery, 10) the Germans were just beginning to overtake
become dominant. the Russian technOlogical lead.
Execution: A kill at close range.
Most of the actual firing with tanks occurs
Pals: Panthers. Infantry on the attack only. when one side uses tanks to block the other's
Enemies: A multitude of Russian tanks. But no mobile stack. At that point firing breaks out
single tank need give pause except perhaps the between individual units and is either quickly
SU-152. resolved or becomes a miniature engagement,
Fate: Depends on the shootout. Survival of this with each player trying to bring more fire to bear 47. PzKpfw IV
vehicle is pretty likely, with a dispersal suffered on the enemy's engaged units. These are the Forte: Attack factor.
only half the time in single combat. actions I have referred to as tank shoot-outs, and Foible: Defense factor.
Loss: Damaging, almost shocking. they are peculiar to the armored forces; you
seldom see artillery engaging in individual duels, Threat: Mobilizing/Antagonizing.
Deployment: Well toward the enemy. Prey: Russian tanks and artillery.
and somebody always horns in on an infantry
Historical Marker: This is the unit depicted on Range: 1-8 hexes. The German can afford to
fight to break it up.
the box. close with this tank only because he has a
Actually the most efficient way to use a tank
is to Overrun. Unfortunately there are several quantity of them, and not infrequently nothing
factors which limit overrun opportunities. First, a else to work with.
target in the open where it can be overrun is
likely to be destroyed by fire before the tank can
move up to it. Secondly, an unsuccessful overrun
always leaves one adjacent to an enemy unit
capable of spotting and inclined to be a poor
sport about the matter. And finally, even a
JgPZ v - the "JagdPanther" or "Elata"." mounted an 88mm successful overrun will generally leave the over-
PAK model 43/2 gun. running tank out in the open where it can be
fired upon or overrun in turn. As Dr. Johnson
said, the pleasure is transient and the position is
ridiculous.
PzKw tV AUSF F2 with 75mm KWK 40. The workhorse of the
German Panzer Divisions.
16 A 8

45. SU-IOO and JSU-122


....-
15 ~;:. 8
Execution: Dispersal.
Pals: Infantry in attack situations only. If possi-
Forte: Attack factor and defenseL.-,.-fa-c...,t-o-r.. ..JL----J ble it is better to let Panthers or SGlIl's do any
Foible: Movement factor. spotting that needs to be done.
Threat: Mobilizing. Enemies: Russian tanks and infantry.
Prey: German tanks and artillery, possibly even Fate: Spent in spotting or in shoot-outs.
infantry. As with the JgdPz VI these units are so Loss: Damaging. The German wealth of tanks is
slow that the distinction between TD and assault seldom so great as the Russian. So each loss hits
gun is blurred. harder.
Range: 1-8 hexes. Get as close as you can.
Execution: A kill half the time at close range.
Pals: Russian heavy tanks and the SU-152's.
Enemies: Wespe and Hummel, very heavy German
tanks and tank destroyers.
Fate: Depends on the shoot-out, but survival is
likely, with only an occasional dispersal.
Loss: Annoying. The Russian has plenty more
46. T-34c ...
Forte: Movement factor.
Foible: Range.
--- - -
~

Threat: Mobilizing/Antagonizing.
.
12 A 6
.-15
9T!I~ 11
Deployment: The van of the attack; the rear
guard; the mobile reserve.

where these came from. Prey: German tanks and artillery. 48. KV-85 and Tiger I
Deployment: As far forward as possible. Range: 10 hexes. Generally the Russian has Forte: Defense factor.
enough T-34s to burn that an overrun becomes a
Foible: Movement factor.
serious worry for the German. When the Russian
makes fire attacks he should try to be as close as Threat: Mobilizing.
possible. Prey: Enemy armor and artillery.
Execu tion: Dispersal most of the time. Range: 1-6 hexes. With either unit, close the
Pals: Infantry. The T-34 and the SMG or the rine range as much as possible.
company is the Russian stock in trade. If that Execution: A kill half the time.
combination goes wrong, nothing will be right, Pals: For the Russian: T-34s. For the German; pz
Tovarische. IVs - and SPAs.
SU-l00 - the improved version of the SU-85 mounted a 100mm
gun, U54. Enemies: German tanks and artillery. Enemies: Enemy armor.

15
development. The Russians had had some of Fate: Survival with an occasional dispersal. Only
these same problems. but had solved most of in an all-ou t retreat is this unit involuntarily
them by 1943. However, when it worked the endangered, and in those cases you may as well
Panther was superb - and it always works in the pick a good blocking position and wait for your
game. foes to come at you. No King Tiger will out run
a T-34.

5~ 15 A 81 Loss: Damaging, if only because of the fame and

~ ~ reputation of this vehicle.


Deployment: Keep the Tiger close to the enemy.
If there is a concentration of Russian infantry,
50. T-34/85
the Tiger may be used like the Jagdtiger in an
Forte: Movement factor. assault gun role.
Foible: Defense factor.
Threat: Mobilizing/ Antagonizing. The T-34/85
PzKw VI AUSF E - better known as the Tiger; it carried an
8.8cm, KWK 36, U56 gun.
will scare an opponent on the basis of quantity,
not quality. If T-34s are scarce, the German will
Fate: Depends on the shootout. In duels dispersal reinforce and stand his ground.
is likely. Prey: German tanks and artillery.
Loss: Annoying. When the heavy tanks are about; Range: 1-10 hexes. Overruns by this vehicle will
there are usually enough mediums to replace any 52. JS-II and JS-III
be deadly, if costly.
losses. Forte: Attack factor.
Deployment: Keep as close to the enemy as Foible: Movement factor.
possible. Threat: Mobilizing.
Historical Marker: These are first generation Prey: German tanks, artillery, and even infantry.
heavy tanks, not so markedly different from their Range: I -8 hexes. As close as possible.
contemporary mediums that any separate tactical
Execution: A kill half the time at close range.
role can be clearly envisioned. The KV-85 is an
upgunned version of the KV-I, which had the Pals: Russian assault guns. Russian infantry.
same 76.2mm gun as the early T-34. The KV These heavy tanks cannot keep up with the more
chassis was fitted with a new turret which served mobile forces, but work well in support of
as a prototype for the turret eventually fitted to infantry.
the T-34/85. Once that latter tank came out the Enemies: Wespe, Hummel, German heavy tanks.
KV-85 was taken out of service. The Tiger was a T34/85 - most heavily produced Soviet tank - over 19,000 Fate: Depends on the shoot-out.
German attempt to one-up the Russian T-34. The made. This particular one was captured in the Korean War.
Loss: Damaging.
attempt failed because the design was difficult to Execution: Dispersal almost certainly. Deployment: As far forward as possible.
mass-produce. When the Panther entered service
Pals: Infantry, especially SMG units. T-34/76s Historical Marker: The JS-III nicknamed "Pike"
the Tiger I was gradually phased out.
and SU-85s can keep right up without trouble. because of its pointed huH, really has no place in
Enemies: German tanks and SPAs. a World War II game. I have never read an
Fate: Spent for spotting or in a shoot-out. account of its being employed against the
Germans before hostilities ceased. The nature of
49. Panther Loss: Annoying. These units are not quite so
its design as well as the nature of its employment
expendable as T-34c's. The Russian should plan
Forte: Very well balanced. puts this vehicle in the Cold War Era, and that is
to lose only a third of his OB, and that many
Foible: No faults, in the game. beyond the scope of Panzerblitz.
ungraciously.
Threat: Mobilizing. Deployment: Close to the enemy - but if Photo Credits: Bruno Sinigaglio
Prey: Russian tanks and artillery. possible these vehicles should hang back a bit and
Range: 1-12 hexes.
Execution: A kill half the time at close range.
let the more expendable T-34/76's do the
spotting.
COMMANDER'S NOTEBOOK
*****
Pals: Wespe and Hummel. Infantry for the of-
. Continued from Page 32
fensive. With the SPAs to pound any concen-
trations of infantry a mass of Panthers can be FINAL COMMENTS: The difference between
very hard to stop. what the Germans might do in #8 and what the
Enemies: Russian tanks. Russians can't do in #12, is mainly a matter of
51. Tiger II terrain. although the Russian lack of transport
doesn't help either. This scenario can be balanced by
Forte: Attack factor. the simple addition of one of the following to the
Foible: Movement factor. Soviet OB:
Threat: Mobilizing. Nobody stands in front of a
moving van. -10 truck units, or
Prey: Russian tanks and infantry. By the time a -4 cavalry units, or
Tiger II makes it up to a Russian artillery -2 engineer companies.
position, the guns will be long gone.
PzKw V - the Panther - supposedly the best tank of WWII. Range: 1-6 hexes. To keep the Tiger II in action The addition of truck units have terrific
you have to keep it close to its targets. implications, given the preponderance of Soviet 'A'-
Fate: Great for spotting or in a shoot-out. It is
Execution: A kill at close range. class artillery; the cavalry units can traverse green
difficult for even a single Pzkpfw V to be
surrounded and killed if the German wishes to Pals: Hardly any needed. hex-sides without even slowing down. And the
refuse battle. The firepower and range make an Enemies: Not many. engineer units have implications all their own.
approach difficult; the speed is enough to guaran- This is as concise a presentation as can be
tee a getaway in most cases. The Panthers that managed. Behind the discussions of each situation
burn, burn voluntarily, generally after a turn or lies much specific data, data that each warga mer
two of dispersal in a shootout. must infer from this text, and discover in his own
Loss: Damaging. experiences. That, each of us will have to discover
Deployment: Close to the enemy. ourselves. But this treatise does provide a founda-
tion for that experience-a pattern of analysis, and
Historical Marker: Supposedly a perfect vehicle.
should be studied accordingly. Unless a wargamer
However, you might notice that the Russian
understands his mistakes-and withmrt a good
tankers preferred their T-34/85. All through its
overview of the situation, the process of learning is
life the Panther was plagued by mechanical
difficulties built into the design during its hasty
PzKw Vlb -
KWL 43. L/71.
the "King Tiger" - armed with a special 8.8cm,
apt to be slow. &
16
AIRMOBILE PANZERBLITZ
Another Situation 13: Parablitz by Christopher Chyba

ParaB/ilz was conceived out of a desire for a determine the size of his paraforce, as well as Wind Direction Change Tables to determine how
totally unique PANZERBLITZ situation. when it enters the board. To determine the much, if any, the wind has changed direction.
Although the following rules are laden with para force size, the Russian player rolls the die Wind Direction Change Tables
various charts, ParaB/ilz is not really very com- separale/y for each of the following columns: die roll no low med. die roll ww w
plex. Russian Paraforce Table 1 1 La Lb
The situation dealt with in ParaB/ilz is that of 2 2 Lb Lb
an attempt by the Russians to stop a German dieroH Guards Rifle SMG 3 3 c
offensive before it begins. The Germans are 1 1 2 2 4 4 c
2 2 2 2 5 5 Rb Rb
beginning to mass forward elements of a tank 3 2 2 3 6 6 Ra Rb
regiment on the western half of board two. 4 2 2 3
However, most of the regiment is still over a 5 3 3 3 Explanation: The die roll is cross-indexed with
week away. Behind the forward elements of the 13 3 3 4 the speed of the wind. If a "ww" or a "w" is
regiment is a vast road network which is suscepti- rolled, the Russian player then consul ts the
ble to Russian counterattack, especially counter- These "die roll dependent forces", though they second table. If an "a" results in the second
attack from the air. To the protection of this may turn many of you off, are necessary to table, the wind changes direction two hex sides.
road network, the Germans have assigned maintain the element of surprise for the Russian. If a "b" results, the wind changes direction one
remnants of an assault gun brigade as well as As in real life, the German player will not know hex side, and if a "c" results, the wind does not
elements of a reconnaissance battalion. exactly how many Russian units will be dropping change direction. The presence of an "L" or a
upon him from the sky. However, it should be "R" before the letter determines whether the
The Russian objective: Force the forward
noted here that only enough variance has been wind shifts in direction to the right or to the left
elements of the German tank regiment back, at
built into these charts to insure uncertainty on of the way it is presently blowing.
the same time cutting roads within German held
the part of the German, without affecting play After wind direction is determined, a change in
territory. The more roads the Russian cuts deep balance considerably. wind speed is resolved on the Wind Speed Change
within German territory, the farther the main
Step 4: The Russian player must separate his Table:
German battle force must push to get back to its
original starting point. main para force into three separate smaller ones.
The number (not type) of units in each of these Wind Speed Change Table
However, the Russian's forces are very limited.
Although the exact size of his force is not known paraforces must be made to be as equal as die roll low med. high

to the German player as the game progresses, it possible. Any leftover units which cannot be 1 no no low low
2 low low med.
consists of elements of a tank brigade and a SP divided evenly are distributed as the Russian
3 no low moo. moo.
artillery regiment, along with the Russian para- player wishes. In dividing his units into separate 4 low low med. high
force. paraforces, the Russian player needs this infor- 5 low moo. high high
mation: 6 low high high high
A - The first Russian para force always must
GERMAN FORCES: one 20(4)mm, three Security, paradrop on turn one. Explanation: The die roll is cross-indexed with
two Rifle, two Wagons, one Puma. three Sdkfz the wind speed of the previous turn to determ ine
B - To determine on which turn the second and
234/1, one StuH 42, one GW 38(M). two Wirble- the wind -speed of the present turn.
third para forces must drop on, the Russian player
wind, one Lynx, three MklYh, one Panther, two After wind speed and direction is determined,
consults the Paraforce Entrance Table.
Hetzers, and a Maultier. the Russian then paradrops all units, if any. that
must be paradropped on turn two. He is also free
Step I: The German secretly records the po- Paraforce Entrance Table to paradrop any units which enter on a later
sitions of all his units, which may be set up die roll 12 34 56 turn. The Russian is then free to move and
anywhere on boards one and two. No German para force 2 2 3 4 attack. He has the option of entering any or all
unit is placed on the board at this time. paraforce 3 5 6 7 of the units of his attack force onto the western
Step 2: After the German records the position of half of board three. Once any Russian unit has
his units, the Russian rolls the die to determine Explanation: The Russian player cross-indexes the entered or moved adjacent to board three, the
wind direction and speed. paraforce number with the die roll. The resulting German player is free to move and attack on this
To determine wind direction, the die is rolled number is the latest turn that the Russian player board. Whether Russian units have entered board
once. If a one is rolled, the wind is blowing to is allowed to bring that paraforce onto the board. three or not, the German then takes his half of
the north. If a two is rolled, the wind is blowing If the Russian player does not bring that para- the turn. This procedure is followed for the rest
northwesterly, and so on. To determine wind force in by that turn, it is considered eliminated, of the game.
speed, the Russian player rolls once again, con- although the German player need not be told of PARADROPPING
sulting the Wind Speed Table. Wind speed and its elimination. Para force I must always paradrop A - The Russian player may never paradrop a
direction should be kept track of carefully, as on turn one. unit after the turn that its paraforce is assigned
they are very important with regard to paradrops. Example: In determining which turn the second to drop on by the Paraforce Entrance Table. The
Step 3: The Russian player then rolls to deter- para force enters, the Russian rolls a five. This means units may, however, drop anywhere on the entire
mine the size of his main battle force. The die is that paraforce 2 may never paradrop after turn four. board. The Russian player need not plan ahead
rolled separale/y for each of the columns in the However, the second para force may paradrop on where to drop his para-units, rather, he makes
Russian Attack Force Table. any turn before turn four, at the Russian player's that decision when he drops them.
option. B - Paradropping units are subject to being
Wind Speed Table
scattered throughout a number of squares. Here-
roll speed
after, this scattering will be known as "dispersal".
1 no Wind OUTLINE OF PLAY
2,3 low wind
This is not'to be confused with combat results.
4,5 medium wind Turn I: After determining the size of his forces, C - The unit being paradropped is first placed
6 high wind wind direction, and wind speed, the Russian onto the square which the Russian player wishes
player drops onto the board all units in paraforce to drop it on (Hereafter known as the "target
Russian Attack Force Table one, as well as any, none, or all of his para-units square".) The unit being paradropped is then
die tal!
which paradrop on a later turn. The Russian has subjected to dispersal. dependent upon speed and
Su85 T-34c T-3485 SU152 Trucks Reeon
1
the choice of dropping his units on any or all of direction of the wind.
0 2 1 0 0 0
2 1 2 1 1 1 1
the boards. D - How badly the paradropping unit is dis-
3 1 2 1 1 2 2 The German units are then placed on the persed is determined by the Paradrop Dispersal
4 2 2 2 1 2 2 mapboard. They are free to move and attack. Table.
5 2 3 2 1 2 2 except that they may not enter board 3 unless
6 2 3 2 1 2 2 Russian units have paradropped into or immedi- Paradrop Dispersal Table and Dispersal Charts

~
ately adjacent to it.
-I C'li CW')I die roll
1
no
ABC
low moo. high
0
Turn 2: To begin with, the Russian player must 2 BCD E
3 BCD E
The number of Russian units in the main first determine if the wind speed or direction has 4 BCD F
battle force is never revealed to the German changed. If the wind speed on the previous turn 5 ceo F
player. The Russian player must also roll to was no, low, or medium. the Russian consults the 6 C D E F

17
together, their defense becomes ten, not seven. German
5 I 4 breaks into 5 of 1 •• 1 Also, when six are stacked together, their defense Marginal = 7 or less German units destroyed
~ these breakdown 18I is eight. When five are stacked together, their Tactical = 4 German units destroyed
16 ~,J~\I 1 units:
3 R~:~E 1 Strategic::: 2 German units destroyed
defense is merely five. However, SMG breakdown
units of different companies cannot obtain this
6 I 5 1 •• 1 bonus by stacking together.
~ breaks into 6
t8I Russian

18GP~OS1 3G~~;DI
I - To represent the advanced training of Russian Marginal::: 17 points
para-units, these units may act as engineers, if, Tactical = 21 points

and only if, they have formed into one complete Strategic = 25 points
1 I
breaks into 8 l8J company unit. These para-units need not be
stacked with another unit to gain engineer STRATEGY
1 ~~2G 1
capacity. German: In general, your A-class vehicles should
Rifle Guards SMG J - In order to form a complete company, the be set up on the western half of board three,
A 5 A 6 A 8 breakdown units must begin their turn in the ready to repel the Russian Attack Force. Your
B 221 B 321 B 332 same square. In the turn of forming the
C 2111 C 2222
H-c1ass should be guarding the roads one and
C 2211 company, the breakdown units may not attack in
o 011111 0 021111 0 221111 two, ready to respond quickly to Russian para-
E 02010101 E 02020101 E 02211101 any manner, although the complete company drops. However, you must be careful nol' to
F 001010101001 F 010101 01 01 001 F 00200201010101 may move in that turn (but not at the road commit all of your rear guard in one area. Be
movement rate). Breakdown units of different prepared for a Russian second and third para-
The Russian player rolls the di.e once for each com panies may never join together as one drop. You should be able to tell by what the
unit being paradropped. The die roll is cross- company. Russian drops on turn one roughly how many
indexed with the wind speed on the Paradrop K - Notice that landing "A" on all three units he has left to drop. You must respond
Dispersal Table. The resulting letter is matched Dispersal Charts has all of the breakdown units quickly to a Russian drop, but not with every-
with the correct row in the Dispersal Chart landing in the same square. These units may form thing you have. Garrison road intersections
corresponding to the unit being paradropped. into a company no sooner than the turn after heavily, especially the intersection at J-5.
Immediately behind the corresponding letter in they paradrop. You should keep in mind that you only have
the correct chart is a number or series of L - Para-units may not attack or move until the to destroy one breakdown unit to keep the
numbers. The first number in the series designates turn after they paradrop. Russian from forming an entire company from
the number of breakdown units of the para- the remainder of those breakdown units and
dropping unit which landed in the target square. M - Breakdown units which, as a result of gaining engineer capacity. It is much better to
The following number designates the number of dispersal, land off the board, are considered make a selective attack on one breakdown unit
breakdown units which dropped into the next eliminated. from each company, rather than to attempt 'to
adjacent downwind square. N - Breakdown units which paradrop onto a destroy one entire company at a time.
German unit other than a lone wagon are Russian: You must keep the German guessing. Do
Example
considered eliminated. If breakdown units land your best to keep him from knowing if you have
on a lone wagon, that wagon must vacate that any para-units left to drop. If the German
square on its next move. If breakdown units land commits most of his force in one area, seize upon
on a loaded wagon, the wagon immediately that chance to land para-units wherever he isn't.
unloads and the breakdown units landing in that This will give you time to group your breakdown
square are eliminated. German units of all types units into complete companies.
The Russian player is attempting to paradrop a except lone wagons may not move or fire in a On the first turn, don't paradrop units directly
SMG Company into target square X in a medium turn which Russian units paradrop directly onto upon road intersections, for the German will
wind. He rolls a 6 which he cross-indexes with them. probably have them well guarded. Usually it is
the column "medium" in the Para drop Dispersal 0- If a Russian player picks as a target square a best to paradrop most of your units onto board
Table. The result is an "E" which, when matched square in which the German player has a Wirbel- one, since roughly half of board two (and of
with row "E" in the SMG Dispersal Chart, gives wind, that complete para-unit is eliminated (Its course, all of board three), should be liberated by
the result of 0221 110 l. Thus, no breakdown plane was shot down.) your attack force. However, give consideration to
units land in target square X, but they are P - The same stacking rules exist for the Russian landing some of your para-units on board three
scattered in a string downwind from it. Note also as always, except that now fractions must be to give your attack force a hand.
that, due to the zero just before the last I in the taken into consideration. A stack in which a Remember that the later you drop your para-
result, no breakdown units land in square Y. No Russian AFV is stacked with breakdown units units, the less time the German will have to blast
breakdown units drop past square Z. which, when totalled, eqllal less than one you off the road. However, due to the Paraforce
company, is considered to be an armored target. Entrance Table, you cannot simply drop all of
E - Breakdown units may never separate. How- your units as late as you wish. You must decide
ever, they may join together. For example, five whether it is best to drop your entire force
VICTORY CONDITIONS
Rifle breakdown units may join together to form together on turn one, or to drop parts of each
an entire Rifle Company, but the Rifle Company Basically, the Russian player tries to cut roads, paraforce separately on different turns.
may never separate into five breakdown units. while the German player attempts to prevent the If at all possible, the Russian should risk
This holds for any amount of breakdown units in cutting of roads with minimum casulties. countera ttacks on the Maultier. It is not as
the same square belonging to the same company. Cutting a road is defined as having any unit, difficult as it might seem to get good odds
F - Breakdown units, until (if ever), they have except unloaded transport, occupying any square against the German, if you have some whole
joined together to form an entire company, may along the length of the road at the end of the companieS to act as engineers.
be attacked selectively, in combination, or in any game. In some cases, holding an intersection will Also, remember that when considering victory
other manner subject to the normal rules. block two roads simultaneously. conditions, a wagon is just as valuable a target as
To block a road from a city square, it is a Panther. This is admittedly unrealistic, and I
G - Breakdown units' defense and range are
cumulative. For example, two Guards breakdown necessary to hold the city square into which the probably could have worked out a point system
units stacked together have a combined defense road first enters. for German units. However, I doubt if any of
of six and a range of two. However, each may The Russian player receives the following you could have stood another chart.
fire separa tely, in which case their ranges are one. amount of points for cutting the following roads.
Range is cumulative because range is dependent Obviously, the deeper into German territory the
upon how much fire one can accurately pump cut road is, the more it hurts the Germans, so the PLAY BALANCE
into a square. Obviously, the fewer guns one has more points the Russian receives for cutting it.
Generally, the game is well balanced. However,
to shoot with, the fewer bullets which will Road Points for Cutting if you find the German winning very easily, use
accurately reach the square being fired upon. Opusloschenia to Grabyosh 1 hidden movement. If you are using third person
Grabvosh to Bednost (2) 1 each
Thus, the unit's range of accurate fire is reduced. hidden movement, consider breakdown units
North-South road through Bednost 2
Breakdown units' combined range may never Bednost to Golod 3 landing within four squares of a German unit to
exceed the range of their entire company when Gatod to Usc has 3 be seen by the Germans. If the Russian player
whole. Units of different companies may not Uschas to G·'O 3 wins too easily (a more likely occurrence), use
com bine ranges. Usc has to 0-9 4 Jerry Thomas' Experimental PanzerBlitz rules as
J-5to Q·9 4
H - The only exception to the above is that J-5 to A-3 4 given in the General, Volume 10, No. l.
when seven SMG breakdown units are stacked J·5 to Q., 3

18
Robert Harmon is presenting another in the are no obstacles in the hex and no enemy units V. FREE FIRE
never-ending series of moderated PANZERBLITZ behind (directly on the other side) that hex, the At any time during the firing portion of his
variants to appear in the GENERAL. However, moderator can say yes. move, a player may elect to engage in FREE
PANZERNACHT is one with a definitely new - All fire and all movement is irrevocable; FIRE. Basically, he can fire into any hex within
twist; it simulates night warfare - not just the once done, no action can be taken back. This range and not obscured by standard line-of-sight
'fog of war' and offers PANZERBLITZ fanatics a applies to each hex of movement. considerations (as in normal PANZERBLITZ). He
chance to really be in the dark. does not have to have seen enemy units there; all
Mr. Harmon received considerable help in the he needs is to suspect them.
development of the system. Chief among the
contributors was CPT C. W. Kiilehua who origi- m LINE-OF-SIGHT AND ILLUMINATION
Only H, M, or I units can engage in FREI!
nated the concept and added his combat training No unit can see outside its own hex unless FIRE.
and experience. Also, deserving literary kudos are "daylight" conditions are created by artificial Armored (does not include half-tracks) targets
Messrs. P. Idian, W. McNeal, and Andrew Tegl. means. Line-of-sight is only considered when the in a Free-Fire zone are IMMUNE to Free-Fire.
Last but not least in the credits dept. is Tom target is visible. Units riding on armored vehicles ARE NOT.
Oleson whose "SITUATION 13" which appeared Armored units can only be fired on by a
Units can create illumination as follows:
in Vol. 8, No. I and 2 of the GENERAL player if they are SEEN (illuminated).
originated the "unit-value" system utilized in this - SPA units, l20mm mortars: a 19-hex area
Moderator does not announce any targets
article and which still serves as the bible for consisting of the hex of impact and an area 2
caught by FREE FIRE; he merely declares odds
enthusiasts who devise new PANZERBLITZ hexes in every direction.
and announces result. (Dead, dispersed, or unhit
situations. - 8lmm, 82mm mortars: a 7-hex area con-
ONLY - casualties are never revealed. Moderator
sisting of the hex of impact and an area I hex in CAN announce secondary explosions or fires.)
I. SETUP AND PROCEDURE every direction.
Odds and terrain effects in FREE FIRE are the
- all other units: I adjoining hex. same as in a normal attack.
PANZERNACHT requires three players: the
two opposing players, and a madera tor. Addi- A mortar or SPA unit firing illumination does
tional players can play on either side as desired. so instead of its normal fire or movement
The game is set up as follows. Each player sits capabilities. Other units can fire* and move or
VI. ORDERS OF BATTLE
opposite the other, each with a complete game- shoot.
Illumination can be fired before other PANZERNACHT can be played with standard
board. The two boards are separated by a screen.
shooting, and can be used to illuminate that PANZERBLITZ scenarios.
The moderator sits so he can see both boards.
turn's targets. Units revealed by illumination can If players elect to use self-made OBs, they are
Once the game is started, neither player can see
be fired on that same turn. to organize their forces as follows:
the other board. NOTE: PANZERNACHT
- each player is limited to a total of 1150
requires TWO PANZERBLITZ games. Illumination can be fired at any hex within the
points, as indicated by the point-value charts.
firing-unit's range, regardless of LOS (unit fires
- no less than 825 of these points must be
II. MOVEMENT using map coordinates).
made up of the Battalion, Regiment, and Brigade
Movement is as specified in PANZERBLITZ ll1umination does not automatically reveal level units listed. The extra 325 points can come
rules, with these additions: units in town or woods hexes (as per PANZER- out of the smaller units in any configuration the
BLITZ Spotting Rules). players desire. Unit and counter organization
- Each player, on his move, fires his units
ll1umination lasts only during the player's half within these restrictions is up to the players.
ONE AT A TIME, watched by the moderator.
of the turn.
The player then moves his pieces ONE PIECE AT
A TIME, for ONE HEX AT A TIME, watched by The enemy is to be told the location and
the moderator. extent of each illumination, and any friendly Under this system, the game lasts 11 turns.
units revealed by it, as well as 'his own. Objective of each side is to have the most
Wreck counters permanently illuminate the hex number of units at the end of the game. Board
- The moderator is to STOP a moving unit
they are in. configuration can be decided by mutual agree-
when it enters an enemy-held hex. The moving
ment. Either, both, or neither side can start on
unit is moved to the adjoining hex from which it
board, depending on players' desires; if both sides
tried to enter the enemy hex. That piece's move
start on the board, it is suggested that Route 61
is ended. IV. NOISE
be used as a FEBA, with opposing players facing
A player is to be told (by the moderator) of north and south; or, the center board can serve as
- If the enemy-held hex is in open or hilltop all gunfire, vehicular noise (only armored cars are an initial "DMZ" with each player on the eastern
terrain (as per PANZERBLITZ over-run rules), silent), and land-mine or internal explosions and western boards.
the player can ask the modenitor if an over-run caused by enemy units, and their general location
can be executed. If the moderator sees that there (within 20 hexes) indicated. *illumination flares

19
dI!: BLIND
*
PANZERBLITZ UNIT POINT-VALUES:
;'IF GERMANS:
Platoon and Company level
ARTY: 50mm AntiTank RealisllI alld playability buffs have 10llg been at
mm SOVIETS:
odds 01'£01' tl,,' issue of hiddell 1lI0Vemellt alld many
88111111 AT ARTY: ?
have ball the articles which put forth possible
20ml11/Quad AA solutiolls to the problelll - aI/to 110 avail. It seems
75mm owitzer that the lalld bailie gallles are destilled to go
150mm hwtzr
mm mar ar
120mm mortar * without the excitelllellt alld suspellse that this
fea/llre provides ill MIDWAY. lall Straus presellts
us wilh a good altemalive for those blessed with a
INF: willillg third part)' to aCl as referee.

INF:
Panzerblitz, still Avalon Hill's best game, lacks
realism because the players can see all their
opponents' units. I am far from the first to suggest
TRANSPT: refereed hidden movement: see Riley R. Geary's
CP article in The Gelleral. Mar-Apr 1971. But Geary's
system of hidden movement rules is too time-
Cavalry
consuming for face-to-face play, complicated, and
AMOCARS:
TRNSPT: wagons requires unlearning large parts of the standard
truCKS Panzerblitz rules.
halftracks
SPArly:
Aslt Gun: SUI52 In contrast, the refereed-hidden-movement rules
below were developed with emphasis on simplicity
TO's: SU76 and playability in face-to-face play. As for realism,
Ash Guns: SU85
SUIOO
the players are put in the real position of modern
JSU122 combatants: the enemy is usually unseen. But you
must still fire and maneuver against his probable
TO's Tanks: KV85 position.
T34c
T34/85
.!I!::: S2 SET-Up: The players need a referee and two sets of
'iIF JS3 gameboards. The boards are orien ted in the same
direction and separated by a divider (such as the
TANKS: game boxes) so the opponents cannot see each
other's boards. The referee sits where he can
* CP's are worth 5 only when used under Indirect Fire observe both boards.
rules. If no Indirect Fire rules are used, or if the
Experimental IF rules are used, CPOs are worth 1 point.
Play is as usual, using the standard Panzerblitz
rules with non-optional indirect fire, except as
indicated in this rules addition. Each player moves
his own units on his board. The referee makes the
::W. PANZERBLITZ UNIT POINT-VALUES:

*
boards interact.
;'IF Battalion, Regiment, and Brigade level
GERMANS: Unit Point·Value
SEQUENCE OF PLAY: In each player's turn:
Unit Point-Value a. He (Attacker) may fire.
b. Each player is next told of visible effects of
fire (which differ for Attacker and Defender).
"SMG
c. Attacker moves and makes overruns and close
assaults.
d. Both players are told what they can see. At
any time, players may mark suspected enemy
,pO positions with unit counters.

OFFICIATING: The referee tells the players what


~lf'" they can see and combat results on their own units.
He calculates odds and rolls the die but reveals the
'PzG

I
* Points shown are for units equipped with 2 SU85s and combat results (or lack of visible results). He keeps
~111
I SUI 52; second figure shown if for units equipped with track of movement, and makes the game work.
="!;s 2 SUlOOs and ISUI52.
'PzG ** Can be achieved only when using two sets of counters.
CD •

* Point totals are for PzIV/pzV.equipped units


** Point totals are for StG/Hetzer.equipped units
+ Unit OB exceeds available counters for one set. First
point total is optimumpoint·total if sufficient counters are
available; second figure is if unit OB is filled within
* VISIBILITY RULES: There are three sources of
information given to the players: ordinary
visibility, fire, and movement.
Ordillary visibility:
limitations of one sel of counters. a. Only undispersed units can see, unless specif-

~
...,
The unil must be filled to the maximum possible; in ically excepted below. They can only see what
PANZERNACHT two sets of counters are always avail· . ~.
able. .....-..,.,.. , " ;,.. ..
" -
they could fire on under the standard Panzerblitz
ntles.

20
3. Outpost lines and reconnaissance become

PANZERBLITZ by Ian L. Straus useful, as they are in reality.

4. It is dangerous to send your assaulting


b. When units cannot move as far as ordered, infantry in on trucks.
b. Minefields are invisible. Obstacles (blocks)
and fortifications can be seen as if they are troop for whatever reason, they move as far as they can
units. and then pile up. Exception: If units move onto a
5. You can fire an artillery preparation before
minefield, only the first unit moves on unless the
an attack. You can also fire counterbattery fires.
units are specifically ordered onto the mines.
c. The referee does not indicate blockage of
Results of fire: movement until the movement turn is over. He 6. I n normal Panzerblitz a 2-1 advantage
a. Attacker is told of motorized uni ts destroyed then rearranges Attacker's units to allow for the (measured by the Oleson point system - see The
in Line Of Sight (they burn); of dispersals of units blockage. General. May-June 1971) is sufficient for victory.
adjacent to his (he gains fire superiority); and of Playing blind, you need 3-1 or better.
destruction of visible units.
b. Defender is told of any fall of shot (of COMMENTS: 7. Lower defensive troop densities are practical.
non-I-type weapons) in his Line Of Sight (LOS).
In view of (6) above, you should balance the
c. Defender is told the general type of any When you play Panzerblitz blind, you are not situations by weakening the defender.
enemy units firing 2 squares away in LOS (their quite playing the same game. The spotting rule is
firing draws attention to them). partly cancelled: which is reasonable, since t~
d. When Ius units are fired on, Defender learns
8. Mines become fearsome. Normally you
ongll1al spottll1g rule was a compromise between should value them at 10 Oleson points; but if they
the type(s) of fire if (I) The unit survives, even realism and the two-player game. It turns out that are invisible they are worth 25.
with a dispersal; or (2) there are adjacent friendly most changes are toward realism. A few tactical
units. hints are appropriate:
You have seen that there is no referee's control
board. Control boards double playing time, since
I. Antitank guns (formerly worthless) suddenly every unit must be moved twice; but in return for
Results of movement: become valuable because you can ambush. this boring slowness they only give marginal help
a. Units moving Yz their Movement Factor in to the referee. Since speed is a major component of
view of. or moving at all next to, an undispersed playability (and since you get away with it in
hostile unit - will be reported to the hostile 2. The armor of armored vehicles seems to Panzerblitz; and you can't with, say, a Blitzkrieg)
player. become more important. forget the control board.
b. Tracked velucles may be heard moving at a
range of 4 squares, counting forest and slope
squares double. Direction is given but range is not.

FIRING:

a. Any unit may fire on any square in LOS.


Units capable of indirect fire do not need LOS.
b. When units fire on unspotted targets, their
attack factors are cut: (I) by Yz if the target square
is in LOS but not spotted. (2) to Ii. for targets
neither in LOS of the firing unit nor of an observer
("CP") unit. In addition, such unobserved fire
strikes any of Attacker's units in the 6 hexes
adjacent to the target hex. (Explanation: with no
one adjusting it, this fire may be off target, hitting
friendlies; and being shelled by your own guns is
demoralizing. This rule also keeps people honest
about not using optional indirect fire.)
c. Indirect fire directed by observer units
("CP") is observed fire, just as if the firing unit had
LOS.
d. Mines "fire" automatically at the beginning
of fire.
e. In unspotted hexes all units combine in EXAMPLE OF PLAY:
defense: Only combination attack is used. Given this situation on the number..-one board segment at the beginning of the Russian's turn: German sees the SU-152; Russian sees nothing.
f. If odds are less than 1-4 or if there is no unit but his rifle company had heard the rifle platoon's 1 type weapons firing last turn:
4

in a target area, the referee should avoid giving the


attacker that information and should roll the die
anyhow. Russian fires at the rifle platoon's square with the SU-152 and T34c. That is 46 factors (halving the T34 for the soft target); halved because
Russian is firing uphill :: 23. Halved yet again because the square is observed but not spotted, ::11. The referee calculates odds of 1·1; rolls the
die and gets a 2 (add 1 for the forest and it's a 3), Dispersal. He inverts the rifle platoon counter and tells German that H- and A-type fire hit
there and the SU-152 fired, but Russian is nOt told of the dispersal.
Next, Russian moves his rifle company to 1-L-6 and close assaults the rifle platoon's square; moves the T34/85 to l·M-4. End of movement.
The referee tells Russian he can't get to 1-M-4 and places the T34 company on 1-L-4. He rolls the close assault (odds are 5·8:: 1·21. Die roll
MOVEMENT: is 1; and 1 for the forest and subtract 2 for the CA. and you get DD: German platoon destroyed.
The referee tells German he can see the T34/85 and the SU-152; and since the SGIII is next to the destroyed infantry. announces that it was
destroyed by Close Assault. The Russian is told that he destroyed the infantry platoon and that he can see the SGIII.
German suspects the location of the Russian infantry. but has no identification. He marks the suspected location with a unit counter and
intends to mortar that square in his turn.
a. Units are moved individually along indicated
routes.

21
CHOPPERBLITZ HELICOPTERS IN P ANZERBLITZ
by Phil Kosnett

The helicopter was invented in the early 1930's, M G units (at normal range). or by tanks, tank the U.S. Army expects to make greater use of
but few people-especially in the military-took it destroyers. and assault guns. All tanks, TDs, and helicopters for conventional combat in any future
seriously. It was just too ugly, too clumsy looking- AGs attack Helicopters with a strength of '4', to a high-intensity war. That is why there are two
and how could you ever mount weapons on range of four hexes. This strength represents the airmobile divisions stationed in Germany.) The
anything so fragile') Apparently these men forgot ·12.7mm MG sometimes turret-mounted on the major drawback to the use of helicopters is that they
that the airplane had once been slow. fragile, and vehicles. (True. they were seldom available, but the cannot be successfully used unless there is friendly
clumsy. In any event. no country had an organized Soviets need some AA capability or the Helicopters local air superiority. Therefore these scenarios only
program to develop military helicopters. The only would be invulnerable.) Helicopters at Ground extend until 1943, when the Luftwaffe lost any
use of a helicopter in World War II (to my Level are treated as normal soft targets with a OF of chance of even air paril.!' at Kursk.
knowledge) was a single British chopper which 'I '. The only time artillery can attack Helicopters is
evacuated casualties in Burma-one man at a time. when they are at Ground Level. Helicopters at
BUI. what if things had been different? Postulate: Ground Level may be attacked by close assault or
In 1935 Hitler hears of a new kind of aircraft being overrun. When firing at a Helicopter at either Low
developed by an American named Sikorsky. Hitler, or High Level. terrain is ignored; this is because the
the first sponsor of h!ilzkrieg tanks and planes. is Helicopter is above the terrain.
eager to add the helicopter to Germany's arsenal. Configuration
Goering takes the Fuehrer's pet project under his
wing. ever eager to gain favor. By 1938, the
STACKING
An unlimited number of Helicopters may
Ger.
moves first
Map 1&
I -2 -3
Luftwaffe has test-flown helicopters which can occupy High or Low Level airspace. Helicopters at
carry ten heavily armed men into battle, and tank- Ground Level count against the normal German
Turn -
buster copters armed with twin 20mm cannon have
shown their worth in secret trials. Still, Goering
stacking limit of three. 10
considers the copters unnecessary. just like the jets TRANSPORT GERMAN HELICOPTER INSERTION/AR-
that have been tested. After all, the war is only going Utility Helicopters may carry infantry units in MORED ASSAULT (22/6/41). In the initial

*
to last a few months. So when the Wehrmacht the same manner as trucks. They may nol carry attack, Helicopter companies were landed in front
charges into Poland, there are no helicopters artillery units. To load, the Helicopter spends a full of the panzer divisions to assist their breakthroughs.
overhead. turn at Ground Level in the same hex as the
Twenty-one months later, however, the situa- infantry. To unload. the Helicopter moves to
tion has radically changed. Crete had shown that the
Luftwaffe's gliders and paratroops were too
Ground Level and the infantry dismounts. RUSSIAN FORCES
vulnerable to anti-aircraft fire. Perhaps the long COMBAT RESULTS One Rifle and One Cavalry regiment set up on
forgotten helicopters could bring back to Germany 'X' destroys the Helicopter and any passenger. Boards One or Two.
the vertical envelopment capability lost over Crete. '0' means that the Helicopter cannot fire next turn,
And Fa!! Barharossa was only three weeks a- but it may move; the pilots are worried more about 10 I 3 7 A 3 2 M 12 3 H 10 3 M 12
~ 4~~.
19
3 1
way ... A furious construction program is undertak- getting out of the way or moving toward their 11 mil
15:1:1 1 1'!1I0
en. dozens of utility and tank-buster copters being objective than returning fire. 'DO' result means that 8u~"3 3110 ., 1 2 " 0 3 .4 1
cranked out of factories in Schweinfurt and the Helicopter may not fire next turn and may not
Regensburg. General Kurt Student's XI Air Corps move next turn; the Helicopter is immediately 4 3 2 2 3
paras (those who were left after Crete) undergo a placed at High Level. This represents the pilots
crash course in helicopter tactics. When the evading fire by moving vertically out of range. '0' or 5 I 4 a I 1 <!4 M20 0 & 0 0 & 0
C8J C8J ~
Wehrmacht crosses into the Soviet Union. three
helicopter battalions are with them.

RULES: MOVEMENT
'DO' results scored against Helicopters at Ground
Level prevent the Helicopter from loading or lifting
off. Helicopters. being unarmored. do not become
Wrecks.
16 ~I~\E 1

9
12m 1

1
121i11··
2 9' 0

1
---
1':'if 12

1
1 ·:f~· 3

7
Helicopter units (both Utility and Attack) have
twenty Movement Points. It costs Helicopters one FACING
M P to enter any hex; i.e., they ignore the effects of By now you're probably wondering how you're VICTORY CONDITIONS:
terrain. Helicopters can be at either of three levels. going to keep track of Level and dispersion state Decisive: Fewer than ten Russian units destroyed.
At High Level. units may move over enemy units. At without paperwork. The best way is to face the Substantive: Fewer than fifteen. Marginal: Fewer
Low Level, units may not move over enemy units units: towards the Northeast means High Level; than twenty.
(buzzing the enemy in such a fashion would be East means High Level dispersed; Southeast means

~
foolhardy). At Ground Level, units may not move. High Level special dispersed; Southwest means Low

, r GERMAN FORCES
Movement between levels costs four M Ps, and Level; West means Low Level dispersed; Northwest
landing (moving to Ground Level) costs ten M Ps. means Ground Level; Northwest inverted means
Units may land only in all clear terrain hexes. Ground Level dispersed. It's easier than it sounds, A Panzergrenadier battalion with armored support,
and much better than paperwork. Just be sure both along with one Helicopter battalion enter on West
COMBAT players know what the facings mean. edge.
Attack Helicopter units represent five vehicles
armed with two twenty millimeter cannon. Utility
Helicopters are unarmed. The Attack Helicopters
may only fire their weapons while at Low Level.
SCENARIOS
Unfortunately. there are no historical scenarios
showing the uses of helicopters in World War II, so
4 H 10
~.
1 " 0
3 • 12

3
111·· 1
3 I 6
~
8 "l~ f
--
2 &(1) 4

4'f.~O
0 & 0
IIIrt
1 ,~~cf 12

..
81
Helicopters may spot and fire over woods and hills we'll have to make due with hypothetical situations
while at High or Low Level. but may only spot into showing how they prohab!y would have been used. 2 1 18 6 7
woods or town hexes if they are at Low Level,
adjacent to the hex. Helicopters may spot for
friendly ground units. The Attack Helicopter's
weapons are treated as normal 'A' weapons,
doubled when firing at half range or less. Helicop-
For this, I have borrowed heavily from U.S.
doctrine. which defines the role of heliborne troops
as ,'erri<'a! enve!opmenr. Vertical envelopment
means making commando raids in the enemy rear,
dropping in front of advancing friendly ground
14 A 8

8 "'t,," a
15 M20

2
110 1",.,
9' 0
......
o C 0 14 A 5
5 20 8
~
20
ters may move up to five hexes on a turn they fire
their weapons.
forces to assist their progress, taking key terrain
features by surprise and holding them until reached
6 1 9 3
Helicopters at High Level can be attacked only by ground forces, and moving quickly to troubled VICTORY CONDITIONS:
by 12.7mm M G units; the range of the MG is cut to sectors to delay advancing enemy forces. (In the Decisive: Clear a path eight hexes wide free of
four hexes due to the problems of elevation. only war fought in which helicopters were widely Russian units from east to west edge, plus exit eight
Helicopters at Low Level may be attacked normally used, Vietnam, vertical envelopment usually meant tanks or halftracks off east edge. Substantive: Plus
by infantry, cavalry. and halftrack units, by 12.7mm search and destroy sweeps and rescue missions. But six tanks or HT's. Marginal: Plus four tanks.

22
lituatioo#2
Ger,. 1&
* RUSSIAN FORCES
Deploy on Hill 132:

~1I20 3 II 12 3 I 1
5 I 4
~
16 \'11' 1

9
8 I 1
~
12 S,~j 1

3
0

- e
1 r:~~ 12

8
0 2 II 12
"
l19
3 " 1
2
1111

moves irS! @ 1l1l!.. n!.. ~ VICTORY CONDITIONS:


Turn -2 I
-3 2 ., 0 3 '"' 1 4 19~' 1 Marginal: Have six units left on Board Three.

8 Dep~y anYWh~e: 6 5
Substantive: Have 10 units left. Dccisive: Have 20

-
units left.

o e
~r GERMAN FORCES
GERMAN HELICOPTER RAID (Sept. 1941). 6 I 6 0
Intelligence had learned that a high level staff 11.~1lII
X ,

*
2 , 0 1 r:~~ 12

..
conference was being held near the front. Heliborne

..
troops were detached to kill or capture generals.
2 2
Enter on East edge on I urn 5'
__4 Enter north side of Board One:

RUSSIAN FORCES 5 I 4
~
6 I 5
~
0 e 0 12 , 8
..- ..-
15' 12 16 , 12 14 , 8
at

- -
In Bednost: In Golod: 16 \~~' 1 18 ,~~'," 1 1 ~,'~ 12 12S\~1,158 12'':'''' 8 12~10 8,,~1V8

.
3
In Grabyoslr
10 I 3
~
3
o e
1':~~ 12

5 I 4
~
0

0
~
8 I

e
~
12 s,~; 1

3
0
1

3
o e

On 2W6'

12 , 5
~
0
1 r:~,,' 12
3
VICTORY CONDITIONS:
2

Marginal: Destroy ien German units. Substantive:


Destroy fifteen units. including three Helicopters.
Decisive: Destroy twenty units.
5

5
...
40"32

wJ~~t

2
;\
8
3

... ...
20'20
6u~~~'8

1
1
2 em 4
4 ''.\W'10

1
4

.....e
0

l'lll' 12
3
0
12
3 I 8
~
8 ',': 1

12
8u.~4n3 16 ~';\' 1 1 ·~~l· 3 9 ~,~ 9 ~ GERMAN FORCES
;wr 3 II 12 13' 6 6 I 3 o C 0 In14 A_ 5
Ill·· ~. ®
Ent~ on Turn~ on 3QI1:- ;-:~ N

-
2 Enter on any map edge: 3 8' 1 2 J2 0 8ml
12 , 6 5 I 4 0 e 0 3 II 12 OCo 14 A 5 3 I 8 3 I 4 6.1. 3 2 3 6 9 6
e5 ~
9 ';jIll 16 ~'~1 1 1'~ 12 "l..
3 .. 1 ~~ ~
8 'lllI 1 10
IffiJ
113 1
[8J
6 \:J 1 VICTORY CONDITIONS:
5 20 8 ~ Marginal: Destroy 15 Russian units. Substantive:
3 3 2 2 18 6 9 3 6 Destroy 20 units. Decisi e: Destroy 40 units.
VICTORY CONDITIONS:
VICTORY CONDITIONS:
Receive 2 points for each infantry unit destroyed. 3
Marginal: Destroy three mortars. Substantive:
points for each helicopter destroyed.

~ GERMAN FORCES
, r
Destroy six mortars. Decisive: Destroy six mortars
and lose less than four Helicopters.
Situatiol#5
Enter on anyone map edge:

0 C 0 14 A 5 3 I 6
~ ~ 8 I2j
6 I 3
I2j
Situatiol#' -I I
RUSSIAN OFFENSIVE (August. 1943). To delay
~I I~ MI

-I~I ~I
~r~\! 1 6 \~~ 1
5 20 8 20
18 6 12 6
I MI
the Russian counterattacks after Kursk. it was
necessary fa" the Germans to rely upon fast recon
units and helicopters.
Rus ,.
VICTORY CONDITIONS: GERMAN ARMORED ASSAULT (KURSK moves irS!
Turn

*
CAMPAIGN). NORTHERN PINCER (12/7/43).
Receive I point for each infantry or artillery unit
The weak pincer ran into trouble and called for the
destroyed. 3 points for each armor unit destroyed. 8
airmobile troops to dig out the AT guns. 10

*
points for each recon unit destroyed. (Recon units
represent gcnerals and bodyguard.)
RUSSIAN FORCES

RUSSIAN FORCE~S--=---, ..
Russians enter on south edge of Board Two
-
12 , 6 15 , 8
........
14 , 8 8 I 1 5 I 4

litualioo#3 On Board I:
Ger
f
mT~sr~s!
e5
g'J;' 11
~
10'~11 12 ~11
~
12m 1
~
16 ',':~ 1

Ger,.
moves irS!
Turn
12
-3
~
2 I
7 , 3

3
..J...0
4
13
12' 5

2
"~,,

6
J6 0

On Board Two. cannot enter Board Three until


Germans do:
X
4
12 8
6 I 6
llt..
2,0

2
3
4
3 II 12
121m.

2
89 1
7 , 3

3
2

..J...0
IJ

3
3
2 C(I) 1
.-.
2"l:~·10

17
o
1
.. 3
C0

'= 12
4

---
GERMA HELICOPTER ASSAULT (.lune.
1942). A Russian Fort Complex had proven
invulnerable to Luftwaffe attacks. and the artillery
12 , 6
e5
g'.~:f 11
12 ,
~
9 ~u,l' 9
5
........
14 , 8

12 ~u,~ 11
40" 10

16 S:~i' 7
VICTORY CONDITIONS:
within had been very successful in aiding Russian Destroy H or more German units for Marginal.
infantry holding a line to the east. Helicopters were
called in.
12 2 2 2 Substantive: Destroy 15 or more. Decisive: Destroy
20 or more.

23
=a= GERMAN FORCES
;rr * RUSSIAN FORCES
Enter Tum Three on west edge:

/9.
14 A ~\

~l
9
.......
12 A 8

12"B~t8

2
... ..
Germans set up on Board Two or Three.

2 em 4
4'~:1"10

6
2 H 4

3"':'3':"16

1
Enter Tum One on east edge:

12 A 6
-.5
9 I,'Ja' 11

6 Enter ..I um
6
8 I
~
12 ',:; 1
1
...
2 e(l)
2M~~I~10

3
1 0
~
e 0

1 ':~~ 12

2
6 J 6

2
12_~m

2
I 0
5

VICTORY CONDITIONS:
18
20

Decisive: Exit 15 Infantry units off west edge.

...
One on nor! hd

,*- ....
e ge: Suhstantive: Exit ID. Marginal: Exit 6.
4OH32 2OA20 0 e 0 3 J 6 3 M 12 5 I 4 2 C(I) 1 3 I 1
0 C 0
6! ~ '1lmm ~ ~ ~
5 ":r.' 8 1 0 1 '~~~ 12 8 ~'N 1 3 R3 1
41
16~':~ 1 2"','j:'10 1 ':l!f12 4 Rf~g· 1 COMMENTARY
If these Helicopters seem slow, rememher that
1 1 2 3 1
2 Enter '~m Two tn south e~ge: they aren't jet-powered. The inability of the
Helicopters to land on hilltops will cause problems,
VICTORY CONDITIONS:
Marginal: 25 or fewer Russian units on Board
6 I 5 o C0 especially in Situations #3 and #6. If you wish to
Three. Suhstantive: 15 or fewer. Decisive: 10 or less. ~ ~ convert this system to Pan::erLeac!er. be sure to give
18'1~~1 1 T:'!.~ 12 the copters to the Allies-the Germans could never
contest the airspace with sufficient certainty to
6 6 commit Helicopters. And feel free to change these
situations: you should use the Realspace Line-of-

.... .... .... ....


VICTORY CONDITIONS:
Sight rule with them.
Decisive: Destroy 2D German units. Suhstantive:
Destroy 15. Marginal: Destroy 10.
RESCU EMISSION (Septemher, 1943). A German
infantry force was trapped on a small hill hehind
oC 0 oC 0 oC 0 oC 0
Russian lines. A Helicopter force was sent to hring
them out.
.!I!. GERMAN FORCES
;rr 5 20 5 20 5 20 5 20

moves f'list
Rus 1& Set up on Hill 132:
14 A 5 14 A 5 14 A 5 14 A 5
Turn -3 -2
3 I 6 3 M 12 0 e 0 6 I 3 ~ ~ ~ ~
-J 8
~
RIIJ~( 1
111 11111 f/!hrr
1 W:~~R 3
~
6 ~~~ 1
8 20 8 20 8 20 8 20
8 15
3

2
B3 1

4 4
armored target, or each other, and since they can
not use close assault, do not count either AF or
Panzerblitz Situation 13 RF:
OAF
o RF
by Tom Oleson 4 OF
10MF
The general enthusiasm for Panzerblitz seems of the "H" class weapons, such as the Russian 14 point value of a German halftrack unit
tempered by criticism of the situations provided. SU-152, are quite "expensive" (high in point (Russians = 12).
This is easily remedied, since inherent in the value). For this reason, count only Y2 their range,
game is scope for variants limited only by the for example: 6. Russian cavalry
ingenuity of the gamer. Here are the rules for a Like infantry, cavalry are most effective using
situation I've found to be well-balanced, and 40 AF CAT. Therefore, the range of 3 is of little practical
amply supplied with that nail-biting tension so 5 RF (\I, of 10) benefit over a range of just I.
essential to wargaming pleasure! Moreover, the 12 16 OF lOAF
units on each side for which no situation is 7 MF I RF (not 3)
provided can be used. 68 points = I SU-152 unit 8 OF
Each player has 1000 points from which to Another example would be 33 points for the I MF (not 3)
select his combat force. Each unit has its own German Wirbelwind. 21 points for a cavalry squadron.
point total, arrived at as follows: 3. German self-propelled artillery 7. CP's = I point.
Treat it just the same as assault guns, for 8. Infantry
L Tanks and tank destroyers example, Hummel = 86. Even so, these units are As explained above, the extra range which some
Add the sum of all four factors, for example: expensive when one has only 1000 points to spend. of these units have is seldom used, and therefore
16 AF (attack factor) 4. German armored cars would handicap them unfairly. So, consider all to
12 RF (range of factor) Treat the two types with an armor-piercing gun have a Range Factor = I, and add that with the
12 OF (defense factor) just as tanks, that is, add up all four factors. For other 3 factors:
10 MF (movement factor) the SdKfz 234(1, which mounts a 20 mm
50 points = I Panther tank unit 26 points - Russian guards company
howitzer, take only Yz of the range. Examples: 9 points - German security platoon
Other examples would be 52 points for a
9. Towed guns
Joseph Stalin III tank unit, or 54 for Tiger lIs. 28 points - Puma
Therefore, with the 1000 points provided, one These units suffer from 3 defects: a nominal
23 points - SdKfz 234/1 Defense Factor, little or no mobility, and in some
could select, just as an example, all 12 Panthers 5. Transport
(12 x 50 = 600 points), plus 400 points-worth of cases, an Attack Factor so negligible that you think
Wagons = 4. they must be throwing rocks at the enemy I
other units.
For trLicks, add together the OF (1) with Therefore, I've found that it works well to count
one-half the MF (6), for a total point value of 7. only Yz of the AF and the RF, adding it to the OF,
2, Assault guns Once off roads, trucks are so hampered by terrain such as it is, and the MF, if any. For example:
These are all "H" (howitzer) class weapons, that their value is excessive if full MF is counted. lYz AF
able to employ their full attack factor against Half-tracks also cost too much if all 4 factors are 6 RF
armored vehicles only at \I, range. Moreover, some added. Since there is no way they can attack any 3 OF

24
I MF of units at the end (rather unlikely), there is always comes after you'd played it many times. To
II Y, - Russian 82mm (horse-drawn) mortars. a winner and a loser. achieve this element of surprise, I suggest a random
A German "88" costs 21 points. Lest you think determination of the board configuration, to be
Sequence of play made only after each force is chosen. This also puts
this makes guns too cheap, repeat my experiment
Each player selects his army, taking 40 or 50 a premium on a balanced force, capable of fighting
of taking 70 units - mostly trucks and guns - and
units, or whatever he chooses, for a total of not it out on board I, 2, or 3. Nor need the center
watch a much smaller (in number of units) force
more than 1000 points, as explained above. board be one of those 3. It can be a combination
chew them up!
Speaking from the experience of a number of of half of one board abutted with half of another,
games using this system, I have found that a with the 3rd board joined in a symmetrical way.
Victory conditions well-balanced force comprising units of all types is A die can be rolled to determine the jux-
That player wins who has the most units on the best. This will usually total 45-55 units. Neither I taposition of each board with the others. Chance
center board at the end of the 12th turn. Equal nor my adversaries have done well either with a can also determine the opposite coordinates from
numbers would mean a tie. In order to equalize the small but powerful force, or a very large force, but which the contending forces enter, to meet head
difference between Russian and German forces, an I'm willing to be proven wrong! on in combat for possession of that center board!
alternative is to play two games, the winner being Only after making their selections do the players The ideal situation is to have just one unit less than
the player having the most units on the center reveal what they have chosen; no fair changing your opponent, so you get the advantage of
board, considering both games. For example, if I then' Since the player with less units must be the entering first without having to kill too many units
am Russians in Game I, and at the end have 3 units aggressor, he enters first. In case of a tie, Russians to catch up.
less than you, but then, with sides reversed, in enter first. A final word: one of the beauties of Panzerblitz
Game II, I have only 2 units more than you, you is its infinite expandability. I personally enjoy this
would win by I unit. This isn't necessary, however, Terrain situation 13 even more when several extra board
to have a very close, hard-fought contest. There are sections are added next to the center board. The
A very experienced war-gamer once told me that
rules can remain the same, but there is more room
no "shades" of victory, as in the other Panzerblitz
situations. With the exception of an equal number
he would relish a game in which he would not have
that intimate familiarity with the terrain that for maneuver. &
Tom followed up on his Situation 13 theme in
(he verr next issue o(rhe G EN ERA L (Vol. 8. No.2)
,ri(h (he following:
More Panzerblitz Variants
by Tom Oleson

In the May-J une issue of The General, I sug- Use the same point system as corrected above Victory condition: attacker must pass through
gested a system for giving each unit a relative (true of all the situations described here). The the center board to the right hand board, because
weight, making possible a contest between equal defender is also allowed to use, anywhere on any he wins by having more units on the board, not
forces. Many other situations are possible, and here or all of the 3 boards, the 8 bunkers, 12 road- counting bunkers, blocks, or mines. Note: although
area few: blocks, and I I mine fields supplied with the game. the defender sets up anywhere, only those units
13Y,. Time did not permit a few corrections to To man these defenses, the defender has 500 which he has on the center board at the end count
situation 13 - points from which to choose his force, the attacker towards victory.
1000. All of these situations last 12 turns.
a. Obviously, in order to make the con-
tested center board something new by matching up The defender sets up first, anywhere on any or
all 3 boards. The attacker moves first, entering at 16. Board configuration: numbers horizontal
halves of any two of boards I, 2, and 3, while still (like situations 3 or 4), random, as usual.
retaining a symmetrical lay-out, it will be necessary any point on the edge of any board but the center
board. Nor must he enter aJl his forces in one The defender gets 500 points - that's it.
to use more than 3 boards. Although I personally Attacker, 1000.
prefer novel board arrangements, I do not find it a place; they may be spread out in any fashion he
chooses, so long as all are brought on during his Sequence of play: attacker enters first on far
majority view, nor is it at all necessary for this left edge of left board (left and right die figured
first turn.
situation. vis-a-vis the defender's side). Defender enters
b. The reason for assigning cavalry a cost of thereafter, at anyone point (one only) on either
Note that the defender moves last. This is to
20 points (incorrectly totalled at 21 in the article) edge of the center board. Needless to say, an
prevent the attacker from "hiding" throughout the
is this: alone among all the units of low or no external edge, and only one, not both! In all of
game, then rushing onto the center board at the
mo bility, it cannot be transported. Therefore, if these situations, all forces must enter immedi-
last moment. It would work if the attacker moved
calculated on the same basis as infantry, its value is ately.
last.
artificially high, and as one becomes familiar with Victor - that player having more units at
the game, cavalry is not used. So, count MF as only game's end on the right-hand board.
I, for a total of 20. And for this same reason it has been suggested
c. When using the optional indirect fire rule to me that in situation 13 the attacker (that force A comment on play-balance: situation 13
(optional, not experimental), count C.P.s not 1, with less units) should not be obliged to move first, seems quite even, despite the German stacking
but 5. but should have the option of moving first, or last. advantage. The only way to achieve such a
d. Considering their CAT value, engineers It's an interesting idea. dependable balance in situations 14, 15, and 16 is
obviously have more combat strength than any to playa set of two games, like a race run in two
other infantry unit. To fairly reflect this, double To return to situation 14, although the defender hea ts, the winner being the player with the better
the Attack Factor. Thus, German engineers would may set-up anywhere he wishes, the contest, as in total both games considered. If this is done, it is
cost 18 points, Russian, 16. 13, is for mastery of the center board. The winner a good idea for both players to select both their
is that player having the most pieces on it at the forces in advance, so that the lessons learned in
14. "He who defends everything, defends noth- end of the 12th and final turn, NOT counting the fITst game won't unfairly influence the
ing." A maxim seldom heeded either by Hitler or bunkers, road-blocks, or mines. second. Personally, I dislike this play balance
Stalin, when things were going bad. In the early solution, but there are so many' different board
stages of the war, hundreds of thousands of IS. Board configuration: numbers vertical (like combinations, not to mention the infinite number
Russian troops were surrounded, sometimes when situations 7 or 8), random juxtaposition. of forces which can be selected on a 500 or 1000
timely retreat would've saved them. Later, partly Defender gets 500 points plus 4 bunkers, 6 point basis, that it is difficult to be sure that
because of Hitler's fanatical aversion to retreat, blocks, 6 mines, all of which he sets up first 500/1 000 is the right ratio. The defender's view
partly because the vast distances made a well- anywhere on any or all or the 3 boards. of 500 points as an adequate force depends a
defined front difficult, the Germans used hedge- Attacker gets 1000 points and moves first, great deal on which board he is defending, and
hogs - strongpoints ready to resist attack from any entering aJl forces on the initial turn anywhere on the units he and his opponent have picked!
side. This is the background of this situation. the left edge of the left board. <9
25
COMMANDER'S NOTE BOOK Analyzing the 12 Scenarios by Bob Harmon

In analyzing PANZERBLlTZ, a warga mer has ANALYSIS OF FORCES: The Russian force doing secondary tasks-in every situation, deploy
a unique challenge-he must approach each has limited mobility and firepower, but at close and move every unit, every time, with a de.finite
scenario as an individual entity. True, the tactics range can be deadly. The Germans have a mass of purpose in mind.)
and rules are common to all; nonetheless, the infantry and some antitank capability, but individu- Assuming that the Germans do put most of their
differences in orders of battle, and especially in al units are weak; the German force has no mobility units in or around Bednost, the best Russian
objectives, is telling. Some scenarios might possibly whatsoever. approach is from the south-quick, direct, and
be mastered; the game itself never runs out of German forces break down roughly into two accessible to the slow-moving cavalry. The Russian
surprises. groups: infantry and artillery. The artillery is must always consider 2X7 and W7 as key hexes for
The most important consideration, of course, is unusually powerful for a force this size-but is opening the assault-they provide the best cover
the objective: know what you want and strike for it! susceptible to selective attack; unless placed in and the easiest approach. In any event the Russians
HOll' you achieve it, of course, depends on the towns or forts, the artillery can be picked off by must go for the largest cluster of German units-the
orders of battle-what you do will depend on what gunfire from Russian dismounted troops. As main consideration is eliminating as many Germans
your force is capable of doing, and what the enemy always, the artillery must be protected by infantry. as quickly as possible. Going after scattered units
is able to do to you. Thus, any discussion of strategy German infantry is a major but underestimated can be wasteful in terms of time.
and tactics in PA NZERBLITZ must deal with each strength. Combined with artillery in town hexes, it
situation in turn. can provide defensive strength; when massed, FINAL COMMENTS: This situation is possi-
infantry can be effective both with gunfire and CAT. bly the most intriguing of all. As a simple and
WHITE RUSSIA: Conservation offorces, of course, is only slightly straightforward scenario, it has introduced many
(Note: this and all subsequent discussions are on the less important than protecting the German signal novices to the game, but can be bloody. In
revised situations-in # I the German signal units units. The forts provided can prove to be good competent hands, though, it is balanced-and

,
and forts must go on the summit hexes on hills 132 strongpoints, and havens for artillery (since the challenging; it also provides a look at cavalry
and 129, and a third hex no closer than three hexes forts already have strong defense factors, infantry is operations, a fascinating aspect of the Eastern
from either of the other two.) of little use there and should not be placed inside, Front.
which would waste their defensive benefits.)
I The Russian force must act as a team. The 'A'-
, ,I NIKOPOL (5/22/44):
class weapons-mainly the AFYs-have just
ANALYSIS OF OBJECTIVES: Binary. The.
G enough for a 2-1 on a fort at close range, as well as
Russians have only to place a unit 8, 12, or 18 hexes
!\ the ability to deal with town hexes. But it is the
from the north edge to gain victory; the Germans
infantry and cavalry that must follow up the AFY
~'~~
" must try to destroy at least 10 units of an infantry-
fire to ensure destruction of the enemy. In any event,
.... ,
,
• -"A' heavy force .
firepower is limited, and so is time: the Russians
must get to the enemy quickly, and engage him-
ANAL YSIS OF FORCES: The Russian force is
particularly the signal units, the main objective.
// The two main elements in the Russian force
predominantly infantry. There are only four
,a ; j;'~:' consist of eight units: the AFYs and the cavalry; all
transport units and one AFY; since these are
important to Soviet objectives they will spend most
~ other units are expendable but they aren't. The of their time trying to infiltrate German lines. The
cavalry must particularly be kept away from
. it! ti
j,

't!'
German infantry fire-merely dispersing some
cavalry for a few turns will serve the Germans well.
infantry will have to walk. Russian artillery is
powerful-more so than German artillery for

~
once-and can range across most of the board.
J Wherever the cavalry and AFY are focused, it will
... The Germans have little of anything-the most
be up to the SMGs and light artillery to keep the
numerous forces are six AFY and 10transports, the
Germans busy.
0 latter for blocking (but not Russian infantry!), the
former armed with the wrong weapons for opposing
p TERRAIN ANALYSIS AND DEPLOY- infantry. They can what? Overrun? Ever try to
MENT: Two German forts are on two different flatten an anthill with a flyswatter? Not much
hills; the third should support one or the other, and artillery, either.
the other units should be divided between them,
with the majority supporting the two companion
forts. Setup #1 indicates a defense with twin forts in TERRAIN ANAYLSIS AND DEPLOY-
the south, and the entire force defending the two. If MENT: The Soviet forces advance in three
a third fort is to be placed in the south, it can either columns, across the width of the board. Board I can
be buried in the woods at 2Q3, Q4, or Q5, or as be contested, perhaps board 2. Board 3 is indefensi-
shown; anywhere else puts it in the open or too far ble north of Opustoschenia; its openness is only
u away. (A less viable alternative would be to put the advantageous to the Germans in that Russian
third fort in support of Hill 129, placing it at H4 or vehicles can't hide easily.
v The German deployment instructions mean that
E8, but that would split the defense into two
groups-three if Kolkhoz 69 is involved-rendering they have to come on boards I or 2 (not 3-the gap
mutual support difficult and exposing some artill- between Zabvenia and Opustoschenia makes that
ery.) route unattractive). Board I is preferable-if the
The idea here, as any consideration should be in Germans lose ar.y ground on # I to motorized
# I is mass-concentrating the infantry and throw- advance units they probably won't be able to take
y
,
,. , ing Hill 129 to the wolves. The obstacles block key much back.
Situation 1: The suggested German defense is illustrated. roads and slow the Russians down; the mines are A good idea would be to put the 120mm on or
Numbers represent actual unit designations; X = blocks; 0 = used to deny access to key positions (this use of near 205; it will have to cover both 2 and 3 but can
mines; CP =Command Post; and a :: forts. Numbers inside a box obstacles and mines should apply to any situation in possibly disperse the head of each column, slowing
represent units inside the fort.
which they are used). If the Russians go for Hill 129, the trailing infantry somewhat. Two 81 mm's at 3Q6
they will have to take time redeploying (leaving their will keep the Soviet Recon's on that board busy.
ANALYSIS OF OBJECTIVES: The objectives carts and artillery behind in the bargain); ifthey go Prognosis: The German might be able to prevent
for both sides solely concern German casualties, after Hill 132, the other fort would be safe (Note: a Russian decisive; don't count on much else.
particularly to the signal units. Terrain objectives any Germans left on Hill 129 would have been
and Russian casualties are of minor importance. It wasted. (Salient lesson: determine your objective FINAL COMMENTS: "Do you expect me to
is incumbent on the German player to protect his and concentrate everything on it! The mission hold back the sea with my hands?"-Napoleon, at
forces as best he can. comes first, whatever the price; don't waste units Placenoit, 18 June 1815.

26
VYAZMA: Russian wants any kind of cross-country mobility,
ANALYSIS OF OBJECTIVES: The Russians at least II companies will have to ride on the AFV-
have only to maintain a coherent line; the Germans not that the Germans could stop them i/'theyattack
must establish a corridor three hexes wide across it. in une big mass. An attack of six AFV and six
Fortunately, the revised scenario has the Russians dismounted infantry will be quickly annihilated-
defending a line across all three boards. but a dispersed attack of even' infantry unit
available, backed by the AFVs, will make things
ANALYSIS OF FORCES: Similar to #2. hot.
Although the PzIII's and 50mm's may be effective in
battering down strongpoints in towns, they're DEPLOYMENT AND ANALYSIS OF TER-
almost useless against the heavy Russian companies RAIN: This situation narrows daVIn rapidly. Board
if the latter are in woods. With three rifle platoons I is generally not used; since the Germans can't
and little else, that's not much. expect to get away with overruns on turn I without
The Russian infantry has only to stand and hold. getting immolated in turn, then they have to get
There's not much artillery, but the A1's are good for ahead of the Russians and set up a defense, which
local (strongpoint) defense and the howitzers and means that the crucial fighting will take place on
mortars are good for fulfilling the victory condi- board 2 between the creekbed and the edge.
tions, especially if the Russians want to put a thin The whole scenario turns on two hexes: 2K4 and
second line of artillery across the north end of the 2K6. If the Germans sacrifice two halftracks by
board. Two 82's and two 76.2mm field guns would placing them there on turn I, the wreckage will close
do it. Not much mobility but careful deployment the fords. A Russian countermeasure: on their own
can offset the German advantage there. turn I, the Soviets can put an unloaded truck at
2K4-it'1l just barely reach-to prevent a German
ANAL YSIS OF TERRAIN: The south ends of roadblock. The Germans can overrun and occupy
all three boards are dreadful. The Russians can elect the hex, of course, but it would expose all three
to scatter all 13 companies across the area south of halftracks-maybe more than that-and leave K6
row X and deny it to the Germans, putting the rifle open. (Since the Germans are offboard until the last
units at I BB3 and BB6; 2004, 005, 009 and half of turn I. their firepower isn't operable on turn
DDIO; and 3Z4 and Z5. Putting two SMGsand two I.)
76.2 ATs in Uschas and two Guard companies and An able Soviet player can swarm across the
more ATs on board 3 southwest of Zabvenia-with creekbed anyway, and probably destroy anything
a third Guard unit on a truck in reserve-and you've east of Kolkhoz 69. As the situation stands, the
completed a setup that makes you wonder why the difference is between overwhelming and total
Germans did so well in 1941. Any setup on this Russian victory, as the Germans can't give up board
pattern will make the German player suggest a game 2 without a fight.
of MONOPOLY. Unless more Russian units 'go to (Of course, the Germans can enter on 2-A I and
town' (and Uschas doesn't have to be held) the run for board I, hoping for a draw. But since the
Germans don't have much of a chance. Maybe if the Russians can move their AFVs 22 hexes down the
Russians base their defense on strongpoints in road each turn, the Germans might be outrun-and
towns ... after all, the 1941 war was not one of that's hardly a 'delaying action', but at least they
direct assault but of bypass and isolation; the can't threaten to 'transfer you to the Eastern Front. ')
Russian defenses shouldn't have to be so porous.
FINAL COMMENTS: The situation might be
FINAL COMMENTS: Changing the deploy- balanced-change the German victory conditions
ment instructions so that the Russians are required to keeping the Russians off the No. I board; the
to place, initially, five units each in Opustoschenia whole idea of delaying action is to trade space for
and Bednost, and two in Uschas, may balance the time. according to U5 Army doctrine-why require
situation. Experiment with it, anyway ... this the delaying force to stand and fight? Note: A draw
situation is different enough to be worth it. or even a German marginal victory is possible as was
proved by Richard Plock in Vol. 12, NO.2 of the
MINSK: General.
ANAL YSIS OF OBJECTIVES: Wildly vary-
ing. The Germans are required to keep the Russians LUTEZH BRIDGEHEAD:
off board 3; the Russian objective is not board 3 but ANALYSIS OF OBJECTIVES: Although this
the enemy. The German, therefore must stand and scenario is described as a 'reconnaissance in force,' it
fight on board 2, with inadequate forces, against an is actually a raid. The Germans have to infiltrate a
enemy who has orders to devour him. Soviet defensive line, leave the board to take out an
objective, then return the same way. The Russians Situation 5: Numbers represent actual unit designations; x:::
ANALYSIS OF FORCES:The German force is blocks: 0 0 mines: R 0 Rifle: So SMG: T 0 Truck: W = Wagon: A =
must prevent this.
SU 76; any combination of two equals a carrier/passenger
quite novel-JgPzlV and the Nashorn make a If you subtract the three turns that the Germans status.
cameo appearance; artillery is unusually preponder- must spend off-board, the game is actually not 12 Obstacle counters are important, but care must
ant in such a small force. The six most powerful but nine turns long, in effect. Not as long as it would be taken to keep the enemy Engineer unit away from
German units-the 88mm and the five AFVs-are seem. the mines. One mine forces the Germans to avoid
capable of hurling 244 factors at nearby armor. IA4 and stay on the ridge where the 122mm can see
Unfortunately, they are limited in that those 244 DEPLOYMENT AND ANALYSIS OF TER- them. Another mine closes the road through the
factors can't be divided any more than six ways- RAIN: Getting there is the whole game-the marshes; two others close key access routes. The
against a mob of assault troops that's not enough. Germans must avoid combat as it can only delay blocks are more tactical-they free the rifle units for
Firepower is the German's sale asset. Low them. As setup #5 indicates, the Russians can ignore other duties. The gap at PIO can be filled by mobile
defensive factors and a lack of infantry and tanks most of the northern half of board I. As long as units if necessary-and access by one or two hexes is
mean that the German has no mass; he has access to the Uschas road is closed, that part of the risky for the enemy with the artillery looking on.
firepower and mobility but little else. map-undefended-can frustrate the Germans. This defense is not the 'only' way-moving the
The Russian force is powerful in theassault-12 The woods are major obstacles. The Russian blocks to 152, P5, 05, K4, J4, and V6, moving a'
infantry companies and 12 AFV, including an infantry can stand and hold them, or hide behind minefield to L5, leaving the other minefields in their
SU152. A mass transport is at hand, as is some hexsides if the artillery gets nasty. And, the long present positions. and backing it up with a 120mm
rather redundant light artillery. The sale weakness stretches are themselves impassable. As the setup is and 122mm each on N5 and M4-and the entire
in all this is the low number of AFV: 12 AFV, oriented, the Germans have three narrow axes of north and center is closed off; the infantry can all go
instead of the usual 15-25 or so. If those get knocked advance: across the north, along the Hill 104-126 to the southern half of the board. The defense has an
out the attack will slow down quickly, even with the ridge (slow and exposed), or right across Hills 109 easy task: it doesn't have to stop the Germans- it
number of trucks at hand. Unfortunately, if the and 135, provoking time-consuming combat. merely has to slow them down. Coming and going.

27
FINAL COMMENT: This scenario is like the The German initial setup and first move allows DEPLOYMENT AND ANALYSIS OF TER-
'Stalingrad' game-German chances for victory the German player to cover the # I board as far east RAIN: The revision 01'#7 required both sides to stay
depend on what the Russian player allows them to as the R row. From 2A8 and B8, the German must in column and follow Route 61 at 12 hexes/turn
get away with. cover I R3 and R9 at the very least. These cover the until contact-which means that instead of the Sovs
two initial Russian approaches, which will be getting the entire plateau immediately, the Germans
termed the 'south' and 'north' roads respectively. at least get much of the woods and west slopes of
DNIEPER RIVER (28/11/43): Hill 132. As control of the road-junction will
The South road is difficult to cover initially-the
ANALYSIS OF OBJECTIVES: Straightfor- determine tactical control of much of the game, it is
Germans can get no further than R3. With the
ward. The Russians must force their way through at Bednost that the Germans must strike.
Russians capable of getting to S2 on turn I, th~e is
the enemy: losses are important but take a back seat Hill 135 provides excellent fire-support
little the Germans can do in turn 2-unless the
to the need to gain yardage. The Germans must positions-again, as in #6, the Germans must use
Russians forget to put an AFV force at SI,covering
trade space for time. and make the enemy pay an SPA direct-fire against a tank-heavy force. Much of
the gap at P3. A German line on P3, Q3. and R4 or
additional price in blood as well. the plateau itself is open and lends itself to
Q4 would close that approach for another turn, as
overruns-which makes the woods and town on
long as the rear was covered at P5. (Putting the
ANALYSIS OF FORCES: A study in oppo- Hill 132 vital. Woe betide the player who deploys in
Panther unit at R3 on turn 1 might cause trouble if
sites. The Russian force has mass and a direct- the open first-for with the preponderant armor
the Russians had an all-AFV force approaching-a available, overruns can rapidly turn Hill 132 into a
assault capability-it has an advantage in numbers. 'D' would close the square to following units-but if
durability. and close-in hitting power. Not enough smoking ruin. If either side leaves a town or wood
infantry were unloaded nearby it wouldn't be worth hex vacant-particularly those on or south of the R
firepower to stop the Russians in their iracks. but il.)
enough to gouge big chunks out of the onslaught. row-it should be grabbed by the opposing player.
The Russian force is big-it's T34s alone can The North road must be carefully-defended-a The peculiar deployment instructions mean that
generally push the Germans back merely by force at the R9 vicinity must also have units at Q9, the Germans break column first on turn 3, with most
intimidation. But there is not much infantry-six P8. and 08 if it is not to be bypassed and cut off by a of the Russian force still strung out along the road.
S MGs and some recon units-and a lot of time will Soviet advance over the hill. Later defenses must The German must grab everything open-
be wasted in loading and unloading them. The cover the slopes and top of Hill 135 as well if the particularly the wood and town hexes just south of
Russians should not unload SMGs unless he is sure Russians are to be kept from swarming into the rear. Route 61. Turns 3 and 4 will determine the entire
they will either force a German evacuation or game.
actually destroy a unit. The somewhat-redundant One special note on artillery positions. Hill 126 Therefore: with the limited number of German
45's and recon units can always serve to dislodge is a protected position, but not too good for artillery units available, it is VITAL for the German player
German units without much risk. as it has limited fields of fire, and poor observation to take every unit he has and hurl it onto the plateau
The T34s serve a double purpose in that they are into the woods east of Hill 104; those woods are on those two turns, leaving only the SPAs to
better transport than what the Russians get- especially important for a turn-to-turn delaying support. Too many German players I've seen have
mostly trucks, with all the attendant movement action about turn 3-4. Oddly enough, the best piddled their forces away on probes toward the
problems. Better to follow a Soviet tradition and artillery position is atop Hill 104-as long as the north and south. The principles of unity of effort,
keep the infantry on the AFV. SUI52sare kept at bay. With the SPAson Hill 104, mass, and objective require that all units be involved
The German force cannot afford to stand and German gunners can look right down the north in one main effort-either assaulting, in reserve (few
fight until the final turns. A prime requirement is to valley and the South road. With the 88 and 120 in as possible), or supporting (SPAs, 120).
hold the Russians back. but not to stick around for supplementary positions on Hill 126, the Germans The German must hit hard, with everything. The
the inevitable retaliation. One simple means of can cover everything-until the SU 152s arrive at SPAs aren't THE decisive factor-the massed fire
doing this is to use the loaded halftracks as blocking I K6. Which is why the Germans shouldn't unload of all 16 'A'-class AFV is: at close range, the AFVs
units-line them up and close every approach, then any dismounted artillery on 104-or let exposed have 450 faclors-not counting the AT guns-as
withdraw a hex or two when the enemy gets close, S U152s escape unpunished. (Of course, you could compared to the artillery's 115.
the artillery and armor harassing the deployed put a CP on 104, but that means lowered For both sides, the game is the utmost test of a
Russians. As long as the Germans can keep a lot of effectiveness against a predominantly-armored player's tactical skill-but ruthlessness is the
halftracks in the enemy's way, the Russians will force-check the WEe. Direct fire is better.) decisive factor, all other things being equal.
have to keep redeploying and taking losses, IF the
German can keep all the gaps plugged. What was said about the Germans, is true in ANALYSIS OF FORCES: Similar in makeup.
converse for the Soviet player. Any holes the Other than # I0, this is the only scenario in which
One important note: The German should never Germans leave must be exploited-penetrate, both sides have an armored, mobile force. Other
allow his units to receive fire or CAT-even at 1-3. envelop, destroy. Push the Germans if they'll run, than in numbers the only disparity is in artillery-
One Dispersed result and that unit will be eaten crush them if they stand: but avoid losses unless they the two S U 152s being outclassed by the range and
raw. A retreat is always preferable to defeat-it is can be traded off for enemy units-on a one-for-one slightly-higher firepower of German SPAs. The
better to pull back units to stand fast elsewhere, than basis the Germans will suffer as they cannot afford requirement of deploying dismounted troops from
lose them and have nothing to meet future any losses, tactically or in terms of their mission. transport (rather than T-34s) means that the
emergencies. This is one scenario where the German Stay under cover otherwise-and use S MGs to Russian will have a lot of trucks and halftracks in his
can take no chances. All gaps must be filled, all threaten CATs on stubborn units (but be sure to way, which could affect casualties and the game.
contingencies anticipated, all avenues of approach keep two S MG companies loaded up at all times- The German player should be mindful of Road
covered by fire. don't overcommit them as there'll always be a need Movement rules D and E-and watch his opponent
The overall situation revolves around the SU 152 further down the road. The trucks can always pick like a hawk; for once, it is not a good idea to spend
units-the sole Soviet long-range units. As long as up what the tanks dump 01'1'.) your opponent's move reading through old Gener-
the Russians have them, the German must keep his als while he can practice slight-of-hand. The serious
own artillery under cover. With the S U's gone, the FINAL COMMENTS: Incompetent hands, the #7 player must not only be ruthless but a perfect
Germans can dominate the board. If the SU 152sare game is surprisingly balanced. #6 is fast-moving and SOB.
ever exposed, the Germans would be well-advised to demands much ingenuity-but is never, never dull. For once, the light artillery on both sides is not
concentrate everything on them. The Russian player It is mobility, and not set-piece combat, that will fated to aimlessly trail the assault. In a stand-up
should never expose those units to SPA or carry the day and guarantee an entertaining game as fight like this the AT guns are vital-albeit
concentrated fire. They can be used to force key well. Since its revision (in which AH confiscated the expendable-additions, and should not be camp-
positions-from behind green hex-sides-as they Germans' mines and blocks), #6 is probably the followers as is often done in #4, 6, 9, II, or 12. Even
are well able to survive fire from individual units. finest scenario in PANZERBLITZ. the 12.7mm has its uses if German infantry or 75s
But they must never be left in the open. are present.
KIEV (23/11/43): Both sides should use their assault guns-mainly
DEPLOYMENT AND ANALYSIS OF TER- ANALYSIS OF OBJECTIVES: Diverging. the StG's and S U85s-to gain and hold key
RAIN: The Germans have the difficult terrain on Ostensibly, the side with the most units on board 2 positions, as their defense factors make them useful
board I in which to stall the Russians. Sooner or wins-which is another way of saying that the in this respect. They should hold kep places in the
later the Soviets will get to board 2, but if they can be objective for both players is tactical control of the #2 march-order, preceded only by the more potent
kept off until turn 6 or 7 they probably won't get to board. But the Russian player, with 50 units to the Panthers and T-34/85s. The T-34c's and the pzlVs
board 3. The German must use the blocking terrain German's 32, has only to occupy board 2-the should be kept out of as much danger as can be
available, mainly by filling in the holes with outnumbered German player must attack savagely helped, particularly the latter as one T-34c at close
halftracks. if he is to have any chance of victory. range can get a 3-1 on a PzIV.

28
FINAL COMMENTS: Between competent DEPLOYMENT AND ANALYSIS OF TER- If artillery is the heart of the Russian defense, the
players, 7 can be an exciting situation, even though RAIN: Deployment is a simple proposition: the infantry is its shield and sword. The infantry can
unbalanced. But for both players, particularly the Russians have a virtually-immobile force. If the hold most positions-but if it is to avoid SPA fire it
German, it is a supreme contest of will, requiring Russian player sets up an unbroken line of must disperse any adjacent units, which it can do.
ruthlessness, determination, and a degree of moral obstacles, and deploys his immense forces properly, Russian infantry must attack energetically and
courage. he will probably win. But if he leaves any often -if only to disperse the enemy. Time is
weakness-anywhere-he will lose. valuable and each '0' result buys much more of it.
The US Army lists 10 fundamentals of defense. The forts provide good shields for the artillery
Four of these are applicable here: proper use of (the infantry. as in # I, don't especially need it.)
terrain, integration and coordination of defensive Placed on hilltops, they are especially hard to
measures (particularly mines and blocks as related destroy (but placing them on Hills 123, 130, 127, or
to fire planning), mutual support, and flexibility (of 104 is neither advisable or useful).
firepower; this principle incorporates the first three The two S U85s provide flexibility and a limited
fundamentals). Despite the lack of mobility, each mobility. They can greatly supplement a position-
sector need not be on its own with an interlocking, as added artillery. But they are neither a bona-fide
mutually-supporting defense. Not all forces will be 'tank' force, nor a panacea for mistakes in
able to fire even one shot in anger against a deployment. The S U85s are important but not
concentrated German attack-but intelligent de- decisive, and should not be overestimated.
ployment, and careful planning of fields of fire will The most important part of the German effort
maximize a defense. are the two Engineer platoons-everything else is
With the lack of transport, defense in depth is more or less expendable, individually. The SPAs
impossible, so the Russian player must revert to the can be left behind to support the breakout from the
Soviet doctrine of an all-or-nothing linear defense. hills of board 2; the infantry can be unloaded with
With the conspicuous exception of the S U85s, every the Engineers to protect them from CAT charges-
unit must be on the front lines-with nothing held and both units can be left behind when and if their
back. If the Germans break through, the Russians job is completed and the mines removed.
have had it anyway. The ubiquitous StuH.42 can be useful at close
Setup #8 illustrates a tested defense. With range-as an armored H-c1ass gun it can deal with
German engineer units on the loose, minefields must infantry; its defense factor is also suitable for
be carefully guarded-preferably placed i·n the protecting the engineers. The G W.38 is less useful in
open. The mines near Hill 104 and Uschas are so this respect-it is more properly regarded as a
placed as to keep the engineers away-or in exposed scaled-down, direct-fire SPA; good for support, but
positions. The minefields around the front of Hill not as an assault gun.
135 serve to keep the mines under the full protection The mortars should not be unloaded if it means
of Soviet artillery-the mines in turn protecting the risking their safe departure. Every unit will count
artillery. (The blocks can take care of themselves- after breakthrough-the mortars and their trans-
the German can't waste time crossing them. port add up to no less than 10 units-I /3 of the basic
Nonetheless, all are under fire-the one at I P4 German objective.
neatly closes off the road and the P5 gap; the block
at A4 is covered by the fort on Hill 126. Two 76.2's FINAL COMMENTS: This scenario is right
can engage anything there-B4 is visible from Hill out of the textbooks-a beautiful study of the
135 (see TET). defense. It is one of the best situations-and rather
The infantry is a formidible block north of Hill nun-balanced. Unless the Russian player is extreme-
135-the Germans must cross broken (and often ly competent, neither side can justifiably claim a
exposed) terrain, to face a solid line of infantry. The biased or unbalanced situation. An observant
infantry cannot only attack, but shift laterally; not player can quickly produce the unexpected.
very fast, but each turn the line shifts adds one more
reinforcement to the holding force. And, the
STALINO:
infantry both north and south of Hill 135 can fall
ANALYSIS OF OBJECTIVES: Dual. The
back behind the hexsides.
Russians must traverse a German blocking position
Note the peculiar arrangement near Uschas. The
and get off the board, and take a gouge out of the
fort on IAA9 closes the road (that's a swamp hex
enemy in the process. The Germans must stall the
next door, and road movement must be followed
Russians if they can, and destroy as much of them as
until reaching passable terrain), and the fort at X8
they can. The basic objective, of course, is survival
can't even be touched by SPA artillery, unless it
for the Germans, as they are the weaker force; the
moves next door and takes its lumps.
Soviets cannot win merely by bypassing them.
Above all, the artillery is sited so as to cover
every route through the line. Only the forest north of
ANALYSIS OF FORCES: The Soviet force is
135 is approachable-and that is impassable as well.
not as mobile as it should be, but is certainly
Situation 8: Numbers represent unit designations of heavy Buttressed by sustained, fierce infantry counterat-
powerful. Although there is not as much armor as
guns. X :: blocks; 0:: mines; CP:: Command Post; R :: Rifle; G :: tacks, the line will hold.
Guard; S = SMG; A = SUS5; Re = Recon. The 4 S2mm Mortars usual for a Russian attack force, there is a strong
Once again, the German player must concen-
outside M4 and 07 actually occupy those hexes. but are on top of infantry force, with SU 152s available to provide
instead of inside the forts.
trate his effort. His engineers will probably be able
backup. The only inherent disadvantage in all this
to open only one hex-even if the Russian is careless
strength is that most of it must be remounted later
there will probably be no more than one hole.
and carted off, sharply limiting Russian time. The
Concentration of force will ensure that a) there is a
KORSUN POCKET: Russian artillery is largely useless, and even the 120s
greater chance for breakthrough, and b) that if
ANAL YSIS OF OBJECTIVE: Basically sim- should not be dismounted unless absolutely neces-
breakthrough occurs, most or all units will be able
ple. Thl!'"Q.~rman must attempt to break through a sary.
to exploit it.
positional defense and get off the board; the The Russians have a severe disadvantage in
Russians must either prevent this or destroy much transport, which has several disadvantages despite
of the enemy if he does break through. Simpler than ANALYSIS OF FORCES: The heart of the the copious numbers available. None of it.is very
that: killing a German unit effectively prevents its Soviet defense is its heavy artillery--the I20's and well-protected, and the trucks have poor mobility. If
dep~rture-and stopping a German breakthrough 122's. These must be both protected and in a the Germans maintain control of the road junction
altogether will prevent victory. position to cover everything. This is further at Bednost, the trucks will have to go cross-
Of course, the German player can sit on board 2 'restricted by the fact that the CP's have only 4 hexes' country-which will mean being exposed at times.
and refuse a fight-and get a draw automatically, as leeway from the 120s. The CPs can be five hexes The German force is uniformly weak-there are
the Russians can do in # 12. But, unlike # 12, the apart-the length of Hill 13j-if the 120s are in two 120s and a 150mm available, but are liinited in
German has an encircled force, and is at least between. Good use of the CPs can increase Soviet mobility and usefulness. As in # I, the infantry is a
morally compelled to attack. firepower immeasurably. viable force only when gathered in one large lump.

29
Setup #9 illustrates a centralized German the latter is more reliable, and b) if the ATs didn't
defense. The obstacles serve a three-fold purpose- disperse an infantry unit or two in the process,
protecting the position from a frontal attack, delaying it. If the German player uses infantry to
denying key or adjacent hexes to the enemy, and clear away ATs, I will assume he is astute enough to
closing off the entire mountain to Russian transport keep his units off the road, avoiding a mess of
units. Other than the attack force, Russian dispersed infantry and wrecked transport that
transport will have to bypass the mountain would block it up just as well as any Russian unit.
entirely-no hope of punching through' Wherever
they go, they'll be exposed at least part of the time. \\
The German artillery on 2Q I is ready to be
M deployed to IQ7 on turn I, to cover the rear of the
town, as well as most of board 2. The trucks and
N
other units seen at 2P I and Q I will be deployed
along Route 61, the three infantry at 109, PIO, and
QIO, a wagon at R9, and the trucks beyond L7 by
turn 2. Various light artillery covers the northern
approach.
The town is mainly oriented to defend the more-
open rear, with both 75s facing to the rear, and the
infantry available to defend in either direction.
Getting on or off Hill 132 will be difficult for the
enemy, with obstacles scattered around the slopes.
The topography of Hill 132 is already so well-
known that little more comment is needed.

FINAL COMMENTS: Deployment and selec-


tion of attacks put heavy demands on the German
player-offset by the equally strong demand for
continued Russian mobility. A situation demanding
finesse.

PROCHOROVKA:
ANAL YSIS OF OBJECTIVES: Heavy empha-
sis on the Russian status. The German commander's Situation 10: Trucks are rep.resented bya small "t"; SU85's bya
mission is to destroy Russian units; the Russian 'T'; and Su76'5 by "SU" "A" 0 a T34C.
player's mission is to maintain forces on board 3.
Then there's board 3. Once the Germans emerge,
Which means, basically, that the Russians have
the Russians have only to set up in a defensive

g,
every encouragement to dig in-a defensive mission
for a numerically superior force.
°
posture, as setup # I indicates. The Sovs don't have
to try and drive the enemy off the board-all they
have to do is sit there, and maybe move the irucks
ANALYSIS OF FORCES: Both forces are
8 .~ roughly similar. The Russians have 24 AFV vs. 21
and camp-followers in at the end of turn 12 to claim
victory.
Situation 9: The presentation symbols established earlier are in for the Germans, plus 3 SPA. Each side has credible
use again. It's up to the Germans to forcibly take the board
amount of infantry-although the Russians' 57
The light artillery is useful in picking off Russian away, but how') Move up next to the Russians and
attack factors to the Germans' 18 in this category
transport (or tank-carried infantry-even Guard spot them, that's how. Unfortunately, board 3 is
means that the Russian infantry alone is capable of
units can be destroyed by one 81 mm that way), and wide-open for overruns. Russian tanks have 12
more than just spotting. In addition, the Russians
the Engineers and 75s add strength to local defenses. factors each, as compared to the 12 OF on the better
have an initial holding force of six 76.2mm AT
With Russian time limited as it is, the German German AFVs. Three T-34s can knock off a
batteries.
should strive for '0' results rather than destruction Panther, Tiger, or StG before the Germans can
Given the open country of board 3, it is AFV
of Sov units-particularly considering the weakness shoot back-and if the dead units were trying to
that will be decisive. The Russians have an edge in
of his own units. A lot of I-I sand 2-1 s are better spot the hex the T-34s disappeared into, that's just
numbers (the SPAs are not 'front-line', in that they
than a few 3-1 sand 4-1 s-dispersing a Russian unit too bad'
can't overrun or take punishment), in mobility--
is easier, prevents it from killing German units important where overruns are possible, and in The Germans have some options of course-
and! or spotting, and wastes a turn out of the few the defense factors (236-226, counting the SPAs). This against a defense such as this, the first spotting units
Russian player has. The exception to this maxim, of last is offset by the German advantage in basic can be something expendable, like infantry or
course, is loaded Russian transport-which should firepower-476-348. However, the weakness of the mortars-anything. The SPAs can support at a
be immolated on sight; of only slightly less PzlV defense factors mean that 112 factors of this is distance; other mobile units can block up enough
importance is the infantry's transport-destroying somewhat vulnerable (as compared to the 110 hexes to prevent easy overruns. In fact, the Germans
them may just chain the infantry to the board. factors of the less-vulnerable Panthers and Tigers). can advance behind Hill 107 as long as they can
Sooner or later, the Russians are going to have to re- And, the fact that the Russians can go on the control the reverse (north) slopes between 319 and
mount-and at that point the Germans should cut defensive will give them the first shot. F8-otherwise the Russians can counterattack
loose with anything they have left. without worrying about the SPAs (usually In
That is the key to the situation-the Russian DEPLOYMENT AND ANALYSIS OF TER- Opustochenia by then).
must see to it that the German can't hit back when RAIN: With the Germans entering on the far end of
time comes to leave-the German must hold out for board I (revised version), and the Russians only Whatever their actions, the German attack in
the intervening 6-8 turns. having to stay on any part of board 3, the imperative open country must be stacked no more than one
for action rests on the German. As long as any two unit/ hex, if any units are to have a hope of exacting
DEPLOYMENT AND ANALYSIS OF TER- revenge. The Russians can less afford losses than the
AT guns are combined, even the best German AFV
RAIN: The German has neither the transport nor Germans, but they can inflict paralyzing casualties
(12 OF) must hazard a 4-1. And one wreck on the
numbers to hold a wide front as in #8 or #12-so unless the Germans are careful.
main road will scotch things good. Not to mention
defense in depth (limited) is forced mainly because
the passive blocking value of the six trucks,
of the delicate nature of the regimental artillery. One note on Setup #IO-all positions can be
imitating the German role in #6.
Besides, if the Germans spread out and attempt to reached in one turn of movement. A more-
physically stop the Russians, they'll get run over- adventurous player can put two SU 152's at 313 and
and with little ability to hit back, given German Theoretically, the best German approach would three recons and one 82mm in Opustoschenia, to
firepower weaknesses. As in # I, the only solution is be to take out the AT guns with infantry. But that delay the Germans some more-and extort some
to mass on a major terrain feature--Bednost. would take one turn to clear the road only if a) the early casualties. The Opustoschenia force should
Holding the junction will slow the enemy down infantry cleared the road by gunfire at the start of have one unit on each hex, with the transport being
measurably. the turn, rather than by CAT at the end, although evacuated the next turn.

30
FINAL COMMENTS: Against an equal player, The key to the game is not whether the Russians
the German has little chance of victory, given the should try to stop the Germans~a mistake many
adverse terrain. Besides, in the original campaign novices try to accomplish-but whether the Ger-
(as in most circumstances involving armored- mans can maintain their ill-gotten gains against an
reserves) the release of Gen. Yatutin's reserves enemy who can keep a reserve behind a delaying
produced a savage Russian counterattack in the screen and strike at will.
Prochorovka-Belgorod sector. Make no mistake: the Russian force has a good
To reflect this-and balance the situation~one mix of transport, light artillery, and powerful
of the following should be adopted: infantry units. As long as they avoid the main
I) eliminate board I ~and the Soviet 26th AT German force, they can take and hold ground. It is
Bde-entirely, starting the Germans on the west end entirely up to the Russian player to seize the
of board 3 on turn 3, credited with six destroyed initiative, and put the German player on the
Russian units. defensive.
2) give the Russians the same sort of victory
conditions as the Germans, to wit: Marginal- ANALYSIS OF TERRAIN: Board I gives the
destroy 15 Germans; Tactical-destroy 25; Russian player even more reason not to rely on a
Decisive-40. linear defense. The west slope of Hill 135 is not a
3) add an entire motorized infantry battalion to very good firing position, with poor visibility and
the German 0 B-and throw in an Stu H.42 as well. somewhat vulnerable to direct attack; Hill 126 is
even less suitable. With the Uschas-Bednost road so
close to the Germans, and only broken terrain
behind it, the entire northern half of the board is
BUCHACH (10/4/44)
hardly defensible. Other than a delaying force in
ANAL YSIS OF OBJECTIVES: Coextensive.
Uschas, and a small force north of Hill 123 to deny
The Germans win if they can batter a hole through
that road to the Germans, the Russians shouldn't try
the Russian lines and hold ii-the Russians win if
to hold up in the north.
they don't
About the only really defensible position facing
the enemy is the road junction at IQ9. As long as an
ANALYSIS OF FORCES: The Germans have
initial screen of recon, MG, and/or 82mm units
the largest armored force for any situation-31
keep the Germans in the open long enough for the
AFY, plus II halftracks. Although the Germans
120mm and the T-34s to get some shots in, the
face an infantry force, they can batter down isolated
position can probably hold out for a while, if the
strongpoints, but not much more, however: which
Russians send in some infantry. In any event, the
means that the Germans will have to use mainly A-
Russians should post a 120mm and at least one T-34
class weapons (there are no CPs for the SPA units to
on IQ7 to kecp the S PAs honest, because they have
use) and the scant number of infantry (9 platoons-
terrain problems all their own.
against 13 Soviet companies-and as we all know, The German heavy artillery-I 80 factors of it,
German infantry is not, in itself, terribly powerful in
counting the G W38-needs to fire direct, owing to
the attack, or as a part of one). The main German
the shortage of CPs (unless the German is
assets are mobility and (limited) firepower: they can
unsporting enough to use the Experimental Rules-
,easily penetrate the Russian front-he hasn't
the Russian player shouldn't allow it in that
enough units to cover the entire front safely. The
situation or any other, except maybe #4, where it
German should NOT confuse his (admittedly-large)
would help, or #10, where it wouldn't mean much
numbers with strength, and attack the main Russian
anyway); few firing positions for the German
force-rather, German planning should aim for the
artillery are available, however. The ragged edge of
weakest point on the Russian line. Besides, the
Hill 132 happens to be its blind side-unless the
German objective is NOT the Russian force, but a
German enjoys putting his artillery on open hill-
simple breakthrough-if the German player gets
hexes, the only useful hexes are 2X7 and W7-
carried away and tries to attack, say, the road
suitable only for covering an attack in the Adski
junction at IQ9, he will quickly get bogged down if
region. Hill 129 offers some useful positions for
the Soviet player is even halfway competent.
either a northern or central approach, mainly the
German tank units can't make much headway
latter-although Hill 129 does look down the entire
against Guard units' valley between Hills 135 and 109, the artillery would
In this light, we must examine the Soviet force.
take some time to reposition after the spearhead
He has an adequate amount of infantry-IO turns the corner. In an 8-turn game, that could be
companies, not counting the Recon units-not something of a disadvantage, especially since it
enough to hold a line as in #8, but, given mobility, takes all of turn I and turn 2 to get to Hill 129
quite useful. Considering the fact that the only anyway. Besides, the S PAs are the biggest guarantee
major artillery backing this up is a single 120mm, against Russian mischief, so either way.
the Russians simply can't make a do-or-die stand
along the entire board. A key principle of any FINAL COMMENTS: This situation deserves a
defense is mutual support-there are a lot of AT lot more attention than it usually gets-and there's
guns, but those are suitable for local positions, as more to it than meets the eye. The German can have Situation 12: The German long range artillery is not shown in
are the 12.7 and 82mm units. And 4 T-34/85s are lots of fun playing with the numerous AFY he gets the defense as it occupies board 1; the Hummels at Q7, and the
useful only for support-any other use of them in Wespe's at AA9. The abbreviations are as used previously with
(for once), but an aggressive Soviet player can show the addition of 5e :: Security and StG :: StG III.
the face of the German armored horde, and they've Scott Moores
him that numbers aren't everything. For either side,
had it. Obviously the Russians can't satisfactorily
the instrument of attack should not be a sledge- this is not sporting, nor is it realistic-any Soviet
defend. hammer, but an ice-pick.
So, there's only one thing to do: attack! commander attempting that would get his order
An excellent mobile situation. suddenly countermanded by his Political Officer's
Of course, delaying actions in the face of the
German advance shouldn't be neglected, if for no revolver.
other reason than to keep them busy. But the NIKOPOL BRIDGEHEAD (20/11/43)
Russians have an unusual amount of mobility ANAL YSIS OF OBJECTIVES: Basically ANAL YSIS OF FORCES: The German has 26
available. And, once the Germans near their simple. The Russians must chop their way to board infantry units, including 3 engineer units. He also
objective of a 3-hex-wide path across the board, it 3; the Germans must take a chunk out of them. has 120 factors of H/ M fire, not to mention 240
will be Iher who will have to defend-with a line Comparable to #8 in that, given the defending factors' worth of divisional artillery. He also has 19
extending ~Il the way across three boards, with an player's minimal mobility, the attacking force must blocks and mines to cover a 33-hex front, much of
understrength infantry battalion and no AT guns be stopped cold. which is closed to vehicles anyway. Because of all
available. (Not much good for anything else-and Of course, a crafty Russian player can simply this, and for reasons of terrain discussed later. the
German armor isn't terribly good at static defense). refuse to attack, automatically gaining a draw. But German can put together a formidible defense. his

31
lack of mobile units notwithstanding. As long as he
pays attention to the principles of defense enumerat-
ed in the above discussion of #8, and considers
cover/concealment and sound fire planning, the
Championship Situations
by Lenard Lakofka, President IFW
German player should be able to set up a strong line.
The Russian force is formidable on paper-25 In the early 70's Len Lakofka was an influential ament at the 4th Annual Lake Geneva Convention
infantry companies, backed up by lOA FV units and wargamer and one oj' the most prolific oj'It-riters oj' remain. In 1971, a new game was cause for
256 H/ M-class factors, counting the S U 152s. An that era. This was hrought on at least in part hy his considerahle excitement and so large was the initial
unfortunate weakness is a lack of transport-a total role as President ofthe International Federation oj' following oj' PA NZERBLITZ that the convention
of 22 units, much of it horse-drawn-not enough to Wargaming. That organization, the ani.\' trulv that I'ear j'eatured it exclusivell'. We trust vou'll
carry even the infantry. Of course, some of the national wargaming club to ever exist, has long enjOl: thisfirst atlempt at lOurn~ment comp;tition
infantry can walk, and much of the artillery can since ceased its acrivities, but these silUation 13'5 scenario desi[;n.
deploy on board 3 and sit there, but the less-essential especialII' desi[;nedfor the PA NZ ER BLITZ tourn-
artillery will be useless, probably the AT guns-
unfortunate, as the AFV will have to batter down The German and Russian objectives within each situation appear on separate pages to simulate the
forts and town hexes. conditions at Lake Geneva where neither player was informed of his opponent's objectives. During the
StilL the Russian force is powerfuL The championship series, Situation No. I was not counted. Winners were determined from a point system in
infantry-the main arm of attack, this scenario-is which overall totals were gleaned from play of Situations No.2, NO.3 and NO.4.
fearsome, and hard to destroy; the artillery is readily
capable Of destroying any exposed German units. North
PANZERBLITZ Tournament Game NO.2 German - defense
Unfortunately, it is up to the German to make these
mistakes.
Main disadvantage to the Russians is the lack of
transport vis a vis the victory conditions. Assuming
Time Limit: 12 turns
::!I!::
~
Board Configuration ITE South
the Russians do break through, and assuming that Objective: Keep as many of the hill tops as possible on board one while holding hill
all but 2 vehicle units survive, and assuming that all
tops on boards two and three secondarily. Avoid excessive losses. Judging
but 2 vehicle units survive, and assuming that each
will be by a point system. Keep track on a piece of paper of all hills lost and
vehicle manages to carry a unit onto board 3
all units lost and have your opponent ok it at the end of turn 10.
without trying to storm the German artillery
positions-under even those circumstances, the
Russians only have a slim hope of a tactical victory. Forces: Set up on boards 1 and 2 only! 2 CPs, 2150 howitzers, 2 50mm AT, 3 road
Essentially, considering the German victory condi- blocks, 2 mines, 1 fortification, 4 rifle, 1 SMG, 3 trucks, 2 81 mm mortars,
tions, the Russian strategy must be geared to 3 M IV, 1 MV, 1 SG III. Russian to enter from north edge.
breaking through-German casualties do not Note: enter losses of fighting units ON LY, do not count mines, road blocks
(directly) affect the game's outcome. or trucks.

North
DEPLOYMENT AND ANALYSIS OF TER-
RAIN: The German defensive considerations are
threefold. First, the German should try to block off
every hex across board 2, using the terrain, his
obstacles, and his units. As setup #12 indicates, this
PANZERBLITZ Tournament Game No.3
Time Limit: 10 turns

Objective:
German
Board Configuration

Enter on north edge of board one and move armor off of south edge of
tffij
South
is not difficult. Second, he should make sure that all
entire board configuration; keep track of units that have exited and Units
approaches are covered by fire, and all obstacles
that have been lost. Do not count trucks or half tracks in either tabulation.
covered by fire or potential CAT (as US Army
doctrine points out, no obstruction is an obstacle, if
not covered by fire); special attention should be Forces: 381 mm mort., 2 eng., 3 rifle, 3 SMG, 4 trucks, 4Y, tracks, 1 wirblewind, 2 SG
given to deployment of CPs and divisional 111,5 M IV, 2 M V, 1 M, VI b.
artillery--the latter shouldn't be too close, but it
would help if they could cover some turf with direct
fire. Third, the German player should try to keep
out of Russian artillery fire, keeping to reverse North
slopes of hills and hexes behind woods (in the setup, Board~_
. ~ 1. I 2-_
only hex 217 is really visible-and the only access is PANZERBLITZ Tournament Game No.4 German
Configuration
thru H8-with 40 factors close by-and a CP.)
Objective: advance west if possible, otherwise hold a mobile defense keeping as much South
The German should NOT worry about whether
terrain with minimum losses. Keep track of all armor lost. Record the
or not he can hit Soviet artillery. Board 3 allows
lousy deployment opportunities, and as long as position of each armor unit, not dispersed, on turn 12; i.e. record on which
Soviet units aren't on Hill 107 (0) all the Germans board it is located (not grid number).
have to do is stay off the forward slope hexes
(especially 2X7 or W7-NEVER put a fort there) Forces: Set up on the far eastern two boards only. 6 rifle, 3 SMG, 1 120mm mort,
and the Russians have to rely on direct assault. 1 150mm how, 3 75mm AT, 1 Jgd pz IV, 2 Jgd pz V, 6 M IV, 2 M V,
A nasty version of this setup would be to put 1 M VI b.
four forts between 2D6 and G7, containing one
(expendable) unit each, leaving the blocks and
mines where they are, and putting the other German POINT SYSTEM (Victory Conditions)
units ANYWH ERE behind that line. Blowing those
forts would give the Russians a board that would be Game NO.2: Give the Russian one point for each German infantry or armor unit destroyed plus these
thoroughly impassable to vehicular traffic. points for hill tops captured by undispersed Russian units or through which the Russian
As long as Hill 129 is covered from its reverse was the last to pass: 104,126,107 I point each; 129,132 2 pts. each; 109, 127, 130
slope (at least 8 infantry), it can block off the 3 pts. each; 135, 123 4 pts. each. Give the German one point for each Russian infantry
Russians even without the drastic measures listed for armor unit destroyed. (do not count wagons, liz tracks, or trucks).
above-as long as it is heavily covered by artillery.
Decisive German victory: Russian with 6 pts. or less
Setup # 12 illustrates one means of this-although
Tactical German victory: Russian with 10 pts. or less
the CP can't cover the ridgeline, all five 105/ 150mm
units can. Marginal German victory: Russian with 15 pts. or less
Marginal Russian victory: Russian with 19 pts. or less
Tactical Russian victory: Russian with 23 pts. or less
Continued on Page 16, Column 3 Decisive Russian victory: Russian with 24 pts. or more

32
Game No.3: Russian points: one per German ARMOR unit destroyed or dispersed in turn no. 12.
German points: one per Russian ARMOR unit destroyed or dispersed in turn no. 12. 3 point
for each German armor unit off south edge of board.
Panzerblitz
Decisive German victory: German has 18 points or more
Tactical German victory: German has 13 points-I? points
Marginal German victory: German has 8 points-I 2 points
Concealment
Marginal Russian victory: German has 3 points-? points by Peter R. Bradie
Tactical Russian victory: German with zero-2 points or Russian with 1-2 points
Decisive Russian victory: Russian with 3 or more points. As a confirmed "Panzerblitznik," Author
Game NO.4: German points: one point for each Russian ARMOR unit destroyed or dispersed in turn Bradie has felt all along that something should be
no. 12. 5 points for each German armor unit on the far west board. 4 points for German done to reduce the disproportionate advantages
armor unit on the far west board no. I; 2 pts. each for German armor units on the eastern of concealment inherent in the game's structure.
board no. I. He includes here how to rectify this situation
withOUf introducing unnecessary complexities.
Russian points: one point for each GERMAN ARMOR unit destroyed or dispersed in turn
no. 12; 4 points for each armor unit in far eastern board; 3 points for each armor unit in
eastern board no. I; 2 points for each armor unit in western board no. I. A gentle breeze ruffles the grasses on the
Kalmyk steppes, bringing a promise of clear
weather to the gunners of Wespe battery 621. The
battery commander calls out the coordinates to
the guns and brings down devastating fire on a
Soviet infantry company deployed along a dirt
track five miles away. Five hundred meters away,
PANZERBLITZ Tournament Game NO.2 Russian attack
in a small clump of scrub, two SU-152 Assault
Gun batteries with two Guards companies hang-
ing onto every projection are blazing away with
Objective: Capture as many hill tops as you can, give preference to the ones on board all available gun tubes.
one, but hills on boards 2 and 3 are of value. Keep track of each hill you
capture and of each unit you lose, for losses count fighting units only- Does the Wespe commander think that 20 is, 2
do not count trucks and wagons in the loss column. Your opponent is ern cannon are just breezes sighing through the
keeping a similar list. At the end' of turn two compare lists. If there is any foliage? Or the sound of 340 throats screaming,
argument as to hill ownership CALL A JUDGE! The specific point value of "Urra!" the song of the Ukrainian cuckoo? Is our
hills is known only by the judge. Avoid excessive losses. commander hideously farsighted and misses 500m
that which he can spot at 8,000m? No, dear
Forces: 2 engineers, 2 recon., 2 guards, 2 rifle, 6 wagons, 3 trucks, 2 SU 76, 2 SU 85, friend, he is simply bound by the accepted rules
2 SU 100,2 KV 85, 2 JSU 122,1 SU 152,1 T34/85. Russian may enter on for concealment in Panzerblitz.
the two roads of the north edge of board three or the farthest west road on
The followill& modifICations are offered in order \0 make target xquiiilion 3 bit more rc:at~lk. The:
board 1. follo\O'ing diarl sives the rlIndom number (PB~I) or die roll for target a,quJ$.llion for nrioU$ f;1nIlC$ and
c:bsscsoftarget.
RANGE I 2 3 4 5 6 1 8 9 10 II 12 13 14 15 16 17 18 19 20 hexes

Class I ()'9 -4 -2 -) -III0 ============


PANZERBLITZ Tournament Game No.3 Russian Classll
1-6·)·2·2
=======
0-9 -8 -6 -5 -5 -4 -4 -3 -2 -2 -2 -I -I 0
1-6-5·5-4-4-3-3-3-2-2-2 I II
(.1asslll 0-9_8_7_6_6_5_5_4_4-4_3_3_2_2_2_1_1_100
1_6_5_5_4_4_4_4_3_3_3_3_3_2_2_211 I I I
Class IV may be spotted at allY range
Class 1 targets are allY Il(/Il~ehieular units in woods or towns. Class 1I targets are \'ehieu13.r units in
Objective: prevent German infiltration of this area and exiting from south edge of board. woods or towns and nonvehieular unil' in th" open. Class 111 targets are vehieular units in th" op"n.
Firing rnisesa target oncclassif]eat;on so Class IV targclsaN: vehicular units firing in the open.
Avoid excessive losses.
Range is measured from the nearest firing unit
Forces: Set up Board one only: 3 rifle, 1 SMG, 1 120mm mort., 2 76mm AT, to the target, or CP if used for target acquisition.
3 trucks, 2 T34/76, 1 T34/85. Board two only: 2 fortifications, 2 minefields, While "I" type weapons have no effect on
2 guards, 1 120mm mortar, 2 SU 100,2% tracks. Keep track of all ARMOR armour, their tracers are used for targeting.
that you lose and all infantry units (including mortars and AT groups). Trucks and wagons, since they cannot put out
offensive fire, may only spot adjacent units. If
the spotting unit has a height advantage over the
target, I is subtracted from his die roll or random
PANZERBLITZ Tournament Game No.4 Russian number. Mixed class stacks are treated under
12 turns Weapon-to-Target Relationships, note A in the PB
rules.
Objective: push the German back to the far eastern board, or reduce total German armor
forces significantly with proportional losses. Keep track of each armor unit
For example, let us consider an 88 bty at 2N3
lost, count JSU, SU, KV, JS, and T34 only. Keep track of each armor unit
and a Security pit at 2L8. A T34/85 co moves
that enters the far east panel and is still there at the end of turn 12 in fighting
onto the nose of Hill 129 at 217. Security fires to
position (not dispersed).
spot for the 88; range 3, type II, odds 2: I. Die
roll is 5 (unlucky). Target is spotted but gunfire
Forces: Enter on all roads on far western edge. 2 57mm AT, 1 120mm mort,
has NO EFFECT (+1 for woods on CRT). The
1 122mm how, 2 engineers, 6 rifle, 2 guards, 4 wagons, 2 trucks, 2% tracks,
T34 may now fire at the 88; range ?, class II
2 JSU 122,2 SU 100,6 T34/85, 2 JS 11,2 JS 111,2 KV 85, 2 SU 85. (raised from I by' muzzle flash), odds 4+: I. With
-I given by the height advantage, a roll of 1,2,3
or 4 will allow killing fire to be delivered.
Only in Situation No.3 have we altered from 4 German winners; Situation No. 3 produced 3
the original Lake Geneva script: here, it is Russian and I German winner; and Situation No. This proposed addendum to normal assaults
extended to 12 turns; and one Russian T34/85 4 produced I Russian and I German winner. should add greater mobility to the game by
has been added. Otherwise, you will be playing reducing the overwhelming advantage of conceal-
For readers interested in more complete details
exactly as if p/lrticipating in the Lake Geneva ment, and greater emphasis to screening/recon-
on the championship series, and IFW information
championships. naissance tactics.
in particular, I invite your continued correspond-
Here is how each side fared during the cham-
pionships: Situation No.2 produced 4 Russian and ence. 8
33
Increm.ental

tree and gully, etc.) or Panzer BLITZ?


.. I~-
...
~ :

by Andy Lavis, Tom Olson, Along roads, units move at the rate of two from which he came, or continuing to contest the
a-nd jim Snellen hexes per movement increment; any unit that has hex. If both players continue to contest the hex,
entered a hex at road movement is considered to then they repeat the procedure until one either
be on the road. Consequently, no other unit may concedes and withdraws, or is destroyed. With
PA NZERBLI TZ, one of the most well-received enter that hex at road movement, although any the exception of overruns, no unit may enter a
g'!mes in AH history, has at times been referred unit may enter it at normal movement rate, hex already occupied by an enemy unit. How-
to as Panzer-BUSH by some players. This is due modified according to terrain. If you wish, on the ever, a unit may attempt to move into an
to the fact that enemy units can scurry around in subsequent MOVEMENT INCREMENT, the unit occupied hex in order to detect concealed units
front of friendly positions with impunity by may "pull off the road" (while physically remain- or to occupy the hex if enemy units should move
moving from forest hex to forest hex or gully to ing in the same hex), allowing units behind it to out of it on the same movement increment.
gully. The following is a very playable method advance at road movement rate. This is especially
for reducing this effect to a minimum. useful for advancing units quickly through a Finally, it takes one movement increment for a
column along road hexes. For example, if a JgPz transport unit to load or unload passengers. For
VI enters a road hex at road movement on example, a truck may load or unload units on
increment 12, a Panther may not enter the same increments 1,2,3,5,6,7,9,10,11,13,14, and 15
hex AT ROAD MOVEMENT on increment 14. If, only.
We've decided it's time to clue some of you
however, the JgPz VI spends another movement
dedicated wargamers in on a fantastic, playable
increment on that road hex, increment 15, it may
adaptation of PB. We know it is playable, because
be considered off the road and the Panther may
we've been using it exclusively, and extensively,
pass, also on increment 15, at road movement.
for a year now. We know it is learnable because Fire is simulated as follows: there are five fire
we've taught it to six of our friends. They all increments - 4,7,10,13,16. No change in odds
agree that it makes PB truly realize its great computation is made, but it takes four "hits" to
potential. Hexes which require multiple MFs to enter kill a unit. An "X" on the normal chart is a full
(slopes) or exit (gullies) are handled as follows: hit, a "DO" is a half hit. When a unit is damaged
move the counter to the new hex, put a piece of by fire and then close assaulted on the same fire
Our desire is for a simultaneously moved, yet paper on it with the number of the increment on increment, the effects of the close assault are
playable game. To do this, minimum movement which it will arrive there. When the proper raised - an "X" becomes I\12 hits, "DO" becomes
on each round is essential. We've broken each increment arrives, remove the paper at the end of a full hit, and a "0" becomes a half hit. Records
turn of regular PB into 16 "increments." Accord- the movement. We have found it convenient to of these hits must be kept, since hits are
ing to the chart below, units spread their move- make up a set of counters labeled individually I cumulative. However, we have found it quite
ment factors (MFs) evenly across the 16 incre- through 16 for this specific purpose. For ex- easy, since generally you are only keeping track
ments. For example: scout cars move one hex ample, a Panther moves out of a gully to open of 3 or 4 units at anyone time. The unit
across open terrain each increment (they are our terrain on increment 2. It will arrive on incre- identification codes are used. All units which
base, and the reason for chosing 16 increments); ment 7. Move it onto the open terrain hex on have fire capability may fire on every fire
but, a Panther moves only on increments increment 2, place a marker labeled "7" on it, increment. Any unit which fires, however, must
1,2,4,6,7,9,10,12,14, and 15 - it still moves one and at the end of movement on increment 7 give up its next movement increment (stationary
full hex each of these increments, but there are remove the marker. artillery gives up the next movement increment
only 10 opportunities to move in any given full If two opposing units both enter a hex on the of its transport). Finally, odds over 4-1 are
turn, as the normal MF would allow; likewise, a same increment, possession of the hex must be broken into the maximum number of 4-ls, with
T34c moves only on increments settled before the game proceeds any further. The the remainder forming the residual 3-1, 2-1, etc.
1,2,4,5,7,8,9,11,12,14, and 15; a JgPz VI moves two units (or groups of units) contesting the hex For example, a 15-1 becomes three 4-1 s and one
only on increments 3,6,9,12,15; and so on. The fire at each other (no other units may participate 3-1; a 16-1 becomes four 4-1 's. This means units
increments that each particular unit may move on in this combat); each player then has the option can be, and often are, destroyed on one fire
are hereafter called its "movement increments." of withdrawing from the hex in the direction increment.

34
THE ULTIMATE - LINE OF FIRE (LOF) - a unit may not fire 4-1 CORRECTION - To remove hair-tearing
HIDDEN MOVEMENT through more than one Russian or two German frustration from the game; 7 and 8 on the 4-1
units when engaging targets with direct fire. Units Combat Results Table become "DO" instead of
on slope or hilltop hexes may, of course, fire
This system works best under hidden move-
over units that are below them. The sides of a
ment conditions. Each player has a station in a
hex containing 2 Russian or 3 German units are MINES - a 2-1 is thrown immediately upon
different place and has a board and his units. A
considered to be blocked hex sides in terms of landing on a mine. Do not take terrain into
referee tells each player what he can see, using
the LOS as measured from the center of the account. You must then retreat from whence you
common sense spotting rules. First, spotting
firing unit's hex to the center of the target hex. came on the next movement increment. Each fire
ranges are set - e.g., 15-10-5. The first number
You can fire at a unit if you can trace an increment you remain on the mine means another
indicates the maximum range at which a unit
unobstructed LOS to the target hex. In this case, 2-1 attack. A unit on a mine field may not fire at
may be seen. At this range one can detect
however, if the LOS passes along a blocked hex anyone, although it may receive fire. Engineers
movement in the open. In the middle range
side without passing through the blocked hex may roll a die every fire increment to attempt to
transport, tanks, and infantry (as well as howitz-
itself, the LOS is considered to be unobstructed. clear a mine field. Four" I 's" (accumulated) are
ers and guns) can be distinguished from each
other. The short range indicates where definite required to clear it.
INDIRECT FIRE - is handled as optional PB
identification is made. Units in a town, or the rules Indirect Fire and Experimental Indirect Fire AMBUSH - Units under cover may pinpoint in
woods, can be detected only when you are with a few exceptions. Any Russian unit except advance one hex as an "ambush hex." If an
adjacent. Obviously, hills and other obstacles as empty trucks may perform the function of a CPo enemy unit enters that hex, the ambushers may
defined in the basic PB rules block units from Indirect fire onto a hill top hex is not halved. All attack at full effectiveness on that increment,
sight. The LOS is best determined by using a howitzer units can use indirect fire, at more than regardless if it is a fire increment or not. The unit
string from center to center. Outside of maxi- half range. Mortars are always halved against ambushed cannot return fire until the next fire
mum ranges, no reports of movement are made at armoured targets since they always fire indirect. increment. It takes two increments to set up an
all. Infantry and unarmoured guns, if they are They can fire indirect at any range. ambush. The maximum range of an ambush is
under cover, can be seen only if you attempt to
two hexes. Once a specific ambush has been
enter that hex, until then they are concealed.
DISCRETIONARY FIRE - any hex that can thrown, the position is exposed, and the ambush
Vehicles that are not dug in (see "DIG IN"
be engaged with fire if spotted can be fired on may not be thrown again unless it is set up again
below), but are under cover (woods and towns)
unspotted at half the normal effect (the referee by waiting two increments without being spotted.
cannot be spotted until an enemy unit is adjacent
computes and rolls this fire). If a hit is scored on
to the hex. The spotting ranges can be adjusted
a vehicular unit, the attacking player is informed SCENARIO DESIGN - the most important
for each game - we've used 15-10-5, 12-8-4,
that there were secondary explosions. The at- part of hidden movement is designing your own
9-6-3, even 3-2-1. It changes the complexion of
tacker can confirm destruction or exact damage scenarios. Most of the PB scenarios do not adapt
the whole game. well to this gaming system. The best way to do
to a unit only by spotting it.
this is to specify one person as ·referee. He
MOVEMENT VARIANTS - Tanks and assault
designs the scenario - assigning units, tasks, and
guns may move thru a green hex side at a cost of
BURNERS (WRECKAGE) - 'burners' may be victory conditions. He will be the only one
three MFs, but trucks, half-tracks, and armoured
removed from roads and bridges, etc, by tanks or totally aware of the happenings of the game. This
cars may not penetrate a solid green hex side.
assault guns only, at a cost of 3MFs. A 'burner' is when hidden movement PB reaches full
Slope movement is adjusted as follows: It cost
blocks a road, but not a ford. If a unit was frui tion. You are moving simultaneously, you see
two MF's to enter and two MF's to leave a slope
specified as being off the road when it was blown only units that you could see under realistic
hex. Movement between slope hexes costs 3 MF's
up, it does not block the road. Deployment on conditions. You do not know the enemy's
as always. Trucks, obviously, move all non-road
'burners' is allowed as follows: one German or strength, his objectives, or even where he is. This
hexes at one additional MF - e.g., slope move-
Russian unit may deploy on one Russian 'burner.' style of Panzerblitz is the wargamer's dream come
ment for them is now 3 and 4 respectively; open
Two German or one Russian unit may deploy on true. One caution to budding designers! Panzer-
terrain costs two MFs. Trucks may not be used
one German 'burner.' One German or Russian blitz is a tactical game, and it does not play well
to block the road to enemy tanks (if they try, unit may deploy on two German 'burners.' No with large scenarios. 10-30 units on a side seems
they are shoved aside). units may deploy on three German or two about optimum. Good luck and happy wargam-
DIG IN - A vehicle may "dig in" (conceal Russian 'burners.' ing!
itself) in towns and woods. It COStf; two incre-
ments (not MFs, just increments) to do this. An
enemy may only spot a dug-in unit by attempting TOWN DEFENSE - To reduce the defensive ,-----'"
to enter that hex. Such concealed units are used potency of towns, units may be attacked individ-
either for ambush or reconnaisance. ually, but 2 is added to the die roll instead of I.

PANZER BLITZ INCREMENTAL MOVEMENT CHART

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
16 X X X X X X X X X X X X X X X X
14 X X X X X X X X X X X X X X
12 X X X X X X X X X X X X
11 X X X X X X X X X X X
10 X X X X X X X X X X
9 X X X X X X X X X
8 X X X X X X X X
7 X X X X X X X
6 X X X X X X
5 X X X X X
3 X X X
1 X

35
PANZERBLITZ ERRA TTA
The following list of questions and answers
Q. May units being transported by
CAred without involving the tanks?
tanks be .Q. Can CAT be used against units that arc on a
minefield'?
assault, MUST the infantry attack the overrun
unit or may it attack any adjacent unit?
A. It must attack the unit being overrun.
pertain to the 197 [ edition of PA NZERBLITZ. If A. No! Rules state that all units in stack must be A. Yes.
you have an earlier version of the game we suggest totaled for Defense in CAT. Therefore, infantry
you update it by purchasing the new Situation while being transport.ed is ignored
cards. Especially important rulings or those SCENARIOS:
Q. Are units outside of a fort totaled in with the OBSTACLES & ELEVATIONS:
differing from earlier GENERAL rulings are Q. What happens in Situation I if 3 German
fort's defense in the cases of CAT and combina-
marked by a dot (e). Players are reminded that Q. Isn't it true that the TET is incomplete and units are destroyed?
tion attacks?
PANZERBLITZ rulings do not necessarily apply therefore misleading as a quick reference? A. Decisive victory (a printing error).
A. Yes.
to its sisfer game PA NZER LEA DER. These are A. Yes. Add the following toyourTET: Note A to
merely nteral interpretations of the PA NZER- units Firing from Hilltops at Ground Level; Note Q. In situation I may all the CP's be placed in
Q. Can a truck, wagon, or halftrack drop in-
BLITZ ·~rules. We have made no attempt to E to Units Firing from Hilltops at Slopes; and one fort or may two be placed in one fort or
fantry for a CAT attack, and then retreat?
improve 'the rules here-only to clarify their Note E to Units Firing from Slopes at Hilltops. may only one be in each fort?
A. Vehicles may unload units and move off but a
intent. passenger unit may not fire in the turn of A. All three may be in one fort, but the fort, as
Observant players will notc that oftentimes Q. If I had a unit on a slope hex directly behind stated, must be on a HILLTOP hex (one with six
unloading.
the answer to these .questions for the PANZER a brown hex side is my unit in the LOS of a unit orange sides).
LEA DER rules is quile different and more Q. Assume three AT guns (attack factor = 7 firing from a hilltop (assuming no other obsta~
realistic. Those who feel this way may be well each) are firing at an infantry unit. Is the total cles)? Q. For victory conditions do you count tflick
advised to'adopt a blanket usage of the PA NZER attack factor 3+3+3=9 OR and wagon units?
A. Yes. Brown hex sides block LOS only when
LEA DER r'!les for thier PA NZERBLITZ games. 7/2+7/2+71''.=21/2= 10" the target unit is on ground level (See TET). A. Yes, but you don't count counters which
We will co"ntinue to answer PANZERBLfTZ A. 9. Units are halved and fractions lost individu- contain no men (such as mines, blocks and
questions by\ the letter of the PANZ£RBLITZ ally. Note this is the converse of PL. Q. Does a colored hex side obstruct the line of fortifications).
rules however. fire?
Q. ran ovt'rrun atta~b, be conducted on a unit A. In some cases, yes. It depends on the respec- Q. In Situation No.5, do all German units have
on a stream ford? tive elevation of the attacker and defender. to move off the easl :iide of board 2?
A. Yes. a stream ford is (on~iL1ered a plain Consult the Target Elevation Table and the A. No. But before any given unit can count
square. Examples of play card as there are many differ~ toward the victory ·:onditions, it must leave and
MOVEMENT: ent situations. stay off for the three complete turns.
Q. When units entel\'tl.!e game t·oard, may they Q. The CRT shows results for die-roll subtraction
st<lrt on the partial ed~" ·sq+.~ares'! to ~2; but it is possible to have a ·3 subtraction. • Q. In situation 7, the "meeting" occurs on the II th
What happens? hex of the Russian 2nd turn. What is the
A. Yes. but such placemenl'·'.c:ounts as a full hex
A. On a die roll of I take the result from the -I line SPOTTING: movement situation from that point?
traversed against their M F\~
of the next higher odds column. Therefore: -3 at 1- A. The Russian column stops and beginning on
Q. May wagons move fran; ,a gully to -:l. slope
=
4 odds DD: -3 at 1-3 odds X. = Q. Can trucks and \'iagons spot? turn 3 units of both sides may leave the road and
square? A. Yes. unlike in PL. proceed at full speed in their respective turns.
Q. Are units on hilltop hexes such as the plateau Remember there is a time/space ratio to be
A. Yes. any movable unit can alway·s move I
like hill top on board 2, that are not forest or satisifed here. If a column moves at the set rate of
square regardless of movement cost. Forbidden Q. Can you explain "spotting" morc·.'
town hexes, subject to the overrun rule by 12 hexes per 6 minute turn. it must of necessity use
movements are still forbidden: vehicles may not A. There are four things to keep in mind. First.
armored units? 11/12 of its movement capabilities by the time it
move into swamps or through green hex sides. since firing occurs prior tv movement. a spotting
reaches its II th hex.
A. Yes, only hexes with orange sides are hilltop unit must be in place at the beginning of a turn.
Q. Are cavalry considered ·'vehk.\es" on the hexes. A clear hex is a clear hex, no matter what It cannot Illo ....e into pOSition (/nd spot for firing Q. In Situalion No. 8 it states that CP's may
TEe? its elevation is. Clear hilltop hexes are clear in the ~allle turn. Second. even after a unit is only spor for 120mm mortars {with 4 hexes).
A. Yes, except that they can pass through green hexes. spotted. the finng unit must still have a clear Does thiS refer to the ~nemy Within 4 squares or
1H.'x sides without cost. line-of-fire to the target (unless the optional the 120mm mortars'?
Q. If a unit is fired upon from a woods hex or a Indirect Fire rule is being usedl. Third. if the A. The CP's must be Within 4 squares of the
• Q. Can a carrier move after it has unloaded if it town hex, can it return fire without meeting the spotting unit moves away. fire may no longer be 120\ to spot.
has MF left? SPOTTING RULE conditions? dire(ted at units that were previously spotted.
A. Yes. A. No. This would be true in PL however. Fourth, if you are using the Indirect Fire rule. Q. In Situation 12, Wespe and Hummel units
the CP must be able to "see" the spotting unit. cannot move. Can they be transported by trucks?
Q. Can two carriers unload on the same square in
the same turn'! Q. If there are several units on a hex that have A. Yes. In this case.those units represent towed
A. Yes. but they must have MF remaining to identical defense factors, how is it decided which divisional artillery.
enable them to move off the hex. is the "weakest"? POSITIONAL DEFENSES:
A. You may attack any of the units in this case.
Q. Does a unit move at the normal road move~ Q. If a fort is occupied, call eremy units trave.l
ment rate even on a road that goes up a slope? Q. When a unit becomes dispersed. does he still directly through that square?
A. Yes. have zone-of~control on the hex he occupies? A. No. They may move onto the fort in one MISCELLANEOUS:
A. Yes, enemy units may still not move through turn, but they cannot move o;f until the next
turn. Grid co-ordinates are printed on the mapboards.
• Q. If ;Hlllor is carr~:ing. UllitS. v.. lllch an: atLackeu a dispersed unit. The dispersed unit also retains Examples are: hill 126 at I D7, hill 107 at 3J9. the
and dlsper~ed. \',:hat happens? its normal defense factor. Q. If there arc three German Ul1 ts in a fort, can square with "Bednost" at 2U5.
A. The passengers are unloaded. If this would there also be three German units m that fort'?
violate stacking limits they are eliminated. Q. Maya unit fire through a green hex side A., Yes. Or two Russian units.
through the width of a road in that hex? Q. If the Germans have to get t. nits onto board
A. No-unless the units are adjacent in which Q. Are units outside of a fort destroyed if the 2. for example. {.) satisfy victor:" condItions. are
Q. The TEC states that it costs a truck unit 2 fort is eliminated? the units that are on squares ; hat are half on
MF to enter a clear terrain hex, does this mean case the road is not necessary any way.
A. No. board 2 and half on another board considered on
EACH clear terrain hex? • Q. Since armored units cannot use the road board 2?
A. Yes. This applies for all movement penalties Q. Can block units ever be destroyed by en~
movement rate while executing an overrun attack. A. No.
of this sort. gineers or artillery?
can they still use the road to go through obstacles
such as green-hex~sides or up hills while moving at A. No. unlike in PI-.
Q. Does a unit moving along a gully have to pay Q. Can either side voluntarily destroy their own
J M F to leave the gully in addition to moving the non-road movement rate?
armored vehicles?
into the ford hex'? A. No. This is a very major difference between the Q. If a unit moves TO a fortification, does it A. Yes
A. No. The rules state that fords allow a unit to PB and PL rules. To utilize roads in PB you must cost him a movement factor to enter UNDER the
leave a gully at no extra cost. move at the road movement rate of Ih M F per hex fortification, rather than just sit on top of it? Q. Are mines placed in towns subject to the
traversed. This is why another unit in a road- A. There are no movement penalties for moving "add 1 to attacker's die roll" rule of the TEC?
• Q. The rules state that stacking limits do not woods hex always blocks movement of another onto or into a fortification counter.
vehicle when crossing a green-hex-side. Similiarly. A. No.
apply during movement-only before and after
movement. Therefore, may units pass through a
hex already occupied to its maximum stacking
a vehicle moving up a slope on a road hex without
the road bonus movement rate would pay 3 M F
Q. If only a transport or CP unit is placed under
a fortification counter, does the fort counter still
ability by wrecks'! per hex--not I. When submitting questions to us for answers,
have its full defense factor?
A. Yes. except as qualified by the road movement please note the following:
A. Yes, any unit with people in it will do it
rules. 1.) Include a stamped, self-addressed envelope.
(granted, it's not realistic, but it saves a whole lot
The letters that include one are answered first.
of hassle).
MINES: Those that do not are answered last; as a result,
Q. If an infantry unit starts its turn next to a these letters get back to you at least a week later.
COMBAT: Q. While dismahtling mines. do engineers undergo block. may it move onto the block and execute a 2.) If your question refers to a specific situa~
the mine attack? CAT attack in the same turn'? lion, please include a diagram of the situation. It
• Q. Do terrain qualifications affect odds or die A. Not as long as they observe the proper A. Yes. takes a good deal of time to answer the letter
rolls in a CAT? procedure for dismantling mines. If they attempt otherwise, which will delay your reply.
A. Yes-note that in PL only die rolls are to cross them in the normal manner they are 3.) We wish we could answer technical ques~
affected. subject to attack just like any other unit. lions and do research for you, but the large
• Q. Ira unit moves onto a minefield can it CAT or OPTIONALS: amount of mail we receive prohibits this. We will
Overrun in that turn'? Q. May engineers make a mine removal attempt be glad to answer questions on the play of the
A. Yes. and attack in the same turn? Q. Must a CP unit unload to observe? game, but we cannot, unfortunately, answer those
A. No. A. Yes! on technical or historical points nor can we
Q. Since units in towm, and forts are treated CIS research data for those of you designing your
armor targets, can they be attackd by I unit, Q. Do units which move onto mines in woods or Q. Using the INDIRECT FIRE rule maya friend-
own games.
that are two squares away? town hexes still add I to the minefield attack? ly unit call in artillery fire even though a friendly
4.) Keep orders and other mail separate from
A. No. A. No. CP unit does not see the enemy unit?
questions. Separating the items of your letters
A. No ·~unlcss using the Experimental Rules. into different departments takes time and delays
Q. If a defending unit gets a DD and th~n a D in Q. If two engineer units are adjacent to a
your reply.
the same turn. is it elimmated? minefield, can they '·att<Jck" it twice in one turn?
A. No. Just dispersed. A. Yes. Q. On the optional rules concerning Panzerblitz

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