TABLE OF CONTENTS

A. INTRODUCTION TO THE RULES .............................. 1
1. Game Components............................................................. 1
2. Game Scales....................................................................... 1
3. Mapboard........................................................................... 1
4. Unit Counters ..................................................................... 2
5. Interpreting The Data Cards............................................... 3
6. Set Up And Preparation For Play....................................... 5
B. THE BASIC GAME RULES............................................ 6
7. Introduction To The Basic Game....................................... 6
8. The Basic Game Sequence Of Play ................................... 6
9. General Game Procedures And Rules................................ 7
10. Measuring Ranges............................................................ 7
11. The Sighting Phase .......................................................... 7
12. The Order Plot Phase - How To Move............................. 8
13. General Rules Of Movement ........................................... 8
14. Sample Command Sheet Notations.................................. 9
15. The Direct Fire Phase - How To Fire AP Shells .............. 9
16. The Movement Phase....................................................... 12
17. The Adjustment Phase ..................................................... 13
18. Victory Conditions - How To Win................................... 13
C. THE ADVANCED GAME............................................. 13
19. The Advanced Game Sequence Of Play .......................... 13
20. Advanced Game Command Sheet Preparation ................ 13
21. Advanced Combat Order Plots ........................................ 14
22. Advanced Movement Order Plots.................................... 14
23. Advanced Fire Orders ...................................................... 15
24. Leg Unit Movement ......................................................... 15
25. Towed Unit Movement .................................................... 15
26. Transporting Units ........................................................... 15
27. Advanced Game Firing Notes.......................................... 15
28. How To Fire GP Weapons ............................................... 16
29. GP Effects ........................................................................ 16
30. Flamethrowers.................................................................. 17
31. The Close Assault Phase .................................................. 17
32. The Overrun Phase........................................................... 17
33. Bailed Out Vehicle Crews And Transported Units .......... 17
D. SITUATIONAL RULES ................................................ 18
34. Offboard Artillery ............................................................ 18
35. Mortars............................................................................. 19
36. Air Support ...................................................................... 19
37. Mines ............................................................................... 20
38. Special Infantry Units And Equipment ............................ 20
39. Special Ammunition ........................................................ 20
40. Assault Boats ................................................................... 21
41. Paratroops ........................................................................ 21
42. Gliders.............................................................................. 22
43. Special Vehicle And Gun Notes ...................................... 22
E. OPTIONAL RULES ....................................................... 23
44. Indirect Fire...................................................................... 23
45. Main Gun Depression ...................................................... 24
46. Additional Vehicle Armor ............................................... 24
47. Emergency Vehicle Speed ............................................... 24
48. GP Fire Terrain Modifiers Vs. Vehicles .......................... 24

49. Hasty Entrenchments ("Y") ............................................. 24
50. Limited Intelligence......................................................... 24
51. Optional Sighting Rules................................................... 24
52. Fires In Buildings And Alleys ......................................... 25
53. Time Of Day And Weather.............................................. 25
54. Machinegun Team Pinning Fire ...................................... 25
55. Organization And Command Control .............................. 26
56. Morale And Panic - Training And Experience ................ 26
57. Captured And Borrowed Equipment ............................... 27
58. Limited Ammunition And Fuel ....................................... 27
59. Terrain Options................................................................ 28
60. Multi-Player Rules - Umpired Games ............................. 29
61. Panzer - '88' - Armor Conversions .................................. 29
F. SCENARIOS ................................................................... 30
I. Introduction To The Scenarios ........................................... 30
II. Scenario Format ................................................................ 30
III. Sequence Of Scenario Set Up.......................................... 30
IV. Unit Selection.................................................................. 31
V. Determining Time And Weather ...................................... 32
VI. Terrain Support Set Up.................................................... 32
VII. Designated Artillery Plots And Airborne Information... 32
VII. Combat Unit Set Up....................................................... 32
IX. Varying Scenario Victory Conditions ............................. 32
X. Doing Your Own Scenarios.............................................. 32
XI. Scenarios ......................................................................... 33
CREDITS ............................................................................. 36
DESIGNERS'NOTES ......................................................... 36


Page 1











A. INTRODUCTION TO THE
RULES
PANZER (along with its sister games ‘88’ and
ARMOR) is a tactical game of ground combat in
the European Theater of Operations during World
War II. The game includes the most important
and/or interesting units used by the Axis (German
and Italian) and Allied (Soviet Union, United
States of America and British Commonwealth)
forces in these combats. The game can be played
by two or more players, each commanding a small
ground force.

1. GAME COMPONENTS
1.1 Unit Sorting and Storage Tray: A compart-
mented plastic tray is included for the separation
and storage of the units. Sort the Combat, Turret,
Support, and Miscellaneous counters into the
pockets of the tray, placing one or two types of
counters in each pocket. The Terrain counters and
Range Scales are too large for the pockets, and
should be spread out in the bottom of the game box
under the tray for storage. It is helpful to label
each pocket with a china marker. Sorting the
counters greatly speeds the set up of the game, and
time spent sorting the counters.
1.2 Game Cards: The Game Card contains the
most-used charts and tables needed for playing the
game. Two cards are provided so that each side
has one available for reference during a game.
1.3 Command Sheet Pad: These sheets are used
to record the movement and firing orders for the
units and to record hits on them. Each player
requires one sheet to play a game.
1.4 Rulebook: The Rulebook contains all the rules
of play for the PANZER system, information on
setting up scenarios, and additional reference
material.
1.5 Data Cards: The 148 Data Cards give the
individual information for each type of Combat
unit in the game. Each card is individually
numbered to help in identification. The cards must
be broken apart to be used for play. Note that
some types of counters may be used with more
than one Data Card. For example, the Cromwell
counter may be used with the Cromwell or
Cromwell C/S (Data Cards 105 and 106).
1.6 Target Angle Wheel/River/Glider & Para-
trooper Card: Printed on this card are the two
Target Angle Wheels, River (RVR) Terrain
overlays, and the Glider & Paratrooper Placement
hexagon. All of these must be carefully cut out
from the card for use in play. Trim around the
thick lines of each item, including the hex shapes
in the centers of the Target Angle Wheels and the
Glider & Paratrooper Placement hexagon.
1.7 Dice: Two decimal dice are included in the
game, one white and one colored. They can be
used as provided, but are easier to read if the
numbers are filled in with a black waterproof felt-
tip pen.
1.8 Other: Not included in the game but necessary
for play, is a pencil for each player. Pencils are
recommended over pens to allow erasing.

2. GAME SCALES
Each hex on the mapboard is roughly 50 meters
from side to side. Each Vehicle, Plane, or Anti-
Tank unit represents one actual item, with crew.
Each Leg unit represents four to 20 men and their
equipment. Each Armor Factor represents roughly
5mm Armor Basis. Each Turn represents 20 to 90
seconds of actual time.

3. MAPBOARD
The mapboard consists of multiple geomorphic
sections that can be joined together in a variety of
ways. The mapboard shows terrain features typical
of Europe and North Africa. The mapboard
sections form the playing surface on which the
combat units are placed and moved.
3.1 A hexagonal grid is printed on the map to
determine movement, facing and the exact position
of the units. An individual hexagon is called a
"hex". Each hex has a white Line of Sight Dot
(called a "Dot") used for sighting and firing. Most
hexes also have a four-digit identification code that
serves as its designation. The hexes where the
mapboards join do not contain an identification
number, as these numbers would change depending
on how the mapboard sections are joined together.
These hexes can be identified by referring to either
of the adjacent hexes on the joining mapboard
sections as if they were a continuation of those
hexes' numbering sequence. For example,
mapboard sections "A" and "B" are joined as
follows:

A
B

The unnumbered hex between hex 1511 on section
"A" and hex 3723 on section ''B" can be identified
as either hex A1512 (a continuation of the
sequence from hex 1511 on mapboard section "A")
or hex B3724 (a continuation of the sequence from
hex 3723 on mapboard section ''B")

3.2 Mapboard Sections: Each mapboard section is
labeled with the letters "A" through "L". The
labeled hex on each mapboard section is called a
Directional Hexagon, and provides a reference for
every hex on their mapboard section, as the
numbered hexsides provide the manner in which
the sides of all hexes in that mapboard section are
identified.
3.3 Directional Hexagon:
Each side of a hex is identified
by a number, that number
corresponding to the number
assigned to that same side of
the Directional Hexagon on
that mapboard section.

3.4 Center Hexes: The two
hexes that are in the center of
each mapboard section are
called the Center hexes, and in
ARMOR and ‘88’are marked
with a black six-sided star.
3.5 Mapboard Terrain: The terrain types appear-
ing on the mapboard are identified as follows,
along with their standard abbreviations:
CLEAR (CLR): A hex with
no terrain printed in it is
defined as a Clear hex. A
Clear hex represents terrain
that is basically flat and
obstacle free.

SCRUB (SCB): Any hex
with this green pattern printed
in it is defined as a Scrub hex.
A Scrub hex represents terrain
that is rather densely covered
by low bushes, tall grass, etc.

ROUGH (RGH): Any hex
with this brownish pattern
printed in it is defined as a
Rough hex. A Rough hex
represents terrain that is rocky
and uneven, and covered with
low obstacles.
DEPRESSION (DPN): Any
hex with this dark brown
pattern printed in it is defined
as a Depression hex. A
Depression hex represents
terrain that is clear, but 15 to
25 feet lower than normal
ground level.
ROAD (ROD): Any hex with
this thick brownish line
printed in it is defined as a
Road hex.


TRACK (TRK): Any hex
with parallel brown lines
printed in it is defined as a
Track (unpaved path) hex.


STREAM (STM): Any hex
with this dark blue line and
brown banks pattern printed
anywhere in it is defined as a
Stream hex. A Stream hex
represents a stream, brook, or
very small river with rather
shallow banks.
BRIDGE (BDG): Any hex
that contains both a Road and
a Stream is defined as a Bridge
hex. In some scenarios, this
may also be defined as a Ford
hex.

CREST (CST): Any hexside
with this dark brown pattern
printed along it is a Crest
hexside. A Crest hexside
represents a rather small and
sudden rise in the ground of
twenty to 30 feet in height.


Page 2



DEFILADE (DFL): Any
hexside with this dark brown
printed on or next to it is
defined as a Defilade hexside.
The brownish hex printed with
it is defined as a Defilade hex.
A Defilade hex represents
terrain that contains a number of gentle low (about
five feet high) slopes.
SOFT GROUND/SAND
(SFT/SND): Any hex with
this brown pattern printed in it
is defined as a possible Soft
Ground or Soft Sand (called a
"Soft") hex. A Soft hex
represents terrain that is sandy
or muddy. Used as Clear hexes in the Basic and
Advanced Game, their use is explained in the
Optional Rules. The Soft "areas" on each mapboard
section are identified by numbers.

4. UNIT COUNTERS
Die-cut counters of contrasting colors are provided
for play of the game. When punched out, they
provide a variety of units of many sizes and shapes.
These are your playing pieces, and they are called
units. Keep these units separated by color and type
once punched out, as this greatly speeds the set up
and play of the game.
The counters show the various vehicles, guns, and
men available, as well as terrain and markers
needed for the mechanics of the game. The
greenish-gray counters with black print show the
German forces, the greenish-gray counters with
brown print show the Italian forces, the green
counters show the American forces, the light
brown counters show the British forces, the yellow
counters show the Russian forces, the and the pale
green background counters are for use by either
side. The counters contain some of the information
needed to play the game. Carefully examine the
examples below:
4.1 Combat Units: Each counter representing a
Combat unit contains a pictorial symbol and a Unit
Identification Number. Vehicles and Planes also
contain the name of the unit.
Tracked Vehicles:


Half-Tracked and Wheeled Vehicles:


Planes and Gliders:


Large Towed Units:


Large Leg Units:


Small Leg Units:

Infantry MG Team Mortar Team
Small Towed Units:


Boats:


NOTE: The pictorial symbols on the Combat units
are not printed in constant scale with each other. If
this had been done, the smaller unit's pictures
would have been far too small to contain any
detail. Instead, each unit's picture was printed as
large as possible to fit the unit counters and show
maximum detail.
4.2 Turrets:

Buttoned Turret Open Turret
NOTE: American Turrets are used by all Allied
Vehicles. German Turrets by all Axis Vehicles.
4.3. Support Counters:
4.31 Terrain Support counters: These represent
military constructions, and are identified below,
along with their standard abbreviations:

Block (BLK) Ditch (DCH)

Wire (WIR) Mines (MNS)

Pillbox (PBX) Improved Position
(IMP)


Bunker (BKR)

4.32. Artillery Impact Markers:
These markers are made unique by
the Unit Identification Number on
them.
NOTE: American Artillery Impact
markers may be used to represent non-Russian
Allied Artillery. German Artillery Impact markers
may be used to represent Axis Artillery.
4.4 Terrain Counters: These are movable Terrain
counters, identified below, along with their
standard abbreviations:

Hill (HIL) - Various sizes
Hilltop (HTP) hexes are considered to be Clear
terrain. Each level of a Hill represents an elevation
rise of twenty to thirty feet. Note that some Hills
include Crest hexsides (see Optional Rule 59.5).

Woods (WDS) - Various sizes
Woods hexes represent terrain that is thickly
covered with trees.

Hedgerow (HDR) - Various sizes
Hedgerow hexes represent terrain covered with
high dirt embankments covered by hedges. This
terrain was prevalent during the Normandy
fighting.


Page 3



Buildings:
Wood Building (WBG) - Printed
in brown. Each Building represents
one or a close cluster of rather
substantial wood structures.
Stone Building (SBG) - Printed in
gray. Each Building represents one or a close
cluster of stout stone structures.
Brick, Mud/Brick Building (BBG) - Printed in
red. Each represents one or a close cluster of stout
brick structures.
Alley (ALY). These represent the
narrow streets and alleys between
the crowded buildings in North
African towns and the older parts
of European cities and towns. It is
used the same as a Wood Building
in the Armor and Advanced Rules, the Optional
Rules explaining special uses.
NOTE: Any hex containing a Building of any type
or an Alley being used as a Wood Building is
called a Building hex.
Span (SPN). These are used to
show major bridge structures or
those laid by Vehicles during a
game.


Well (WEL). This represents a
well or waterhole - a critical
objective in many desert battles.


4.5 Miscellaneous Counters: These are placed on
the mapboard to record events, and are identified
below, along with their standard abbreviations:

Wreck (WRK) Fire (FIR)

Full Cover (FC) Smoke (SMK)

Destroyed (DST) Hasty Entrenchment
(HST)

4.6 Range Scales: The Range Scales are printed on
the center frame of all three unit sheets. After all
units are punched out, carefully trim these three
Range Scales out of the rest of the frames. Cut as
cleanly as possible to leave straight edges, as these
will be used for measuring ranges.
4.7 Blanks: The counters with no printing on them
can be used for miscellaneous purposes - replacing
counters that have run short, to show "cleared"
minefield hexes, Culin Device "breakthrough"
Hedgerow hexes, etc.

5. INTERPRETING THE DATA CARDS
The Data Cards display the individual information
needed to move and fight your Combat units. A
single Data Card serves as a reference for all units
of that type which a player has on the mapboard.
All Vehicles, except and the Bren Carrier (Data
Card 102) and the LRDG/SAS Truck (Data Card
60) have information printed on both sides of their
Data Card regarding the same Vehicle - one side
covers information relating to moving and firing
the Vehicle, and the other side covers information
relating to that Vehicle being the "target" of hostile
combat. All information for the Trucks and the
Bren Carrier units is on the same side of their Data
Cards. Some cards have two Vehicles on the same
card, but information regarding each Vehicle is
listed on both sides of the card. Al1 Towed units
(Anti-Tank and Anti-Aircraft Guns) have all of
their information printed on one side of their Data
Card. All Leg units have all of their information
printed on one side or the other of the same card,
and there are several different Leg units given on
each side of the card. The reverse side of the
Truck Data Cards gives information regarding
Planes, including Gliders. Information on the
Terrain Support counters is given for ready
reference on several Data Cards. Please examine
the sample Data Cards carefully:
(1) Name and Unit: The name of the unit and the
correct type of unit counter to be used with the
Data Card or portion of the Data Card is identified.
The "Front" of all the Combat unit pictures on the
Data Cards point to the top of their Card. On
Vehicle Data Cards, the name is repeated on both
sides of the card, usually in a more complete form
on Side Two.
(2) Points: This is the Victory Point Value of each
unit of this type. For Vehicles there are three
numbers given. The first number is the Total Point
Value of the unit, the second is the Compartment
Point Value of the unit, and the third is the Track
or Gun Point Value of the unit. For Infantry units
there are also three numbers given, but these are all
Total Point Values. The first number is the Point
Value of an Assault or Squad Plus unit the second
is the Point Value of a Squad. and the third is the
Point Value of a Half Squad. Some Planes list two
total Point Values. The one used depends on if the
Plane is armed with Bombs or Rockets. All other
Combat units list only one number, which is the
Total Point Value of the unit. The Terrain Support
counter Values list the Point Values of the various
Terrain Support counters and the Optional Radio
Jamming Equipment.
(3) Radio: This information is used only with the
Optional Rules. If "Yes" is noted, the unit has a
radio. If "No" is noted, the unit does not have a
radio. If a fraction is listed, this is the proportion
of units of that type which have a radio. For
example, ''4/10" means that four units out of ten
will have a radio.
(4) Nation: This tells the nationality of the unit.
(5) Weight: This information is used only with the
Optional Rules. The listed number gives the
weight of the unit in tons.
(6) Speed: This is the number of Speed Factors
that the unit has. For Towed units the word
"Towed" appears indicating that these units can not
move by themselves, but must be transported by
Vehicles. For Leg units the Normal number of
Speed Factors is listed, and any variations due to
weather (Optional Rules) listed next to that. For
Vehicles there are three Speed notations, Normal,
Snow/Blowing Sand and Mud. The Snow and
Mud Speeds are used only with the Optional Rules,
but are listed in the same manner as the Normal
Speed is listed. The three numbers listed are the
Speed Factor, the Road Movement Cost and, last,
the Track Movement Cost. The Road and Track
Movement Costs are usually fractions. Planes have
no Speed Factors listed (their movement is
explained in the Optional Rules).
(7) Turn Cost: Only Vehicles have a Turn Cost.
Three numbers are given. The first number ("0" in
all cases) is the Speed Factor cost for turning one
hexside, the second number is the Speed Factor
cost for turning two hexsides, and the third number
is the Speed Factor cost for turning three hexsides
in a single hex.
(8) Transport: This gives the number of Stacking
Factors that the unit may "transport", "tow", or
"carry". Only Vehicles, Boats, and Gliders may be
used to transport other units. Vehicles may only
transport Leg units, Towed units, or Boats. Boats
may only transport Leg units. Gliders may
transport a large variety of units, depending on the
type of Glider. What types of units (L = Leg or T
= Towed) a particular unit may transport is given
next to the number or in the Notes. (There is no
Data Card for Boats. Their use is covered in the
Optional Rules).
(9) Stacking: This gives the Stacking Factor of the
unit. Planes have no Stacking Factors.
(10) Load/Unload: Only Leg and Towed units
may be transported. The listed number is the
number of Turns required for these units to be
loaded on or unloaded from a transporting unit.
The 88mm FLAK 38 AT Gun has a number printed
in parenthesis that is explained in the Optional
Rules.
(11) Gun Size: This gives the size(s) of the gun(s)
carried by the unit. If more than one gun is listed,
the first one listed is always the main gun. The
notation "MG" indicates that the main gun is a
machinegun, or, if listed second, that the unit has
independently fired machineguns in addition to the
main gun. Plane (except for Tank Busters) and
Leg units have no gun size listed. All guns listed
for the LRDG/SAS Truck (Data Card 60) are
considered main guns.
(12) Rate of Fire: This gives the rate of fire per
Turn of the guns the unit has, listed in the same
order as the gun sizes were listed. For most main
guns, two numbers are listed (i.e., "2-3"). The first
being the Slow Rate of Fire, and the second being
the Rapid Rate of Fire.
(13) Turret Turn: Only Vehicles may have
turrets. The listed number gives the number of
hexsides that a Turret may be pivoted during a
Turn. If the word "None" appears, the unit does
not have a rotating turret, but has a non-rotating
"turret superstructure". If the word "Turretless"
appears, the Vehicle has no turret or turret
superstructure. If the word "Turretless (360°)"
appears, the Vehicle has no turret or turret
superstructure, but its machineguns have a 360°
Field of Fire and do not have to worry about the
Vehicle's facing.



Page 4
VEHICLE DATA CARDS - FRONT AND BACK:

TRUCK, PLANE AND SUPPORT DATA CARDS:

LEG AND TOWED UNIT DATA CARDS:




Page 5
(14) Main Gun Depression or Gun Depression:
Only the main guns on Vehicles and Towed units
have a gun depression. This series of five numbers
is explained in the Optional Rules.
(15) Strafe, Bomb, and Rocket GP Factors,
Bomb Scatter: Only Planes have these Factors,
and their use is explained in the Optional Rules.
(16) Size: Only Vehicles have a Size. This
number is used to modify the chances of hitting the
Vehicle when Armor Piercing Shot is fired at it.
(17) GP Defense: All Combat units have a GP
Defense Factor. For Planes one number is listed
which is always used. For Vehicles two numbers
are listed, the first being the GP Defense Factor of
the Vehicle when it is not moving (NM), and the
second being the GP Defense Factor of the Vehicle
when it is moving (MV). The GP Defense Factor
for Planes and Vehicles is not affected by the
terrain of the hex they occupy. For Leg units and
Towed units, the GP Defense Factor is listed in the
Target Information Chart, and depends on whether
the unit is in Full Cover (FC), moving (MV) or not
moving (NM), and the terrain of the hex they
occupy. Block, Wire, Bunker and Pillbox Terrain
Support counters also have a GP Defense Factor
which never varies because of the terrain in their
hex.
(18) Close Assault Defense: Only Vehicles have a
Close Assault Defense Factor. As with Vehicle GP
Defense Factors, these vary if the Vehicle is
moving or not, but are not affected by terrain.
(19) MG Locations: This gives the locations of
any independently fired machineguns on a Vehicle.
The abbreviations indicate the locations as follows:
UH: Upper Hull
TT: Turret Top
TR: Turret Rear
HR: Hull Rear
The use of these is explained in the Advanced
Rules. If the letters "AA" appear in parenthesis,
the machinegun they appear with may be used for
anti-aircraft fire, as explained in the Optional
Rules.
(20) Gunnery Tables: Vehicles (with the
exception of Truck units, which are not armed),
Leg units, and Towed units have Gunnery Tables
which show the information needed to fire the
guns. Armor units may use two types of
destructive weaponry for Combat - Armor Piercing
(AP) and General Purpose (GP - represents high
explosives, fragmentation, and small arms). Those
units with an AP Factor and a Penetration line on
their Gunnery Tables have AP weapons. Those
units with GP Factor lines (NM GP Factor and MV
GP Factor) on their Gunnery Tables have GP
weapons. Some units may use both AP and GP,
while others can fire only AP or GP. On Vehicles
that have them the GP Factors of independently
fired machineguns are listed (MG NM GP Factors
and MG MV GP Factors). An additional type of
weapon is the flamethrower which is explained in
the Optional Rules. Also explained in the Optional
Rules is the use of the special AP weapons, APCR
and PG40, found on certain Data Cards. The Grant
tank (Data Card 69) has two main guns, and all
information is printed for both.
(21) Range Line: All units with Gunnery Tables
have a double Range Line somewhere in the
Tables. The Rate of Fire and effectiveness of AP
and GP weapons varies on either side of the Range
Line. All Ranges in Hexes to the left of the Range
Line are Short Range, and all Ranges in Hexes to
the right of the Range Line are Long Range.
(22) Damage Caused Table: All AP armed units
have a Damage Caused Table that is used to
determine the extent of damage caused by hits that
penetrate the armor of an enemy Vehicle.
(23) Bailed Out Crew: Only Vehicles (with the
exception of those Vehicles with crews too small to
worry about) and Towed units have this
information. The information given shows the
Gunnery Tables of these unit's crews when they
leave the unit (they function basically as weak
Infantry units).
(24) Hit Determination Tables: These Tables are
used to determine where an AP shell hits a Vehicle,
and whether or not it penetrates its armor at the
point it hits. The Hit Determination Tables for
Turretless Vehicles are somewhat smaller than the
ones for Vehicles with Turrets or Turret
Superstructures. That for the Archer Tank
Destroyer (Data Card 109) is slightly different
from all others due to the gun being mounted to
face the rear of the Vehicle. The Hit Determination
Tables for the Grant tank (Data Card 69) are
slightly larger than for any other Vehicle.
a. The Hit Determination Tables are divided into
three major columns, Level, Rising, and Falling,
which refer to the comparative elevations of the
firing and target units.
b. Each of the three major columns is divided into
four Angle columns, 0°, 30°, 45°, and 60°, which
refer to the angle of the firing unit to the target
unit.
c. Each Angle column is further divided into two
columns labeled HT (Hit column) and AB (Armor
Basis column). The numbers in the Hit column are
used to determine where an AP shell hits, and the
numbers in the Armor Basis column show the
thickness of the armor at that place on the target
unit.
d. The Type Hits, along the sides of the Hit
Determination Tables show the possible types of
hits on the Front, Side, or Rear of the target unit.
The abbreviations listed there stand for the
following types of hits:
Turret Hits Hull Hits
TF Turret Front UH Upper Hull
GM Gun Mantle LH Lower Hull
TT Turret Top HD Hull Deck
TS Turret Side HS Hull Side
TR Turret Rear HR Hull Rear
Gun Hit Track/Tire Hit
GN
Main/Turret
Gun
TK Track/Tire



(25) Notes: These mention when the unit was first
available for combat, production information, etc.
The Notes also mention any special rules or
conditions that apply to that individual unit.
(26) Available: This is found only on Plane Cards.
It tells when the plane type was first introduced to
the theatre covered by the game – not when it was
first produced.
(27) Ammo (OP): This gives the amount of
ammunition a Vehicle can carry (see Optional
Rules).

6. SET UP AND PREPARATION FOR PLAY
6.1 Scenario Selection: Select a scenario from the
Scenario section of the rulebook. All the specific
information necessary for the set up is listed in the
scenarios. The scenarios in the PANZER series are
very flexible in their format, allowing very
different games to be played each time a scenario is
used. The smaller scenarios are given first in the
Scenario section, and it is suggested that players
use these for their earliest games while
familiarizing themselves with the game mechanics.
The larger scenarios can be tried as experience is
gained.
6.2 Determining Sides: Which player will be on
which side is never determined until after the
mapboard is set up.
6.3 Mapboard Set Up: There are many different
ways in which the mapboard sections may be
placed together to form the full mapboard for a
game.
6.31 Edge-To-Edge: The mapboard sections are
placed together so that their longer sides are
touching. A sample Edge-to-Edge mapboard set
up is shown below:
A

C

B

6.32 End-To-End: The mapboard sections are
placed together so that their shorter sides are
touching. A sample End-to-End mapboard set up is
shown below:

E
H
G
6.33 Staggered: The mapboard sections are
placed together in a manner where the finished
mapboard will not be rectangular in shape. A
sample Staggered mapboard set up is shown below:



L


J

K

If you wanted to note exactly how the Staggered
mapboard sections were joined, you could note any
hex numbers on adjoining mapboard sections that
are adjacent where the sections join. For example,
in the set up shown above. the notation K3813-
J3801, J1412-L1436 would identify the adjacent
hexes where the mapboard sections join.
6.34 Combination: The Mapboard sections are
placed together in an End-To-End and Edge-To-

Page 6
Edge combination. A sample Combination
mapboard set up is shown below:

D

E
I

G
H


F

6.4 Terrain Placement: Information telling what
Terrain counters are used and where they should be
placed is listed in the individual scenarios. Not all
Terrain counters are used in every scenario, and
only a few Terrain counters have exact locations
given - exactly where the Terrain counters are to be
placed is largely left to the players. To indicate
exactly where Terrain counters are to be placed, the
following system can be used, but is not employed
in the scenarios as exact placement can be very
tedious and time-consuming.
6.41 Each Woods, Hill, Hedgerow, Oasis and River
counter contains an identifying number or letter
code and a triangle symbol if over one hex in size.
To list the exact placement of a Terrain counter
more than one hex in size, note two four-digit hex
identification codes. The first lists the hex to place
the triangle in, and the second lists the hex to place
the number code in. One four-digit identification
will suffice for Terrain counters that are only one
hex in size.
6.42 Large Buildings: Whenever Buildings are
placed in adjacent hexes they are considered to be
one large building. A large building could consist
of adjacent Building and Alley counters.
6.43 Multi-Level Hills: Hill Terrain counters may
be stacked one on top of another (always smaller
ones on top of larger ones) to form multi-level hills
up to four levels high. In addition, Building, Alley,
Woods, and Hedgerow counters may also be
stacked on top of Hills.
6.44 Multi-Level Buildings: Buildings may be
stacked one on top of another to form multi-storied
buildings up to four levels high. If Buildings are
stacked on top of Hills, the total height of Hills and
Buildings should not exceed four levels.
6.45 Rivers: Rivers may be placed to form broad
rivers that cover many mapboard hexes, turning
these into River hexes. Hills may be placed on top
of River hexes, complete with Building, Woods,
etc., to form "islands" in the river.
6.46 Spans: Spans may be placed as bridges
across Stream hexes (turning them into Bridge
hexes), or placed in adjacent hexes to show bridges
across the River hexes. Generally, Spans should be
placed where roads lead up to them.
6.47 Well: The well has no elevation or effect on
movement or combat. It is used solely to mark a
location. Any large group of buildings in Desert
scenarios should have the Well placed nearby.
6.48 Any Terrain counters placed in a hex will
negate the original terrain printed in that hex.
Terrain counters may be placed anywhere (within
the scenario guidelines) on the mapboard for a
game, but should generally not be placed in Road
or Track hexes. Wells, Alleys and Buildings
should generally be placed adjacent to Road or
Track hexes, and should not be placed in Woods,
Hedgerow, Stream, or Span hexes.
6.5 Terrain Support Placement: If Terrain
Support counters are used in a game, the side using
them may set them up anywhere on the mapboard
with the following restrictions:
6.51 Block: May not be set up in Building,
Stream, or River hexes, or in the same hex with
Ditch, Improved Position, or Wire counters.
6.52 Ditch: May not be set up in Building,
Depression, Steam, or River hexes, or in the same
hex with Block, Improved Position, Pillbox,
Bunker, or Span counters.
6.53 Improved Position: May not be set up in
Building, Stream, or River hexes, or in the same
hex with Block, Wire, Ditch, Pillbox, or Bunker
counters.
6.54 Wire: May not be set up in Building, Steam,
or River hexes, or in the same hex with Block or
Improved Position counters.
6.55 Mines: May not be Set up in Building or
River hexes, or in the same hex with Ditch,
Improved Position, Pillbox, or Bunker counters.
6.56 Pillbox: May not be set up in Building,
Stream, or River hexes, or in the same hex with
Ditch, Improved Position, Mine, Bunker, or other
Pillbox counters.
6.57 Bunker: May not be set up in Building,
Stream, or River hexes, or in the same hex with
Ditch, Improved Position, Mine, Pillbox, or other
Bunker counters.
6.58 No Terrain Support counters may be set up
closer than five hexes range from a mapboard side.
Once placed, all Terrain Support counters remain
in place and cannot be moved during the game.
Terrain Support counters do not negate the original
terrain in the hex. None of these counters is used
in the Basic Game.
6.6 Combat Unit Placement: Both sides select
the Combat units and Artillery Impact markers
(Optional Rules) needed for the scenario, and the
Data Cards for the units being used. Where these
units are placed on or enter the mapboard at the
start of the game is listed in the individual
scenarios. Place Turrets on all Vehicles that
require them.
6.7 Command Sheet Preparation: The Command
Sheets contain a list of Command Notations (not
all used in the Basic Game) used in plotting orders
in the Combat Unit Columns, and a Vehicle
Movement Costs Chart for easy reference during a
game. The use of the Artillery Plot section is
explained in the Optional Rules, and this section is
not used for play of the Basic or Advanced Games.
The Command Sheets contain twelve Combat Unit
Columns. Each Combat Unit Column is used to
plot the orders for one Combat unit on the
mapboard. In the boxes at the top of each Combat
Unit Column, the players should fill in the name
and identification of each unit they command, as
shown below:

TURN
NO.
Sherman
813
Crusader
III 822
Grant
809
Honey
707
1
2




B. THE BASIC GAME RULES

7. INTRODUCTION TO THE BASIC GAME
7.1 PANZER series games are basically two-player
games using a simultaneous system for moving and
firing. Each player uses his forces, Axis or Allied,
to accomplish the objectives of the scenario being
played.
7.2 The Basic Game Rules cover the play of the
game in its simplest form, and only some of the
Vehicles are used for games using these rules.
After reading the Basic Game Rules, new players
should try a few games using Scenario One before
trying to learn the rest of the rules in the Advanced
Game and Optional Rules sections.
7.3 The Basic Game is concerned with the
mechanics of the game specifically for combats
between armored fighting vehicles. The Advanced
Game Rules introduce new topics that build on the
concepts that have become familiar through play of
the Basic Game. The Optional Rules introduce yet
more topics, and add rules that provide additional
realism and complexity. If players master each
section of the rules before going into the next
section, they will find that learning and
understanding the rules will be much easier.
7.4 The Terrain Support counters and Full Cover,
Fire, Smoke, Destroyed, Hasty Entrenchment, and
Boat counters are not needed for play of the Basic
Game.

8. THE BASIC GAME SEQUENCE OF PLAY
The Basic Game is played in Turns. Each Turn is
divided into five Phases, which must be performed
in the sequence described below.
8.1 The Sighting Phase: Through use of the
Range Scale and the Sighting Ranges and Sighting
Elevation Tables on the Game Cards, the players
determine which enemy units each of their own
units can "see".
8.2 The Order Plot Phase: The players secretly
write the orders for each of their Combat units for
the current Turn on their Command Sheets. This
writing of a series of letter and number notations is
called plotting orders. Each notation indicates
specific actions that the unit will perform during
the Turn.
8.3 The Direct Fire Phase: Each player now
executes all the Direct Fire orders that were plotted
for their units. The fire is resolved, and all
knocked out units replaced by Wrecks and/or hits
marked on the Command Sheets.
8.4 The Movement Phase: The players now make
their plotted movements sequentially, the Axis side
moving first on odd numbered Turns, and the
Allied side moving first on even numbered Turns.
While one side moves units, the other side watches
the path of each moving unit to determine if
Tracking or Opportunity Fire is triggered. As each
Tracking or Opportunity Fire is triggered, the fire
is resolved, and all knocked out units replaced by
Wrecks and/or hits marked on the Command
Sheets.
8.5 The Adjustment Phase: The players may now
turn all units with orders to Pivot in Place, turn all
movable Turrets, and replace any Turrets they wish
to change. This is done sequentially, with the Axis
side going first on odd numbered Turns, and the
Allied side going first on even numbered Turns.
While one side performs these tasks, the other side

Page 7
watches.

9. GENERAL GAME PROCEDURES AND
RULES
The following all play a part in several different
Phases of a Turn.
9.1 Reading The Dice: The two dice included in
the game are called decimal dice since they can roll
ten different numbers (0-9). Whenever they are
both rolled, they are read in the order "white die",
"colored die" to form combined numbers from "01"
(lowest) to '00" (highest). For example, if the
white die shows a ”6” and the colored die shows a
“7”, the dice number rolled is read as “67”.
9.2 Stacking - Units Per Hex Limitations:
Practically considered, a 50 meter hex is a large
area, and real limits on the numbers of units in a
hex can not be imposed, although a large mass of
units in one hex would definitely present an
inviting target.
9.21 There is no limit on the number of units of
one side that may be present in the same hex at the
same time, regardless of the number of Stacking
Factors those units represent. However, anytime
there are more than four Stacking Factors in the
same hex at the same time, a unit in that hex may
be fired at as if the hex were a clear hex, regardless
of the actual terrain in the hex. Also, units in a hex
that contains over four Stacking Factors may be
sighted from twice the normal sighting range. Leg
and Towed units that are transported by Vehicles
do not have their Stacking Factors counted while
being transported, although they are counted while
loading or unloading (see the Advanced Rules for
Leg and Towed units - they are not used in the
Basic Game).
9.22 Units may never end their movement in a hex
containing a unit from the other side, but must end
their movement prior to entering such a hex.
9.23 Wrecks add two Stacking Factors to
whichever side is in their hex.
9.24 Terrain and Terrain Support counters have no
Stacking Factors except Pillboxes and Bunkers,
which are both worth “2” and “4” Stacking Factors,
respectively.
9.3 Unit Facing: The front of all Combat units is
shown on their Data Cards - the front of each unit
faces the top of the Card.
9.31 Except during reverse moves, a unit must
always be moved with the front of the unit facing
towards the direction of movement. During reverse
moves, a unit moves in exactly the reverse of the
unit's facing.
9.32 Units must at all times be facing towards a
definite hexside not towards the angle of a hex. Be
very careful with the placement of units with
regard to their facing, especially when more than
one unit is present in a hex, so that no chances for
confusion exist.
9.33 Turret counters on Vehicles that have turrets
may be facing in a different direction from the
front of the Vehicle on which they are placed.


10. MEASURING RANGES
The Range Scales are used to measure all ranges
for sighting and firing. The marks on the Range
Scales are exactly one hex distance apart.
10.1 Place a corner of the "1" end of a Range Scale
on the Dot in the hex from which the firing or
sighting takes place. Run the edge of the Range
Scale to the Dot in the target hex.
10.11 If a line on the Range Scale falls directly on
the Dot in the target hex, the range is the number
printed before reaching that line.
10.12 If a line on the Range Scale falls past the Dot
in the target hex, the range is the number printed in
the section of the Range Scale that covers the Dot.
10.2 For longer ranges of up to 48 hexes, lay out
two or all three Range Scales end to end. Note that
the Range Scales have the ranges 17-32 printed in
parenthesis for ease in making measurements up to
32.
10.3 For ranges longer than 48 hexes (rarely
occurs), the Range Scales must be "leap frogged"
forward and added together to measure the range.

11. THE SIGHTING PHASE
11.1 Units must be "seen" to be fired at by a
specific unit. A unit must have a clear line of sight
and be within sighting range before it can fire at
enemy units. A single unit may sight any and all
enemy units that can be "seen" from its hex.
Sightings can be made in all directions.
11.2 General Sighting Procedure: Using a piece
of string or a straight edge, check any questionable
sightings for blocking terrain and range. A hex that
cannot be sighted may not be fired at. After their
first few games, players will find that most
sightings are obvious, and only a few "close" ones
need to be checked every Turn.
11.3 Line Of Sight: The Line of Sight for a unit is
a straight line from the Dot in the hex containing
the sighting unit to the Dot in the hex being
sighted. Terrain may block the line of sight and
prevent sighting. A piece of string (recommended)
or any straight edge may be used to check this
straight line.
11.4 Elevation Levels: All terrain is divided into
six elevation levels, called levels "-1," "0," "+1,"
"+2," "+3," and "+4."
11.41 Level -1: This is terrain that is lower than the
general ground level elevation - Depression hexes,
Ditch counters.
11.42 Level 0: This is terrain at normal ground
level elevation, and covers all terrain not covered
in the other levels such as Terrain Support
counters, Defilade hexes, Scrub hexes, Stream
hexes, the Well, Bridge hexes over Streams, etc.
11.43 Level +1: This is terrain that is higher than
the general ground level elevation - Buildings and
Alleys, Bunkers, Spans bridging River hexes, Crest
hexsides, Hedgerows and lone Hills.
11.44 Level +2: This is terrain that equals two
Level +1 elevation levels – Oasis, Hills stacked
two high, a Building stacked on a lone Hill, a two
story Building, etc.
11.45 Level +3: This is terrain that equals three
Level +1 elevation levels - Hills stacked three high,
a three story Building, a Building stacked on two
stacked Hills, Woods alone, etc.
11.46 Level +4: This is terrain that equals four
Level +1 elevation levels - Hill or Buildings
stacked four high, a Building stacked on three
stacked Hills, Woods or Hedgerows stacked on one
Hill, etc. Elevations of greater than Level +4 are
possible by stacking Woods or Hedgerows or
single Buildings on stacked Hills. Hills and
Buildings may not be stacked, alone or together, in
such a way that a Combat unit in the hex would be
higher than Level +4.
11.5 Miscellaneous Sighting Rules
11.51 Friendly and/or enemy Combat units will
never block the line of sight. Only terrain can block
a line of sight.
11.52 Although single Buildings are Level +1, and
Woods and Hedgerows are Level +3, they do not
add to the elevation of a Combat unit placed on
them. For example, a Woods is placed on Level 0
hexes. A Vehicle that enters these Woods hexes is
considered to be at Level 0 elevation, not at Level
+3 elevation.
11.53 Hills do add to the elevation of other units
placed on them.
11.54 Ditches subtract one from the elevation of
the hexes in which they are placed.
11.55 For Buildings, a Combat unit in the second
story is at Level +1, a Combat unit in the third
story is at Level +2, etc.
11.56 For easy reference, notes on Elevation
Levels are printed next to the Sighting Elevation
Table on the Game Card.
11.6 General Elevation Sighting Rules: Only
blocking elevation levels that lie between the
sighting unit and the target hex being sighted will
block a line of sight. The existence of blocking
terrain actually in the target hex will not block the
line of sight.
11.61 The line of sight may be blocked if it crosses
a blocking terrain hex or coincides along the length
of its hexside.

11.62 The line of sight may be blocked if it crosses
a blocking hexside or coincides along its length.

11.7 The Sighting Elevation Table: The Sighting
Elevation Table is found on the Game Cards and is
used to determine if a certain hex can be sighted
from another hex when the line of sight crosses
hexes or hexsides that may block the line of sight.

Page 8
The procedures for using this Table are as follows:
11.71 Along the left side of the Table, in the
Sighting Unit Elevation column, find the elevation
level of the hex containing the sighting unit.
11.72 Along the top of the Table, find the elevation
level of the target hex that you wish to sight.
11.73 Determine if a possible blocking terrain hex
or hexside is closer ("C"), exactly midway ("M"),
or farther ("F") in range from the sighting unit than
from the target hex. Crossgrid the appropriate
range column ("C," "M," or "F") to find the
elevation level required to block the sighting.
Example: Unit "A" in an elevation level 0 hex, is
trying to sight hex "C," elevation Level 2, but the
terrain in hex "B" may block this. The range from
A to B is two, and the range from B to C is three,
so that the terrain in B is closer (''C") to the
sighting unit than to the target hex. Crossgridding
the Sighting Unit Elevation of Level 0 with the "C"
column of the Target Hex Elevation Level 2, the
number "1+" appears. This indicates that if the
terrain in hex B is at elevation Level 1 or more
(''+”), the line of sight is blocked.

11.74 The sides of the mapboard block all
sightings.
11.8 The Sighting Ranges Table: Even with an
unblocked line of sight, a hex must also be close
enough to be seen in order to be sighted. The range
at which a Combat unit may be seen is shown on
the Sighting Ranges Table. The procedure for using
this Table is as follows:
11.81 Measure the range from the sighting unit to
the target hex.
11.82 Weather in the Basic Game is always "Day
Armor/Advanced," so the sighting distances listed
by the words "Day Armor/Advanced" are the ones
used for the Basic and Advanced games. In the
Sighting Unit column, the unit may be either
Normal (Open Turret on a Vehicle, or any other
type of Combat unit), or Buttoned (Buttoned Turret
on a Vehicle). The appropriate line for the unit
used for the sighting is selected.
11.83 Along the top of the Table find the terrain in
the target hex being sighted, and, under that, the
type of Combat unit in the target hex - Vehicle,
Plane, Glider, or Bunkers ("VH"), Large Towed
and Pillbox units ("LG"), or Small Leg or Towed
units ("SM"). As only Vehicles are used in the
Basic Game, this is the column that will always be
used for games played using the Basic Game
Rules, If the terrain in the target hex is mixed, use
the type of terrain that lists the smallest ranges. For
example, if a Block is placed in a Scrub hex, the
ranges listed under Block would be used as they
are smaller.
11.84 Crossgrid the entries to find the longest
range from which the unit can be sighted, For units
in Defilade hexes, there are two range numbers
listed. The first number is the range from which the
unit can be sighted from a higher elevation than the
target hex. The second number is the range from
which the unit can be sighted from the same or
lower elevations than the target hex.
11.85 Regardless of the listed ranges, any unit
which fires is sighted by all units with an
unblocked line of sight to its hex for the following
Turn only. This would not apply on later Turns if
the sighted unit did not fire again.
11.86 Units in a hex containing more than four
Stacking Factors can be sighted from twice the
normal range.
Example: A Firefly with an Open Turret is trying to
sight a Panther in a Rough hex. Crossgridding
''Normal" with "VH" in the "Depression or Rough"
section, the number ''15'' is found. The Panther
may be sighted if the range is 15 or less.

12. THE ORDER PLOT PHASE - HOW TO
MOVE
12.1 All units are assumed to be carrying out
similar orders simultaneously. The orders for each
unit must be secretly plotted in its column of the
Command Sheet before any orders are executed.
Players should mark on their Command Sheets in
pencil to facilitate erasing. Check over the plotted
orders to be sure they are correct and legal after all
notations are written.
12.2 Command Sheet Notations: The Command
Sheet is used by the players for plotting the orders
for the units they control. A system of notations is
used in marking these entries. All players must
learn and use the system, so that any other player
could understand their orders. For easy reference
during play, all order notations are printed on the
Command Sheets.
12.3 General Notation Rule: The orders are
plotted for each unit in the column under the name
and identification number of the unit on the line
containing the current Turn number. If no notations
are made, the unit does nothing.
12.31 Order Combinations: The large numbers of
possible orders that can be plotted, and their rules
concerning which orders can be given in
combination with other orders can be confusing
and hard to remember. At the back of the rulebook,
is the Order Combination Table and its associated
numbered notes. This will provide a reference for
order combinations while games are being played.
12.32 Long Notations: From time to time, long
and complex order notations may threaten to
overflow the space provided for each unit for each
Turn on the Command Sheets. For plots that will
not fit, mark a circled reference on the line, and
mark the same circled reference on some open spot
on the Command Sheet. Then write the whole long
reference in the open spot.
12.4 Firing Orders: Firing orders may be plotted
against enemy units or any hexes that can be
sighted. Only the main guns and AP weapons are
used for the Basic Game.
12.41 Direct Fire Orders ("F"): The notation "F,"
followed by the identification number of an enemy
unit is an order to use Direct Fire against that unit
during the Direct Fire Phase. If this notation is
used, the firing unit may expend no more than two
Speed Factors for movement during the Turn. For
example, the notation "F-700'' is an order to use
Direct Fire against enemy unit 700.
12.42 Opportunity Fire Orders ("N"): The
notation "N," followed by the number of a hex is
an order to use Opportunity Fire against any unit
that crosses the line of sight to that hex. For
example, the notation "N-1802" is an order to use
Opportunity fire against hex 1802, or anything in
the line of sight from the firing unit's hex to that
hex.
12.421 If this notation is used, no other orders of
any kind may be plotted for the unit.
12.422 A unit may not plot Opportunity Fire for
the hex it occupies.
12.423 Opportunity Fire takes place during the
Movement Phase.
12.43 Tracking Fire Orders (“T”): Tracking Fire
is similar to Opportunity Fire, but is directed
against one specific unit.
12.431 Tracking is plotted by using the notation
"T" and the identification number of the target unit.
Tracking Fire takes place during the Movement
Phase. Tracking Fire is primarily used to get a
good shot at an advancing unit after it has left
cover which would have spoiled a Direct Fire at the
unit, or to fire at an Overrunning Vehicle.
12.432 If this notation is used, no other orders of
any kind may be plotted for the unit.
12.44 If there are any movement orders of any kind
plotted, all main gun fire is impossible at Long
Range (on the right side of Range Line)
12.5 Movement Orders: Movement orders are
plotted to maneuver the units across the mapboard
hex grid.
12.51 Forward Movement Orders ("#"): Any
number written is the number of hexes the unit will
move forward (in the direction in which the unit
faces) in a straight line during the Movement
Phase.
12.52 Unit Turning Orders ("L" and "R"): The
notation "L" is an order to change the unit's facing
one hexside to the left (i.e., make a 60
o
left turn).
The notation "R" is an order to change the unit's
facing one hexside to the right. Multiple turns are
indicated by repeating a turn order more than once.
For example, the notation "RR" indicates two
successive turns to the right. Plotted turning takes
place during the Movement Phase.
12.53 Reverse Movement Orders ("B"): The
notation "B" is an order to move backwards (in the
reverse of the direction in which the unit faces) one
hex. For Vehicles, Movement Costs for Reverse
moves are twice their normal costs (Exception:
60.5). Reverse movement takes place during the
Movement Phase. Multiple Reverse moves are
indicated by repeating the Reverse order more than
once.
12.54 Pivot In Place Orders ("V"): The notation
"V" is an order to turn the unit in place an
unspecified amount and direction. Two Speed
Factors are expended by any Vehicle with orders to
Pivot in Place. Pivot in Place occurs during the
Adjustment Phase.

13. GENERAL RULES OF MOVEMENT
13.1 Each unit has a Speed Factor that determines
the number of hexes it can move during a Turn.
This Speed Factor appears on the unit's Data Card
as its Speed.
13.2 Each unit expends Speed Factors as it turns in
a hex and/or enters new hexes.
13.3The cost in Speed Factors for a Vehicle to turn
in a hex is printed on its Data Card as its Turn
Cost. These costs are for turns made in one hex. A
Vehicle turns within a hex, expends any turn costs,
then moves to the next hex and starts over when
expending turn costs for that next hex. For
example, a unit with a Turn Cost of "0-1-2" can
turn one hexside at zero cost in Speed Factors, two

Page 9



hexsides at a cost of one Speed Factor, or three
hexsides at a cost of two Speed Factors.
13.4 The cost in Speed Factors for a Vehicle to
enter a hex is printed on the Vehicle Movement
Costs Chart printed on the Command Sheets. For
example, entering a Clear hex costs one Speed
Factor, and entering a Scrub hex costs two Speed
factors.
13.41 Movement into "P" ("Prohibited") hexes is
not allowed.
13.42 Crossing Crest hexsides and entering Smoke
and Wire hexes costs a value added to the cost of
any other terrain ("OT") in the hex.
13.43 Only the movements to be made are plotted.
No note is made of the movement costs to make
those moves - this should be figured in your head
as the notations are written.
13.44 A unit may always enter at least one new hex
during its movement, if it does no firing and
expends no Speed Factors for other moves, even if
the cost of entering the hex exceeds the unit's
Speed Factor.
13.45 A player may move as many or as few of his
units during a Turn as desired, and may move them
any number of hexes, up to the limits of their
Speed Factors. Every unit does not have to be
moved, nor does any unit have to be moved. A unit
may use only part of its Speed Factor, if the player
desires. Movement is completely voluntary,
13.46 Units may move in any direction or
combination of directions, as long as the Speed
Factors are available for the movement, and as long
as movement is not into a "prohibited" hex.
13.47 Except for Reverse moves, the unit must
always be moved into the hex it faces and keep the
facing of the unit towards the direction of
movement. For Reverse moves, the unit will move
in the direction directly opposite from its facing,
but maintain its original facing direction.
13.5 Road and Track Movement: A Vehicle that
follows the path of a Road or Track while entering
a new hex may use the Road or Track Movement
Cost for that Vehicle for entering the hex instead of
the normal Speed Factor costs to enter that hex.
Road or Track Movement Costs may not be used to
enter a hex if the path of the Road or Track is not
followed, or if the hex contains a Block, Wire,
Ditch, Bunker, Pillbox, Wreck, or enemy Combat
unit. If a Track hex is entered by following the path
of a Road, the Road Movement Cost is used. If a
Road hex is entered by following the path of a
Track, the Track Movement Cost is used.
13.6 Uphill Vehicle Moves: Stacked Hills can
form hexsides that are from one to four Levels
high. A Vehicle may go up a one Level Hill
hexside with no penalty. Going up a two Level Hill
hexside with a Vehicle costs the same as crossing a
Crest hexside. Three or four Level hexsides may
not be crossed by Vehicles.
13.7 All mapboard hexes may be used for the
game, even the partial ones along the mapboard
sides.
13.8 Vehicles must spend an extra Speed Factor if
they wish to turn as their last action in their last hex
of movement.

14. SAMPLE COMMAND SHEET NOTA-
TIONS
A STG IIIG/75 is used in all the following
examples. Consult Data Card #138 while studying
the examples.

2RR1
14.1 Move two hexes
through Clear terrain (2
Speed Factors), turn twice to
the right (1 Speed Factor),
move one hex through Clear
terrain (1 Speed Factor).

2L1
14.2 Move one hex into
Scrub terrain (2 Speed
Factors), move one hex
into Clear Terrain (1
Speed Factor), turn once
to the left (0 Speed
Factors), move one hex
using Road Movement (2/3 Speed Factors).

L1
14.3 The unit has 4 Speed
Factors. Turn once to the left (0
Speed Factors), move one hex
over a Crest hexside into a Scrub
hex (5 Speed Factors). The
Vehicle was able to expend 5 Speed Factors when
only 4 were available because a unit may always
enter one new hex if it does not fire or expend
Speed Factors on other moves.

BL1
14.4 Move one hex in
Reverse into Clear terrain (2
Speed Factors), turn once to
the left (0 Speed Factors),
and move one hex forward
into clear terrain (1 Speed
Factor).

F-906-3
14.5 Direct Fire at
enemy unit 906, then
move three hexes
using Road Movement
(2 Speed Factors).


2V
14.6 Move two hexes into
Clear terrain (2 Speed
Factors), then Pivot in
Place (2 Speed Factors).
The Pivot in Place may be
up to three hexsides in
any direction, and will take place during the
Adjustment Phase.

15. THE DIRECT FIRE PHASE - HOW TO
FIRE AP SHELLS
During this Phase, units plotted to use Direct Fire
fire their guns and damage is determined.
15.1. Direct Fire Determination: All Direct Fire
is conducted from the positions and facings the
units have before any movement takes place. All
Direct Fire is considered to be simultaneous,
although it can be conducted in any convenient
order (simply ignore the effects of hits until all
Direct Fire is completed.
15.11 A unit may only fire at an enemy unit that it
can sight. It must have a Direct Fire order to fire at
one specific enemy unit. In the Basic Game, only
the main gun is used, and it may be fired at only
one enemy unit per Turn, regardless of its Rate of
Fire.
15.12 All units Direct Fire individually.
15.13 Field of Fire: In addition to being able to
sight a target unit, the target unit must be in the
Field of Fire of the firing gun. All weapons used
for the Basic Game have a Field of Fire that covers
a 60
o
arc out to the limits of the gun's range, as
shown in this diagram:

Any hex that is shaded or partially shaded is in the
Field of Fire.
15.131 For Vehicles that have no turret, this arc
comes from the front face of the Vehicle.
15.132 For Vehicles that do have a turret, this arc
comes from the front face of the Turret.
15.133 For the British Portee AT Guns (Data Card
62) and Archer Tank Destroyers (Data Card 109),
this arc comes from the rear face of the Vehicle.
15.14 Illegal Direct Fire Orders: A unit with
Direct Fire orders that is also plotted to expend
more than two Speed Factors, or which is plotted to
fire at any target which it cannot sight or is not in
its Field of Fire may not fire.
15.2 Direct Fire Procedure: Once it has been
determined that Direct Fire is possible as plotted,
the following procedure is followed for every shot.
15.21 Use the Range Scales to measure the range
from the firing unit's hex to the target unit's hex.
Find this range in the Range in Hexes line of the
Gunnery Tables on the firing unit's Data Card.
Under the correct column you will find listed an
AP Factor and a Penetration value (other lines on
the Gunnery Tables are not used in the Basic
Game). This information is used in firing Armor
Piercing Shells with the unit's main gun. For
example on the M5A1 Data Card (119), if the
range is "14'' (use the "13-14'' column), the AP
Factor is "14", and the Penetration is "11".
15.22 Now the AP Hit Tables on the Game Card
are used. The AP Factors of firing units are listed
along the top of these Tables running from "1" to
"20." Use the column whose number matches the
AP Factor of the firing unit.
15.23 Now check the Modifiers listed under the AP
Hit Tables on the Game Card, and use the ones that
apply for the shot. These Modifiers are used only
where applicable, are cumulative and are added or
subtracted from the Base Modifier number of 20.
15.24 Movement Modifiers: The Movement


Page 10
Modifiers are printed in tabular form.
15.241 On the left hand side of the Movement
Modifiers Chart find the line that applies to the
firing unit: If the firing unit has only a Direct Fire
notation, and no movement orders, the "0" line is
used for the firing unit. If the firing unit has any
movement orders, including Pivot in Place or turns
that expend no Speed Factors, the “Turn, 1-2” line
is used for the firing unit. Note that Direct Fire
commands are not possible if the firing unit
expends more than two Speed Factors for its
movement orders.
15.242 Along the top of the Movement Modifiers
Chart find the column that applies to the number of
hexes that the target has movement orders to make,
and use this column for the target unit. Note that
for the target unit this is the number of hexes
actually to be moved, not the number of Speed
Factors to be expended.
15.243 Crossgrid the correct firing unit line with
the correct target unit column to find the Movement
Modifier.
15.25 Target Terrain Modifiers: If the terrain in
the hex containing the target affects the firing, the
modifier is listed in this section. If the terrain in the
target hex is not listed, it does not modify the shot.
These modifiers are ignored if the Target is in a
hex that contains over four Stacking Factors.
15.26 Miscellaneous Modifiers:
15.261 Target Size: The Size of the target is found
in the Target Information section of the target
Vehicle's Data Card.
15.262 Opportunity Fire: This modifier applies to
all Opportunity Fire, but never affects Direct Fire
or Tracking Fire.
15.263 Side Shot: If the angle of the shot falls into
the target unit's side aspect (the FS 60°, S 0°, or RS
60° sections, which are shaded on the Target Angle
Wheel) this modifier applies. Check with the
Target Angle Wheel anytime a shot looks close.
15.264 Per Crew Loss: This modifier applies for
each Crew loss suffered by a Vehicle or Towed
unit, and is not used in the Basic Game.
15.265 Firer Suppressed: This applies if the firing
unit is Suppressed, and is not used in the Basic
Game.
15.266 Previous Hit: This applies if the target was
hit by the firing unit on the previous Turn. The NM
(not moving) modifier is used if the target does not
have movement orders to enter a new hex. The MV
(moving) modifier is used if the target does not
have movement orders to enter a new hex.
15.267 Special Turretless Hull Down: This
modifier applies only to Vehicles with the word
"Turretless" on the Turret Turn line of their Data
Card when they are in a Hull Down situation (see
Advanced Rules, section 15.4).
15.268 Crack/Poor/Fire Into Sun: These
modifiers are not used in the Basic or Advanced
Games. Their use is explained in the Optional
Rules.
15.27 After adding or subtracting the cumulative
modifier total to or from the Base Modifier of "20,"
you have the Modifier Number. Crossgrid the
appropriate Modifier Number (found in the Mod.
No. columns along the side of the Tables) with the
proper AP Factor column to find a two digit
number. This number is the Hit Number for firing.
If the Modifier Number is "0" or less no shot is
possible, and an automatic "miss" results.
15.28 Rates of Fire: The Rate of Fire for all
weapons is found on their unit's Data Card. No
special notation is needed to indicate the number of
shots fired - this can be determined at the time the
firing takes place. Regardless of the number of
shots fired, all shots from the same gun must be
fired at the same single target unit.
15.281 Rapid Rate of Fire: The Rapid Rate of
Fire may only be used by a unit with Direct Fire
orders which also has no movement orders plotted,
or which is firing at Close Range (to the left of the
Range Line on the firing unit's Gunnery Tables).
15.282 Slow Rate of Fire: The Slow Rate of Fire
must be used by a unit with Opportunity Fire
orders, with any movement orders plotted, or
which is firing at Long Range (to the right of the
Range Line on the firing unit's Gunnery Tables).
15.29 Determining Hits Procedure
15.291 One Shot Fired: If only one shot was fired,
roll the two dice. If the number rolled equals or is
less than the Hit Number a hit has been scored. If
the Hit Number is exceeded by the dice roll, The
shot missed.
15.292 Two to Four Shots Fired: If more than
one shot was fired, the Number of Hits Table is
used to determine the number of hits. Find the Hit
Number line on the left hand side of the Table.
Look under the column that describes the number
of shots fired to the proper Hit Number line. Roll
the two dice. If the Hit Number is exceeded by the
dice roll, all shots missed. If the number rolled
equals or is less than the Hit Number, one or more
hits has been scored. The number of hits scored is
found at the top of the column in whose range of
numbers the dice roll falls. For example, if the Hit
Number is "65" and three shots are fired. the
numbers appearing on the Table are ''08" in the
"3" column, ''16" in the "2" column, and "H" in the
"1'' column. This means that if the number rolled is
from "01-03" three hits are scored, from "09-16"
two hits are scored, and from ''17-H'' ("H" = Hit
Number) one hit is scored.
15.3 Hit Location: If one or more shots hit, the Hit
Determination Tables on the target unit's Data
Card must now be consulted to see where the hit or
hits occurred on the target unit.
15.31 Shot Elevation: if the firing unit and the
target unit are both in hexes of equal elevation, the
Level column of the Hit Determination Tables are
used. If the firing unit is in a hex of lower elevation
than the hex of the target unit, the Rising columns
of the Hit Determination Tables are used. If the
firing unit is in a hex of higher elevation than the
hex of the target unit the Falling column of the Hit
Determination Tables are used.
15.32 Shot Angle: Place the Target Angle Wheel
over the target hex with the F 0° section of the
target unit's frontal facing to determine the angle
and general location of the hit or hits. Use a string
or straight edge to see what part of the Target
Angle Wheel the Line of Sight goes through.
See Example at bottom of page: The Line of Sight
goes through the FS 60° part of the Wheel.
15.321 If the Line of Sight runs exactly down a line
between parts of the Target Angle Wheel, the firing
player decides which of the angles will be used.
15.322 The angle found (0°, 30°, 45° or 60°) shows
which column in the proper elevation section will
be used to determine the type of hit.
15.323 The letters show which section or sections
of the Type Hit lines will be used. Front is "F", side
is "S", rear is "R", "FS" is front and side, and "RS"
is rear and side.
Examples:

0° 30° 45° 60°
F
R
O
N
T

0°F
uses
this
section
30°FS
uses
this
section
45°FS
uses
this
section
60°FS
uses
this
section
S
I
D
E

0°S
uses
this
section
30°FS
and
30°RS
use this
section
45°FS
and
45°RS
use this
section
60°FS
and
60°RS
use this
section
R
E
A
R

0°R
uses
this
section
30°RS
uses
this
section
45°RS
uses
this
section
60°RS
uses
this
section

15.324 There are two columns in each Angle
column. The numbers in the HT (Hit column) are
used to determine where an AP shell hits. The
numbers in the AB (Armor Basis column) show the
thickness of armor at that place on the target unit.
15.33 Once the proper section or sections and
Angle column are found, the two dice are rolled
again, once for each hit. Compare the number
rolled to the numbers in the HT column to find the

Page 11

number that equals or is the next larger number in
the section or sections used. The type of hit on this
line is where the shot hit
15.34 Examples: The examples show how the
types of hits are determined on the Level section of
the Pzkw IVF2 “Special” Hit Determination Tables
(Data Card 98).

15.341 0° F: Only the Front section of the 0°
Angle column is used. Dice numbers always run
from top to bottom within a section. The possible
hits are:
TF: 01-15 dice rolls
GM: 16-33 dice rolls
UH: 34-78 dice rolls
LH: 79-94 dice rolls
GN: 95 dice roll
TK: 96-00 dice rolls

15.342 0° S: Only the Side section of the 0° Angle
column is used. Dice numbers always run from top
to bottom within a section. The possible hits are:
HS: 01-59 dice rolls
TS: 60-93 dice rolls
TK: 94-00 dice rolls

15.343 0° R: Only the Rear section of the 0°
Angle column is used. Dice number always run
from top to bottom within a section. The possible
hits are:
TR: 01-34 dice rolls
HR: 35-95 dice rolls
TK: 96-00 dice rolls

15.344 30° FS: The Front and Side sections of the
30° Angle column are used. Dice numbers always
run from top to bottom within a section, and the
Front section's range of numbers comes before the
Side section's range of numbers. The possible hits
are:
TF: 01-11 dice rolls
GM: 12-25 dice rolls
UH: 26-56 dice rolls
LH: 57-67 dice rolls
GN: 68 dice roll


Front
HS: 69-86 dice rolls
TS: 87-94 dice rolls
TK: 95-00 dice rolls

Side

15.345 30° RS: The Rear and Side sections of the
30° Angle column are used. Dice numbers always
run from top to bottom within a section, and the
Rear section's range of numbers comes before the
Side section's range of numbers. The possible hits
are:
TR: 01-26 dice rolls
HR: 27-68 dice rolls

Rear
HS: 69-86 dice rolls
TS: 87-94 dice rolls
TK: 95-00 dice rolls

Side

15.4 Effects of Turret Facing: Vehicles with
movable turrets may have their Turret facing in a
completely different direction than the Vehicle is
facing. Anytime the Turret is hit and the Turret is
facing in a different direction from the Vehicle, use
the Target Angle Wheel to determine the angle the
Turret is hit. Simply orient the Target Angle Wheel
with the F 0° section aligned with the front facing
of the Turret and use a string or straight edge to see
what part of the Target Angle Wheel the Line of
Sight goes through in relation to the Turret facing.
15.5 Hull Down: If the target unit is Hull Down,
the place found to be hit may be covered. Hull
Down Vehicles are those which, due to the nature
of the ground, have their lower portions protected
by the terrain.
15.51 A Vehicle is Hull Down when it is in a
Defilade hex against a Level or Rising shot whose
Line of Sight crosses a Defilade hexside of the hex
containing the target Vehicle.
15.52 A Vehicle is Hull Down when it is in an
Improved Position (see Advanced Game Rules -
Improved Positions are not used in the Basic
Game).
15.53 A Vehicle is Hull Down when it is in a
Brick, Mud/Brick or Stone Building.
15.54 A Vehicle is Hull Down against Rising Shot
from a range that is less than or equal to the
difference in elevation between the target and
firing units. For example, a unit that is four
elevation levels lower than the target fires from a
range of three hexes. The target unit is Hull Down.
15.55 When a Hull Down Vehicle is hit all Track
(TK) and Lower Hull (LH) hits are impossible, as
these are covered by the terrain. If a TK or LH hit
is scored on a Hull Down Vehicle, they count as
"misses".
15.6 Damage Determination: In the AB column,
next to the HT number, is listed the thickness of
armor there. If the Penetration value found on the
firing unit's Data Card equals or exceeds the AB
value, a penetration has been made. If the
Penetration value is less than the AB value no
penetration has been made - the shot has
"ricocheted", does no damage, and no further steps
are taken for that hit. If the shot did penetrate, the
Damage Caused Table on the firing unit's Data
Card is consulted to determine the amount of
damage caused by the penetrating hit. Roll the
dice, and consult the Table for the results. Note that
Track and Gun hits are automatically effective -
there is no need to roll on the Damage Caused
Tables.
15.61 No Damage: The shell was a dud or for
some other reason failed to do appreciable damage.
No effects.
15.62 Compartment: The Vehicle is badly
damaged, but not totally destroyed (Trucks are
knocked out with any compartment hits). The
effects of compartment hits are as follows:
15.621 Turret and Gun Hits: The Vehicle may
still move but may not fire - the main gun and/or its
mechanisms are ruined. Check the Notes on the
target unit's Data Card, as many Vehicles are
knocked out by Turret compartment hits.
15.622 Hull and Track Hits: The Vehicle may
still fire, but may not move - the Vehicle's engine,
transmission, and/or its wheels or tracks are ruined.
The Turrets on these Vehicles may still be
adjusted, and the main guns may still fire.
15.623 Mark compartment hits on the Command
Sheet in the boxes with the identification of the
damaged units by writing the type hit abbreviation,
then circling it.
15.63 Knocked Out: The Vehicle is
totally destroyed. Remove the
Vehicle from the mapboard and
replace it with a Wreck. Never place
more than one Wreck in a single hex,
no matter how many Vehicles are Knocked Out in
that hex.
15.7 Direct Fire Examples: The current positions,
facings, and plotted orders for British M4A1
"Sherman" 814 (Data Card 70) and German Pzkw
IVF2 units 858 and 859 (Data Card 98) are as
follows:
F-859 Sherman: hex 4032, direction 6
F-814 Pzkw IVF2 858: hex 3328 direction 3
2R2 Pzkw IVF2 859: hex 3331 direction 4

All Turrets on the Vehicles face the same direction
as the Vehicles face.
15.71 Fire by Sherman 814: The designated target
is Pzkw IVF2 859. The Sherman has a clear line of
sight, and the German target unit lies in sighting
range and in 814's Field of Fire, so Direct Fire is
possible.
15.711 The range is 7 hexes. Checking the
Gunnery Tables on the Sherman's Data Card, an

Page 12
AP Factor of "16" and a Penetration Value of "17"
is found.

RANGE IN HEXES
1-
2
3-
4
5-
6
7-
8
9-
10
AP FACTOR 20 19 18 16 15
PENETRATION 19 18 18 17 17

15.712 The firing unit is not moving, and the target
unit is moving 4 hexes for a "-4" modifier. The
Size of a Pzkw IVF2 is "-1". The shot is a Side
Shot for a "+3" modifier. The cumulative modifier
is -4-1+3 = -2.
15.713 Subtracting the cumulative modifier of "-2"
from the Base Modifier of "20", the result is a
Modifier Number of "18". Crossgridding the
Modifier Number of "18" with the AP Factor of
"16", a Hit Number of "58" is found on the AP Hit
Tables on the Game Card.
15.714 A Sherman has a Rapid Rate of Fire of two
shots, and this can be used. The dice roll is "47",
which is less than the Hit Number of "58", so one
hit is scored (if "01" to "08" had been rolled, two
hits would have been scored).
15.715 The hit is Level at 0° S, so the Level, 0°
Side portion of the Pzkw IVF2 Hit Determination
Table is used. A "68" is rolled causing a TS hit.
The AB value of the TS at 0° is only "7", while the
Penetration value of the shot is "17", so the hit
penetrates.
15.716 The dice are rolled again and the Damage
Caused Table on the Sherman Data Card is
consulted. A "25" is rolled, so a compartment hit is
caused. As it was a TS hit, this is on the Turret
compartment, and Pzkw IVF2 859 will no longer
be able to fire. Mark the hit on the Command
Sheet.
15.72 Fire by Pzkw IVF2 858: The designated
target unit is Sherman 814. Direct Fire is possible.
15.721 The range is 7 hexes. Checking the
Gunnery Tables on the Pzkw IVF2's Data Card, an
AP Factor of "17" and a Penetration value of "22"
is found.

RANGE IN HEXES
1-
2
3-
4
5-
6
7-
8
9-
10
AP FACTOR 20 19 18 17 16
PENETRATION 24 23 23 22 21

15.722 Only the "-1" Size modifier applies.
Crossgrid the Modifier Number of "19" with the
AP Factor of "17" to find a Hit Number of "65".
15.723 A Pzkw IVF2 may fire two shots at its
Rapid Rate of Fire. The dice roll is "60", so one hit
is scored.
15.724 The hit is Level at 0° F, so the Level, 0°,
and Front portion of the Sherman Data Card Hit
Determination Table is used. A "29" is rolled
causing a GM hit. The AB value of the GM at 0° is
only "18", while the Penetration value of the shot is
"22", so the hit penetrates.
15.725 The dice are rolled again and the Damage
Caused Table on the Pzkw IVF2 Data Card
consulted. An "09" is rolled, so No Damage is
caused by the hit.

16. THE MOVEMENT PHASE
During this Phase, units plotted to move do so, and
Tracking and/or Opportunity Fire may be
"triggered" by these movements. Although the
movement is considered to be simultaneous, the
players should move their units sequentially so that
as one side moves, the other side can check for
Tracking and/or Opportunity Fire. The Axis side
moves all their units first on odd numbered Turns,
and the Allied side moves all their units first on
even numbered Turns. A player may move his
units in any order desired.
16.1 Command Sheets Exposed: While moving
their units players should lay out their Command
Sheets in full view of the other players.
16.2 Exact Moves: The units must be moved on
the mapboard exactly as indicated by their plotted
notations, unless movements are not possible or are
illegal.
16.3 Illegal Moves: Incorrectly plotted movements
will occur from time-to-time, with notations that
indicate impossible moves or combinations of
orders. As it is now too late to rewrite the notation,
the following must be done to correct the illegal
moves (change all notations to reflect the changes):
16.31 Illegal Moves Due to Damage: A unit with
Hull compartment damage or a Track hit sustained
during the Direct Fire Phase cannot move or Pivot
in Place, and must have all movement orders
erased.
16.32 Unit Movement Exceeds Speed Factors:
Erase all portions of the plotted movement that
exceed the number of Speed Factors, and move the
unit to conform to the reduced notation.
16.33 Movement Plus Tracking/Opportunity
Fire: A unit for which both movement and
Tracking/Opportunity Fire was plotted will be
allowed to do neither. All notations are erased.
16.34 Unanticipated Movement Cost Changes:
A unit that has plotted movement at Road or Track
Movement Costs and discovers a new Wreck or
some newly moved enemy unit blocking the Road
or Track path, will complete as much of the
movement as possible, and the rest of the notation
will be erased.
16.35 For other possibilities, the rule is to carry out
the orders plotted first and continue to carry them
out until an illegal combination is reached, then
erase the rest of the notation, and change any
movements accordingly. Remember that
Suppressed results on Leg and Towed units cancel
all of their other orders (except Full Cover)
16.36 Off Board Movement: Any unit that moves
off the mapboard edge is out of the game. and may
not return.
16.4 Units From Both Sides in the Same Hex:
Units may pass through hexes containing enemy
Combat units, but Allied and German units may
not end their movements in the same hexes. If,
after both sides have completed all of their plotted
movements, it is found that units from both sides
are in the same hexes, the units of one side must be
adjusted to leave each disputed hex. Which side's
units may stay in the disputed hex, and which side's
units must leave is decided as follows:
16.41 If one side has a unit in the disputed hex that
did not move, that side's units may stay in the hex.
16.42 If all of both sides' units entered the hex that
Turn, the side with the unit that expended the
fewest Speed Factors to enter the hex may keep its
units in the disputed hex.
16.43 If both sides entered a disputed hex that
Turn, and the smallest number of Speed Factors
expended by a unit of both sides to enter the hex is
equal, a die should be rolled by each side, the high
number side staying in the hex.
16.44 In all cases, the units not remaining in the
hex are moved back to the hex or hexes they
occupied prior to entering the disputed hex, They
are moved back even if they have damage that
prevents movement - assume that they were hit
before they actually entered the disputed hex.
16.45 There will be cases where units are moved
back from one disputed hex to another disputed
hex. In these cases, the new disputed hex is
adjusted on the same basis as any other disputed
hex.
16.5 Entering Building Hexes: Vehicles whose
Data Card's Notes section indicates that they may
not pass through buildings may not enter or pass
through hexes containing Wood, Brick, Mud/Brick
or Stone Buildings. All other Vehicles may attempt
to move into or through them.
16.51 Vehicles moving through a Building hexside
may suffer Track (TK) or Gun (GN) damage in
doing so. The possibility of such damage occurring
must be checked immediately, before completing
the Vehicle's move.
16.52 Vehicles Entering/Exiting Buildings
Procedures: Every time a Vehicle crosses a
Building hexside either entering or exiting the hex,
the following must be done:
16.521 Crossgrid the Vehicle's NM Close Assault
Defense Factor with the type of Building. Numbers
are found under three columns, TK (Track
Damage), Gun Fwd (Gun Facing Forward), and
Gun Rev (Gun Reversed). Then, roll the dice. If the
dice roll equals or is less than the listed number in
a column Track or Gun Damage will occur.
16.522 The Gun is facing forward if it is facing
towards the direction of movement or adjacent to
that direction. The Gun is reversed if it is facing
away from the direction of movement or adjacent
to that direction. One column or the other is used,
depending on the situation.

16.523 Vehicles may use a Reverse move to enter
or exit a Building hex. This is the only way units
lacking a movable turret can use the Gun Reverse
Column.
16.524 Mark any Track and/or Gun damage on the
Command Sheet in the same way as compartment
hits are marked. The Track and/or Gun damage
suffered has the same effects as a Track or Gun hit.
16.525 A Vehicle suffering a Track hit while
attempting to enter a Building hex must stop in the
hex prior to entering the Building hex. A Vehicle
suffering a Track hit while attempting to exit a
Building hex must remain in the Building hex.
16.526 Vehicles may move from hex to hex in a
Large Building without checking for Gun or Track
damage.
16.527 Vehicles may only enter or be placed in the
first story of a Building. They may not go
"upstairs".
16.6 Some Vehicles may not enter hexes
containing Wire units. This information is found in
these unit's Notes section of their Data Cards. For

Page 13


all other Vehicles a Wire hex may be entered at a
cost of one more Speed Factor than would
normally be paid to enter the hex. The Wire is
eliminated and removed from the mapboard when
one of these Vehicles enters or passes through the
hex.
16.7 No Vehicles may enter Block or Ditch hexes.
16.8 Opportunity Fire: Opportunity Fire is only
"triggered" at the will of the player who wrote the
order. Even if an enemy unit crosses the
Opportunity Fire Line of Sight, the player may
decline to fire and wait for later units before firing.
Once firing is declined, the crossing unit may not
be fired at, even if no further units cross the
Opportunity Fire Line of Sight - in such case the
fire is lost and no shot is made.
16.81 Only the Slow Rate of Fire may be used with
Opportunity Fire. The Opportunity Fire Modifier of
"-8" applies to these shots.
16.82 An Opportunity Fire order is automatically
cancelled if the unit is unable to fire as a result of
damage or destruction suffered during the Direct
Fire Phase.
16.83 The player with Opportunity Fire orders
watches the movements of enemy units, and, when
an enemy unit enters the designated hex or crosses
the Opportunity Fire Line of Sight to that hex
("triggers" the Opportunity Fire) may announce
firing or decline it. A target unit must enter or
attempt to enter at least one new hex to "trigger"
Opportunity Fire.
16.84 If the Opportunity Fire fails to stop the target
unit, the target unit completes its movement after
the firing is resolved. If the Opportunity Fire stops
the target unit, the target unit ends its move in the
hex where it was hit. If the Opportunity Fire was
triggered by the target unit crossing a hexside, and
the fire stops the target unit, the target unit (or the
Wreck replacing it) ends its move in the hex prior
to crossing the hexside.
16.85 The procedure for conducting Opportunity
Fire is the same as that for conducting Direct Fire.
16.9 Tracking Fire: All Opportunity Fire rules
apply to Tracking Fire with the following changes:
16.91 The unit using Tracking Fire must be able to
sight the target unit at the start of the Turn and also
when it fires.
16.92 The Tracking Fire is triggered only if the
designated target unit moves. If it does not move,
or moves out of the firing unit's sight, range, or
Field of Fire no firing takes place. The firing unit
may fire at the target unit at any point during its
movement when firing is possible.
16.93 The Opportunity Fire Modifier for AP shots
and the halved GP Factor modifier for GP shots do
not apply for Tracking Fire.

17. THE ADJUSTMENT PHASE
During this Phase, the players turn all units with
orders to Pivot in Place, turn all movable Turrets,
and swap Open Turrets for Buttoned Turrets or
vice-versa. This Phase is performed sequentially,
so one side can watch while the other performs
these tasks. The Axis side should go first on odd
numbered Turns, while the Allied side should go
first on even numbered Turns.
17.1 Pivot in Place:
17.11 All Combat units with plotted orders to Pivot
in Place ("V") may now have their facing changed
by one, two, or three hexsides (up to 180
o
) in any
direction. No facing change is necessary with these
orders, but facing changes can be made at the
player's option. Pivot in Place orders are cancelled
if damage makes movement impossible.
17.12 All Turrets may be turned in any direction on
Vehicles with movable turrets. No plotted orders
are necessary for this, it is simply an automatic
capability for Vehicles with movable turrets. The
number of hexsides a Turret may be turned
depends on the number in the Turret Turn section
of a Vehicle's Data Card. For example, the Turret
Turn on the Flammen III (Data Card 137) is "2",
so the Turrets on all Flammen III may have their
facing changed by two hexsides in any direction.
Turrets may be turned only during this Phase.
17.2 Turret Adjustments: In
the Basic Game there is no
reason for players to use
anything but their Open Turrets,
as these aid sighting, and there are no
disadvantages. However, in the Advanced Game,
the decision to use an Open or a Buttoned Turret
can be critical, as players must balance the
advantages of superior sighting ability against the
combat advantages of a "buttoned-up" Vehicle.
17.21 Open Turrets placed on Vehicles (even those
that have no movable turret) represent Vehicles
with hatches open and crew members exposed in
the hatches for better observation. Buttoned Turrets
placed on Vehicles represent Vehicles with hatches
closed and locked, and crew members relying on a
limited view from vision slits and periscopes.
17.22 Turret counters may be freely exchanged
during this Phase, but at no other time during a
Turn. Thus, the Turret chosen for a Vehicle during
this Phase will determine its ability to sight and fire
at enemy units during the next Turn. Care should
be taken when Turrets are exchanged to place the
new turrets so that their facings are the same as the
ones they replaced.
17.23 On Vehicles that do not have movable turrets
the Turret always points forward and can never be
turned. The Turret counter on these serves only to
show if they are Open or Buttoned.
17.24. Turrets never need to be placed on Medium
or Light Trucks, Portees, LRDG/SAS Trucks or
Jeeps. These Vehicles are always considered to be
"Open".

18. VICTORY CONDITIONS - HOW TO WIN
18.1 The Victory Conditions vary with the scenario
being played and are explained in the scenarios. In
most scenarios, the winner is the side which
acquired the most Victory Points during the game.
Victory Points are gained by capturing specific
terrain objectives or accomplishing a specific
mission (these Victory Point values are given in the
individual scenarios), and by the eliminating or
damaging of enemy Combat units.
18.2 Each Combat unit has its Victory Point values
listed in the Points section of its Data Card.
18.21 Total Point Value: A side gains the Total
Victory Point value of an enemy unit by knocking
out or destroying it.
18.22 Compartment Point Value: A side gains
the Compartment Point value of an enemy Vehicle
by scoring a compartment hit on it, but failing to
knock it out.
18.23 Track or Gun Point Values: A side gains
the Track or Gun victory Point value of an enemy
Vehicle if the Vehicle has Track and/or Gun hits,
but has no compartment hits and is not knocked
out.
18.3 Control of Buildings: A Building is
controlled by a side if it has a unit in or adjacent to
the Building hex or if one of the side's ground units
was the last to enter or pass adjacent to the
Building hex. If a Building is disputed (both sides
have a unit or units in or adjacent to the same
Building), neither side gets its Victory Points.


C. THE ADVANCED GAME

The Advanced Game Rules, in most cases, simply
add to the Basic Game Rules, or supplant certain
sections. All Basic Game Rules still apply, unless
otherwise stated. All Data Cards used in the Basic
Game and the units used with them are also used in
the Advanced Game, plus all the other Data Cards
and most of the units used with them. Only Plane,
Mortar, Mine, Artillery Impact, Fire, Smoke, Hasty
Entrenchment, Destroyed, and Boats are not used
in the Advanced Game.

19. THE ADVANCED GAME SEQUENCE OF
PLAY
The Advanced Game Sequence of Play adds two
new phases to the Basic Game Sequence of Play -
the Close Assault Phase, which comes right after
the Order Plot Phase, and the Overrun Phase,
which comes right after the Close Assault Phase.

1. Sighting Phase
2. Order Plot Phase
3. Close Assault Phase
4. Overrun Phase
5. Direct Fire Phase
6. Movement Phase
7. Adjustment Phase

20. ADVANCED GAME COMMAND SHEET
PREPARATION
The Command Sheet is prepared for the game the
same as for the Basic Game, and Vehicles are
listed the same as before. Some of the new units
introduced in the Advanced Game require a little
more information to fully describe the unit.
20.1 Towed Units: List the size of
the unit along with its identification
number. For example, if the 40mm
Bofors AA Gun (Data Card 102) is
represented by unit 215, it should be
identified as ''40mm AA 215." The two German
88mm Towed units on Data Card 132 should be
differentiated by calling one the "PAK", and the
other the "FLAK".
20.2 Infantry Units: An Infantry
unit can represent a wide variety of
different forces. The type of Infantry
(Commando, SS, Para, etc.) should
be noted, the size (write "1/2" for a
half-squad), and any special equipment, as follows:
"B" Bazooka
"PT" Panzerfaust
"PK" Panzerschreck
"PA" PIAT

Page 14



"FT" Flamethrower
"AT" Anti-Tank Rifle
"+" Squad Plus
"AS" Assault Squad
"R" Radio
"HQ" headquarters
For example, if unit 15 represents a half-squad of
Armored Infantry with a Bazooka, it should be
identified as ''1/2 Armored B 15."
20.3 Other Leg
Units: Machinegun
and Mortar units can
list just "MG" or
"Mort" and the
identification number. For Cavalry, size must be
noted if a half-squad.
20.4. Unless using Optional Rules, an Infantry
Squad may not be broken down into two Half
Squads. Two Half Squads may not be combined
into one full Squad.

21. ADVANCED COMBAT ORDER PLOTS
21.1 Close Assault ("A"): The notation "A,"
followed by the identification number of an enemy
unit is an order to use Close Assault Combat
against that unit during the Close Assault Phase.
For example, "A-703'' is an order to use Close
Assault Combat against enemy unit 703. If a
Pillbox or Bunker is to be Close Assaulted, identify
it by the hex identification number.
21.11 Only Infantry units may be given Close
Assault orders.
21.12 Close Assault orders may only be directed
against an enemy Vehicle, Pillbox or Bunker in a
hex adjacent to the Infantry unit. An Infantry unit
may Close Assault only one enemy Vehicle or one
Pillbox or Bunker (with however many Combat
units are inside) per Turn. If there are other units in
the hex with the unit being Close Assaulted, they
can be ignored. Close Assaults may not be made
through Crest hexsides.
21.13 An Infantry unit given Close Assault orders
may be given no other orders. Suppressed Infantry
units may not Close Assault.
21.2 Overrun ("K"): The notation "K," followed
by the identification number of an enemy unit and
by movement notations that will enter or pass
through the hex containing the enemy unit is an
order to Overrun that unit during the Overrun
Phase. For example, "K-19-RR3" is an order to
Overrun enemy unit 19 while moving RR3.
21.21 Only Vehicles that do not have a Gun or
Turret Compartment hit may be given the Overrun
orders.
21.22 Portees and Light and Medium Trucks may
not be given Overrun Orders.
21.23 Half-Tracks, Bren Carriers, M20s,
LRDG/SAS Trucks and Jeeps may only Overrun if
Open (the Jeep and LRDG/SAS are always Open).
21.24. Overrun orders may only be directed against
enemy Leg or Towed units that can be reached by
movement. A Vehicle may Overrun only one
enemy Leg or Towed unit per Turn. If there are
other units in the hex with the unit being Overrun,
they can be ignored by the overrunning Vehicle,
and take no part in the Combat. Of course, other
Vehicles could Overrun other units in the same
hex.
21.25 Overrun orders may not be directed against
units which are being transported on Vehicles,
although they can be directed against units which
were Unloaded or started to Unload on the
previous Turn. Overrun orders may also not be
directed against units that are inside a Pillbox or
Bunker.
21.26 A Vehicle given an Overrun order may be
given no other orders than the order to Overrun and
the associated movement orders. Suppressed
Vehicles may Overrun, but do so at one-half their
normal GP Factor.
21.27 Overrun movement can trigger Tracking
and/or Opportunity Fire.

22. ADVANCED MOVEMENT ORDER
PLOTS
Six new movement orders are added to those found
in the Basic Game.
22.1 Loading ("D") and Unloading ("U"):
Loading is preparing Leg and/or Towed units to be
transported by Vehicles. Unloading is taking Leg
and/or Towed units off the Transporting Vehicle,
and preparing them for normal movement and
firing. Plotted Load and Unload orders take place
during the Movement Phase.
22.11 The Stacking Factors of Leg and/or Towed
units loaded on a Vehicle may not exceed the
number of Stacking Factors listed on the Transport
section of that Vehicle's Data Card.
22.12 The Loading or Unloading order notation
must be written for both the Leg and/or Towed
units involved and for the Vehicle involved. Note
that Towed units may be Transported only by Light
and Medium Trucks, Half-Tracks, Kangaroos,
M20s, or Bren Carriers, and that Cavalry may not
be Transported. Notes on the individual Data Cards
reveal any other restrictions. A Vehicle may be
involved in Loading or Unloading at any one time,
not both.
22.13 Vehicles with Load or Unload orders may
also be given Direct Fire orders. Leg and Towed
units with Load or Unload orders may not be given
any fire orders. Leg and Towed units with Load
orders may not be given any other orders. All units
with Unload orders may be given Pivot in Place
orders on the Turn in which Unloading is
completed.
22.14 Towed units require two Turns to Load or
Unload, and the process must be completed or
reversed (a "D" would reverse an "U" order, and an
"U" would reverse a "D" order) before the involved
units can begin to operate either normally or as
Transported units.
22.15 Leg and/or Towed units being Transported
on a Vehicle from which they Bail Out must still
carry out Unloading before they can begin to
operate normally.
22.16 Show that a unit is being Transported by a
Vehicle by stacking the Leg or Towed unit under
the Vehicle.
22.2 Up ("M") and Down ("W"): Units may
move up or down from story to story in multi-level
Buildings. Plotted Up and Down orders take place
during the Movement Phase.
22.21 Only Leg units (except Cavalry) may enter
the second, third, or fourth stories of a Building.
22.22 Each story moved up or down costs the same
as if the unit had entered one new hex. Going Up
or Down counts as movement for Combat
purposes.
22.23 Weather (Snow, Blowing Sand or Mud - see
Optional Rules) does not reduce the Speed Factors
of units moving from story to story - the Speed
Factor remains "2," as they are indoors.
22.24 Show which story of a Building is occupied
by placing the Combat unit or units on top of the
appropriate Building counter.
22.3 Enter ("E") and Exit ("G"): Combat units
may Enter or Exit Pillboxes or Bunkers. Units may
also be in the same hex with a Pillbox or Bunker
and not be inside. Plotted Enter and Exit orders
take place during the Movement Phase.
22.31 Pillboxes: Only Leg units
(except Cavalry) may Enter and Exit
Pillboxes.
22.311 The Stacking Factors of Leg
units inside a Pillbox unit do not
count toward the total number of Stacking Factors
in a hex. Only the Stacking Factor of the Pillbox
itself (which is "2," whether empty or with Leg
units inside) is counted.
22.312 Up to two Stacking Factors of Leg units
may be inside a Pillbox unit at any one time.
22.32 Bunkers: Only Leg units and/or one Towed
unit (of one or two Stacking Factors) may be inside
a Bunker.
22.321 Leg units may Enter and Exit Bunkers
during a game. A Towed unit must start a game
inside a Bunker, and may never Exit it. The 88mm
FLAK 38 may never be located inside a Bunker.
22.322 The Stacking Factors of Combat units
inside a Bunker do not count towards the total
number of Stacking Factors in a hex. Only the
Stacking Factor of the Bunker itself (which is "4,"
whether empty or with Combat units inside) is
counted.
22.323 Up to four Stacking Factors of Leg and/or
Towed units may be inside a Bunker at any one
time.
22.33 Entering and Exiting Bunkers and Pillboxes
expends no Speed Factors, but is counted as
movement for Combat purposes.
22.34 Show that a unit is inside a Pillbox or Bunker
by stacking the Combat unit under the Pillbox or
Bunker counter.
22.4 Full Cover ("C") Orders: The
notation "C" is an order for Leg or
Towed units to make maximum use
of the cover in the hex.
22.41 Only Leg (except Cavalry)
and Towed units may be given Full Cover orders.
Suppressed units may be given no other order but
Full Cover.
22.411 Full Cover orders may not be given to units
that are being Transported.
22.412 Full Cover orders may not be given to units
that have not completed Loading or Unloading.
22.42 Plotted Full Cover orders take place during
the Movement Phase and are shown by placing a
Full Cover marker on top of the Combat unit with
the orders.
22.43 Units given Full Cover orders may be given
no other orders.
22.44. Units stacked with a Full Cover marker may
be given no other orders until the Full Cover
marker is removed. Full Cover markers may be
removed only during the Adjustment Phase.
22.5 Suppressed ("S") Orders: Suppressed orders

Page 15
are never given voluntarily. The notation "S" is an
order written as a result of combat or fire. A "S"
order will cancel all other plotted orders, except
Full Cover, for all Turns when it appears.

23. ADVANCED FIRE ORDERS
Leg and Towed units plot their fire orders the same
as Vehicles in the Basic Game.
23.1 Towed units may use Slow and Rapid Rates
of Fire in the same situations as Vehicles in the
Basic Game.
23.2 Independently fired machineguns may plot
separate fire orders from the main gun on a
Vehicle. if no separate fire orders are written for
these machineguns, they are assumed to be
automatically ordered to fire in the same way and
at the same target as the main gun, if possible. To
indicate that the fire orders are by one of these
machineguns, and not from the main gun, add the
machinegun's letter codes to the firing plot. For
example, the notation ''(UH)F-19'' orders the
Upper Hull machinegun to use Direct Fire on
enemy unit 19.
23.3 For PIATs, Bazookas, Panzerfausts,
Panzershrecks, AT Rifles and hand-held
Flamethrowers (see Optional Rules), the player
may plot separate Fire orders from those plotted for
the Infantry unit which carries them, although their
Fields of Fire are the same. If no separate Fire
orders are written for these weapons, they are
automatically ordered to Fire in the same way and
at the same target as the Infantry. To indicate that
the Fire orders are from one of these weapons, and
not from the Infantry, add the weapon's letter codes
to the firing plot. For example, the notation "(B)F-
865" orders the Bazooka to use Direct Fire on
enemy unit 865.
23.4 For Direct Fire at Transported and
Transporting units, list the Vehicle number only as
the target unit.
23.5 To plot Direct Fire against Block, Wire,
Pillbox, or Bunkers, write the Direct Fire notation
"F" and the hex number where the target unit is
located.
23.6. The PIAT, Bazooka, Panzerfaust, and
Panzerschreck may only use their GP Factors
against Blocks, Wire, Pillboxes, or Bunkers, or
against units in Building hexes.

24. LEG UNIT MOVEMENT
24.1 Leg units used in the Advanced Game are
Infantry and Machinegun Team units. Bazookas
PlATs, Panzerfausts, Panzerschrecks, AT Rifles
and hand-held Flamethrowers are never used as
separate units, but are always part of an Infantry
unit, moving with the Infantry unit, and adding
their Point Value to the Infantry unit's Point Value.
24.2 Leg units expend only one Speed Factor per
hex entered, regardless of the terrain in the hex.
There is no Road Movement Costs for Leg units.
24.3 Leg units expend no Speed Factors for turning
or Pivoting in Place. Pivot in Place orders do not
have to be plotted for Leg units. They are
automatically allowed to Pivot in Place during the
Adjustment Phase, unless Suppressed.
24.4 Infantry units that have movement orders to
advance one hex are considered to be moving
(MV). Infantry units that have movement orders to
advance two hexes and Machinegun units that have
movement orders to advance at least one hex may
not be given fire orders. Infantry units with Close
Assault orders are considered to be moving.
24.5 Leg units may not enter hexes containing
Wire. Leg units may enter Ditch hexes, but must
remain for at least one full Turn after entering.

25. TOWED UNIT MOVEMENT
25.1 The Towed units in the game include Anti-
Tank (AT) and Anti-Aircraft (AA, FLAK, and
FLAKVIERLING) Guns, all of which operate
under the same basic rules.
25.2 Towed units may never move into new hexes
by themselves (Exception: See Light AT Gun
Movement, 66.10). They may only move into new
hexes when Transported by Vehicles.
25.3 Towed units expend no Speed Factors (they
have none) for Pivoting in Place. Towed units
ordered to Pivot in Place are considered to be
moving (MV), Towed units do not require
Transport by a Vehicle to Pivot in Place.
25.4 Towed units may never be placed in Ditch or
Wire hexes. They may be placed in Building hexes
at the start of a game, but the Vehicles that can
Transport them can not enter the Building hex to
get them out.

26. TRANSPORTING UNITS
Special rules cover Leg and Towed units while
they are Transported by Vehicles.
26.1 While being Transported by Vehicles, no
movement notations need to be made for the
Transported Leg or Towed units. They will simply
move along with their Vehicle at the Vehicle's
normal movement rates and costs.
26.2 The Stacking Factors of Leg and Towed units
do not count towards the total number of Stacking
Factors in a hex. Only the Stacking Factors of the
Transporting Vehicles are counted. For example, a
Medium Truck Transporting two Infantry Squads
does not count as six Stacking Factors (two for the
Truck and four for the two Infantry Squads), but
only as the Truck’s two Stacking Factors.
26.3 Towed units and Machinegun Teams may not
fire while being Transported. Infantry units, but not
any attached weapons may Direct Fire while being
Transported at one-half of their normal GP Factor
(moving or non-moving, depending on what the
Vehicle is doing). Transported Infantry units have
a 360
o
Field of Fire, and their Direct Fire orders are
plotted normally.
26.31 Infantry units Transported by Half-Tracks,
Bren Carriers, or Kangaroos may Fire only if the
Vehicle has an Open Turret.
26.32 Infantry units Transported by other Vehicles
may always fire, no matter what type of Turret is
on the Vehicle.
26.33 No fire orders are plotted for Transported
Infantry units if their Vehicle has Overrun orders
plotted. The Infantry then add their halved MV GP
Factor to the Overrun.
26.4 Units being Transported are sighted when
their Vehicle is sighted.
26.5 Leg and Towed units Transported by a
Buttoned Half-Track, Bren Carrier, or Kangaroo
unit may not be Fired at by enemy units. Leg and
Towed units Transported by Open Half-Track,
Bren Carrier, or Kangaroo unit, or by any other
Vehicle my be Fired at by enemy units, and their
GP Defense Factor while Transported is "1."
26.6 The presence of Suppressed Leg and/or
Towed units on a Transporting Vehicle will not
affect the Vehicle.

27. ADVANCED GAME FIRING NOTES
The Advanced Game introduces new units that fire
AP Shells, and also the firing of GP Shells. Many
units may fire either AP Shells or GP Shells from
their main gun, and many Vehicles have
independently fired machineguns that can be fired
in addition to their main gun. Direct Fire, Tracking
Fire and Opportunity Fire are plotted the same as in
the Basic Game. No special notation is required to
indicate if AP Shells or GP Shells are fired - this
can be decided when the firing takes place, if there
is a choice.
27.1 Advanced Fire Determination: The Basic
Game Rules still apply, with these additions:
27.11 Towed units, AT Rifles, PIATs, Bazookas,
Panzerfausts and Panzerschrecks use Direct,
Tracking or Opportunity Fire with AP Shells the
same as Vehicles in the Basic Game. Note that
Towed units that Pivot in Place are considered to
be moving, while Infantry weapons are considered
to be moving if ordered to move one hex (firing is
impossible if two hexes of movement are ordered).
27.12 All units fire individually. The AP or GP
Factors of separate units are never added together.
The independently fired machineguns on Vehicles
(those listed on the MG Locations section of the
Data Cards) fire as if they were separate units.
27.121 TT independently fired machineguns may
only be fired if the Vehicle has an Open Turret on
it.
27.122 TT and TR independently fired machine-
guns may only be fired if the main gun is not fired.
27.13 The machineguns on Half-Tracks or M20s
may only be Fired if the Vehicle has an Open
Turret on it. The machinegun or AT Rifle on the
Bren Carrier also can only be Fired if the Vehicle
has an Open Turret.
27.2 Advanced Field of Fire: Normally, Leg and
Towed units have the same Field of Fire as the
main guns of the Vehicles in the Basic Game, a 60
o

arc from their front facing.
27.21 Infantry units that fire while being
Transported have a 360
o
(all-round) Field of Fire.
27.22 Independently fired TT Vehicle machine-
guns have a 360
o
Field of Fire,
27.23 Independently fired UH Vehicle machine-
guns have a 60
o
Field of Fire from the front of the
Vehicle.
27.24 Independently fired HR Vehicle machine-
guns have a 60
o
Field of Fire from the rear of the
Vehicle.
27.25 Independently fired TR Vehicle machine-
guns have a 60
o
Field of Fire from the rear of the
Turret.
27.26 Half-Tracks, Jeeps, LRDG/SAS Trucks and
M20s have a 360
o
Field of Fire for their machine-
guns/AT Rifles. Other Turretless Vehicles have a
60
o
Field of Fire to the front of the Vehicle.
27.27 Pillboxes and Bunkers have a 180
o
Field of
Fire from the front of the Pillbox or Bunker for all
Combat units inside, as shown in the diagram
below:

Page 16

27.3 Non-Penetrating AP Hits Damage: AP hits
that fail to penetrate may still do some damage if
the hit is in the right place.
27.31 An AP hit on TT or HD of an Open Vehicle
that fails to penetrate will cause one Crew Loss.
27.32 An AP hit on TT or UH that fails to
penetrate will still destroy any independently fired
machinegun there. Mark this hit in the unit box on
the Command Sheet by writing the notation in
parenthesis. For example, the notation (UH) would
indicate that the Upper Hull machinegun was
destroyed.
27.4. Special Turretless Hull Down: The Special
Turretless Hull Down Modifier to AP Fire applies
only to Vehicles whose Turret Turn on their Data
Card lists "Turretless" or "Turretless (360°)" which
are in a Hull Down situation.
27.5 Advanced Compartment Hits: Any AP
compartment hit will cause one Crew loss. A Hull
compartment hit will destroy any UH
independently fired machinegun. A Turret
compartment hit will destroy any TT independently
fired machineguns.

28. HOW TO FIRE GP WEAPONS
AP Shells may only be fired at Vehicles. GP
weapons must be fired at all other types of units,
and can be used against Vehicles. AP firing is
handled the same as in the Basic Game, GP firing
uses the following procedure:
28.1 Use the Range Scales to measure the range
from the firing unit's hex to the target unit's hex.
Find this range in the Range in Hexes line of the
Gunnery Tables on the firing unit's Data Card.
Under the correct column you will find listed a NM
GP Factor and a MV GP Factor for main guns or
other weapons listed, and a MG NM GP Factor and
a MG MV GP Factor for listed machineguns. The
NM GP Factor is used if the unit does not have
orders that consider it to be moving, and the MV
GP Factor is used if the unit does have orders that
consider it to be moving.
28.2 GP Factor Modifiers: Most Modifiers
applied to AP shots do not have to be considered
for GP shots as the GP shots do not need to be as
accurate as AP shots. Rate of Fire is built in to the
GP Factor so all GP fire can be treated as one shot.
The Modifiers used for GP fire directly affect the
GP Factor.
28.21 Opportunity Fire: Reduce the GP Factor by
half, rounding all fractions down, when using
Opportunity Fire.
28.22 Suppressed: Only the main gun (no
machineguns) of Vehicles may fire while the
Vehicle is Suppressed. This fire reduces the GP
Factor of the main gun by half, rounding all
fractions down.
28.23 Transported Infantry Units: For
Transported Infantry units, reduce the GP Factor
by half, rounding all fractions down. Note that
Transported Suppressed Infantry units may not fire
at all.
28.24 Combined Modifiers: A Suppressed
Vehicle using Opportunity Fire would be ½ x ½, or
¼ of its normal GP Factor, with fractions rounded
down.
28.3 Now go to the GP Hit Tables on the Game
Card. The GP Factors of firing units are listed
along the top of these Tables, running from "1-5"
to "46+". Find the correct column that contains the
GP Factor used for the shot. For example, if the GP
Factor is "18," the "16-20" column is used.
28.4 On the Target unit's Data Card, find its GP
Defense Factor.
28.41 Vehicle GP Defense Factors: Vehicles have
two GP Defense Factors listed, NM and MV. The
NM GP Defense Factor is used if the target has
orders that will keep it in its present hex. The MV
GP Defense Factor is used if the target has orders
to move at least one hex. These GP Defense
Factors are not modified by terrain.
28.42 Leg And Towed GP Defense Factors: Leg
and Towed units have their GP Defense Factors
presented in tabular form on the Target
Information Chart. Crossgrid the target unit’s
orders with the terrain in the target hex to find the
GP Defense Factor.
28.421 The target unit may be FC (Full Cover
marker placed on the Combat unit), MV (Leg
moving a hex or Towed Pivoting in Place), or NM
(non-moving).
28.422 If there is a Block or Wreck in the hex, add
"+1" to the GP Defense Factor the unit would
normally have in a hex with that type of terrain.
28.423 If there are more than four Stacking Factors
in the hex, the terrain in the hex is treated as if it
were Clear terrain.
28.424 Note that there are two GP Defense Factors
listed for Ditch and Defilade hexes (DCH and
DFL). The first listed is the GP Defense Factor if
the fire comes from a higher elevation Level than
the target unit, and the second is the GP Defense
Factor if the fire comes from an equal or lower
elevation Level than the target unit.
28.425 If there are two types of terrain in the same
hex (i.e., an Improved Position in a Rough hex),
use the higher listed GP Defense Factor.
28.43 Transporting Unit's GP Defense Factors:
Normally, both the Vehicle and the Leg and/or
Towed units it carries can all be fired at with one
GP Shot. This is the only case in the Advanced
Game rules where a GP Factor may be used against
more than one unit.
28.43l The Vehicle has its normal GP Defense
Factor (see 28.41, above).
28.432 The Transported Leg and/or Towed units
each have a GP Factor of only "1," regardless of
the terrain.
28.433 Leg and/or Towed units Transported on a
Buttoned Half-Track Bren Carrier, or Kangaroo
unit may not be fired at. Leg and/or Towed units
Transported on an Open Half-Track, Bren Carrier,
or Kangaroo unit, or on any other Vehicle
(Buttoned or Open) may be fired at.
28.44 Blocks, Wire, Pillboxes and Bunkers:
These units have GP Defense Factors (the size of
their GP Defense Factor depends on the size
selected by the player who placed it on the
mapboard), and Direct GP Fire may be used
against them the same as if they were Combat units
by guns of 45mm, 61b, or more in size, or by
PIATs, Bazookas, Panzerfausts, Panzerschrecks, or
Flamethrowers. Their GP Defense Factors do not
vary according to the terrain. The GP Defense
Factors of Combat units inside a Bunker or Pillbox
are not considered, only the GP Defense Factor of
the Bunker or Pillbox. Suppressed results can be
ignored. Knock Out results eliminate these units,
and, for Pillboxes and Bunkers, also Knocks Out
the Combat units inside.
28.5 Find the line on the left or right side of the GP
Hit Tables that contains the target's GP Defense
Factor. Crossgrid the target unit's numbers opposite
the letters N (No Damage), S (Suppressed), and K
(Knocked Out). Roll the dice. If the number rolled
falls in the range from "01" to the N number, the
shot has No Effect. If the number falls in the range
from above the N number to the S number, the
target unit is Suppressed. If the number falls in the
range from above the S number to "00," the target
unit is Knocked Out. For example, if "23" GP
Factors were fired at a target unit with ''5'' GP
Defense Factors, and the dice roll was "53,'' the
target unit would suffer a "Suppressed" result.
28.6 If the target unit were a Vehicle Transporting
Leg and/or Towed units, the same die roll would be
used to resolve the effects of the GP shot against
all of the units. For example, a moving Comet is
Transporting a British Infantry Squad. A shot of
''16" GP Factors is fired at this target The GP
Defense Factor of the Comet is "6," and of the
Transported Infantry unit only "1." The dice are
rolled for a "67." Crossgridding "16" GP Factors
with the Comet's "6" GP Defense Factors, this puts
a Suppressed result on the Comet Crossgridding
"16" GP Factors with the "1" GP Defense Factor
of the Infantry, this puts a Knocked Out result on
the Infantry unit.

29. GP EFFECTS
GP results have different effects on different types
of units:
29.1 No Damage: The fire had no appreciable
effects.
29.2 Suppressed:
29.21 Buttoned Vehicle: If the fire was from a
Machinegun, Cavalry or an Infantry unit at any
range longer than two hexes (on the right or Long
Range side of their Range Lines), there is no effect.
If the fire was from a Machinegun, Cavalry or
Infantry unit at a range of one or two hexes (on the
left, or Short Range side of their Range Lines), or
from any main gun of 20mm or larger, the Vehicle
is Suppressed.
29.22 Open Vehicle: The Vehicle is Suppressed.
29.23 Leg or Towed Unit: The unit is Suppressed.
29.24 Block, Wire, Pillbox or Bunker: No effect.
29.25 The Suppressed results affect all Suppressed
units except for the cases where there was no
effect. Write an "S" order in the Command Sheet
column of the target unit for both the current Turn,
and for the following Turn.
29.251 All units with a Suppressed order may only
sight units that fired at them or which they fired at
during the current Turn and the Turn just previous.
29.252 Vehicles must use the Firer Suppressed
Modifier of "-5" for AP fire, and their GP Factor is
halved for GP fire.
29.253 For Leg and Towed units, the only order
they may be given is Full Cover. At the time they
are Suppressed, all further orders they may have
written, except for Full Cover, are cancelled.
29.26 Multiple Suppression results during the same

Page 17
Turn cause no additional effects on a unit, and can
be ignored. Another Suppression result on an
already Suppressed unit on the Turn after it took
the first result will add another Turn of
Suppression (write the "S" order for the next Turn).
29.3 Knocked Out: Knocked Out effects are as
follows:
29.31 Buttoned Vehicle:
29.311 If the fire was from a Machinegun, Cavalry
or Infantry unit at any range longer than Short
Range, there is no effect.
29.312 If the fire was from a Machinegun, Cavalry
or Infantry unit at Short Range, or from any main
gun of 20mm or larger, the Vehicle is Suppressed.
29.32 Open Vehicle: The Vehicle is Suppressed,
and suffers one Crew Loss.
29.321 A Crew Loss is recorded by marking a "C"
and circling it on the Command Sheet in the box
with the identification of the unit. This is a
reference for the player that there is a Crew Loss.
29.322 Each Crew Loss causes a Modifier of "-4"
for AP fire, and the subtraction of "10" from the
number rolled for GP fire. Any Vehicle that loses
three Crew can no longer fire.
29.33 Leg or Towed Units: The unit is Knocked
out and removed from the mapboard. No Wreck is
placed.
29.34 Block, Wire, Pillbox, or Bunker: The unit
is Knocked Out and removed from the mapboard.
Any Combat units inside a Pillbox or Bunker are
also eliminated. Only 45mm or 61b. guns or larger,
special infantry weapons, Flamethrowers, Close
Assault (vs. Bunkers or Pillboxes only), Artillery,
Bombing, or Rockets are effective.
29.35 Infantry Unit Reduction: When a Knock
Out result occurs to an infantry Squad, except as a
result of Artillery Fire, Overrun Combat, or
Airborne Landing Status Knock Outs, the Squad is
reduced to half size instead of being totally
eliminated. The reduction in size can be recorded
by writing “½” in the unit's identification box on
the Command Sheet. Squad Plus and Assault
Squad units lose all their special capabilities in
such a reduction, but any special weapons carried
by a squad (Bazookas, Flamethrowers, etc.) will
remain with the reduced unit. The Victory Point
Value of a Squad reduced to a Half Squad is the
difference between the Squad and Half Squad Point
Values.

30. FLAMETHROWERS
30.1. Flamethrowers are fired like any other GP
Weapons, with their GP Factor compared to the
target unit's GP Defense Factor. In addition, "10"
is added to the dice roll when they are used. A
flamethrower may not be fired while moving.
30.2 The flamethrower automatically starts Fires
when used against an Alley or Building hex.
30.3 The crew of any Vehicle against which a
flamethrower is used must automatically make a
Bail Out attempt if the Vehicle is not Knocked Out.
Use the GP Knock Out column, No Damage line of
the Bail Out Tables for this attempt.

31. THE CLOSE ASSAULT PHASE
All Close Assault Combats are considered to be
taking place simultaneously but can be resolved in
any convenient order. Close Assault Combats are
resolved similarly to GP fire.
31.1 The player announces the Close Assault by
reading the order from his Command Sheet.
31.2 The MV GP Factor of the Infantry unit at a
range of 1-2 hexes is used against the Vehicle's
Close Assault Defense Factor, MV if the Vehicle
has orders to move one or more hexes, NM if not.
For Pillboxes and Bunkers, the Close Assault and
GP Defense Factors are the same.
31.3 The Infantry unit's GP Factor is halved (round
all fractions down) if the target unit is on a higher
elevation level than the Infantry unit.
31.4 Resolve the combat the same as if it were GP
fire. Add "10" to the dice roll if the Vehicle is
Open. Unlike Direct or Opportunity GP Fire, the
results always apply to the Vehicle. The Vehicle is
Suppressed if that is the result, and Knocked out
and replaced by a Wreck if that is the result.
Results also apply to Bunkers and Pillboxes.

32. THE OVERRUN PHASE
All Overrun Combats are considered to be taking
place simultaneously but can be resolved in any
convenient order. Any Opportunity or Tracking
Fire triggered by the Overrun movement must be
resolved before the Overrun Combat.
32.1 Overrun Defensive Fire: Overrun Combat is
resolved in two parts, the Overrun Defensive Fire
by the target Leg or Towed unit (and by no other
unit in the hex), and the Overrun Fire by the
Vehicle.
32.11 First Fire: The Leg or Towed unit may take
its Defensive Fire First, before the Overrun Fire is
resolved, if the Leg or Towed unit can fire, and if it
does not have Direct Fire orders plotted (see also
32.124). Otherwise the Defensive Fire and the
Overrun Fire are considered to be simultaneous
although they can be resolved in any convenient
order. First Fire takes place in the adjacent hex just
prior to the Vehicle entering the hex containing the
target unit. Simultaneous Defensive Fire takes
place in the target hex. If the Defensive Fire takes
place in the adjacent hex and damage to the
Vehicle prevents it from entering the target hex, the
Vehicle does not get its Overrun Fire.
32.12 Allowable Defensive Fire: Towed units may
fire Defensive Fire only if the hex adjacent to the
target hex entered by the Vehicle is in their Field of
Fire. The same applies to PlATs, Bazookas,
Panzerfausts, Panzerschrecks, AT Rifles and
handheld Flamethrowers using Defensive Fire. Leg
units may use their NM GP Factor (NM is used,
regardless of the Leg unit's movement orders) for
Defensive Fire once the Vehicle enters the hex,
regardless of facing.
32.121 Towed units or the special weapons with
Infantry units may not use their GP Factors for
Defensive Fire if they have orders to Load or
Unload.
32.122 Suppressed Leg and Towed units may use
Defensive Fire with the Suppressed AP Modifier or
with the GP Factor halved. Suppressed units never
get First Fire. This is the only case where
Suppressed Leg or Towed units may fire.
32.123 Leg or Towed units with Full Cover orders
may use Defensive Fire, and this may be First
Defensive Fire if the unit does not also have a
Suppressed order (in which case, see 32.122,
above). This is the only case where Full Cover Leg
or Towed units may fire.
32.124 A Leg or Towed unit with Tracking or
Opportunity Fire orders that are triggered by the
Overrunning Vehicle may use the
Tracking/Opportunity Fire or the Defensive Fire,
but not both.
32.13 Defensive Fire Resolution: Defensive Fire
is resolved the same as Direct Fire by AP or GP
Factors at a range of one or two hexes.
32.2 Overrun Fire: Overrun Fire is resolved the
same as Direct Fire by AP or GP Factors at a range
of one or two hexes.
32.21 Overrun Fire Procedure: The Overrun Fire
is resolved the same as Direct Fire by GP Factors,
using the MV GP Factors at a range of one or two
hexes. The MV GP Factors of available main gun
and independently fired machineguns are added
together to find the GP Factor for the Overrun Fire.
This is the only case where GP Factors may be
added together for one single fire. Note that some
machineguns may only be used if the Vehicle has
an Open Turret and that Half-Tracks, LRDG/SAS
Trucks and Bren Carriers must have an Open
Turret to conduct Overruns. If the Infantry units
Transported on a Vehicle can fire, their halved GP
Factor may also be added to the total GP Factor for
the Overrun Fire.
32.22 Overrun Fire Modifier: Add "20" to any
number rolled on the dice when using Overrun
Fire.
32.3 Post-Overrun Procedure: If the Vehicle is
still able to move after the Defensive Fire, it may
complete any additional plotted movement. If the
Leg or Towed unit is still able to move after the
Overrun Fire it may make any plotted movement
normally. The Overrun Combat, successful or not,
does cancel any firing orders the Leg or Towed
unit may have had. Direct Fire plotted against an
Overrunning Vehicle can still take place after the
Overrunning Vehicle completes its movement, if
still possible.
32.4 Special Note: It is possible for the same unit
to participate in both Close Assault and Overrun
Combats during their respective Phases.

33. BAILED OUT VEHICLE CREWS AND
TRANSPORTED UNITS
Units may "Bail Out" of disabled or Knocked Out
Vehicles. This is checked after all fire at the
Vehicle is resolved and completed in a Phase.
33.1 Crew Bail Out: Any time a Vehicle receives
a penetrating hit from an AP Factor that does not
Knock Out the Vehicle, there is a chance that the
Vehicle's crew will Bail Out. The Bail Out Table
on the Game Card is used immediately to check for
Bail Outs.
33.11 The dice are rolled only once for Crew Bail
Out regardless of the number of penetrating hits
scored on the unit. if the number rolled falls within
the range of numbers of any of the hits suffered
during that Phase, the Crew will Bail Out.
33.12 Bail Out Table Procedure: Crossgrid the
type of penetrating hit (No Damage or
Compartment) with the type of hit. Note that Track
hits count as compartment hits in this case but a
Gun hit will not cause a Bail Out roll. If the dice
roll number falls within the range of numbers listed
for the hit, the Crew Bails Out. Otherwise, they do
not Bail Out, but remain with the Vehicle.
33.13 Bailed Out Crew: If the Crew does Bail
Out, place an extra Infantry unit on the mapboard
in the Vehicle's hex. This may be placed facing as

Page 18

the Bailing Out player desires. Write the
identification number of the Infantry unit in the
box at the top of the Vehicle's column on the
Command Sheet. This unit now represents the
Bailed Out Crew.
33.131 The Bailed Out Crew may never re-enter
their Vehicle or be used as the crew for any other
Vehicle for the rest of the game.
33.132 The Gunnery Tables for the Bailed Out
Crew are shown on the Data Cards. Bailed Out
Crews function otherwise the same as Infantry
units, although they are not permitted to make
Close Assault Combats. Bailed Out Crews have no
Radio or Weight (see the Optional Rules), and have
a Stacking Factor of "1".
33.133. A player gets an additional four Victory
Points for every Bailed Out Crew Knocked Out.
33.14 Bail Out is also checked for Vehicles that do
not have a Bailed Out Crew section on their Data
Cards. If these (small) crews do Bail Out, no
Infantry unit is placed on the mapboard to
represent them, and their Vehicle is considered
Knocked Out (replace with a Wreck).
33.15 Bailed Out Crews use the Crew Loss
Modifier (-10 dice roll) when firing GP for any
Crew losses suffered while with their Vehicle.
33.2 Transported Units Bail Out: In addition to
Vehicle Crew Bailing Out, units Transported on a
Vehicle may also Bail Out.
33.21. If the Crew Bails Out, all Leg and/or Towed
units Transported by the Vehicle also automatically
Bail Out.
33.22. If the Vehicle is Knocked Out, the Crew is
automatically eliminated, but the Transported units
may still Bail Out (and therefore survive).
33.23 Bail Out Table Procedure: Crossgrid the
type of penetrating hit that Knocked Out the
Vehicle with the type of Transported unit (Leg or
Towed). If the dice roll falls within the range of
numbers listed for the hit, the unit Bails Out safely,
otherwise it is Knocked Out. The dice are rolled
separately for each unit attempting to Bail Out. If
the Vehicle is Knocked Out by GP Fire (only
possible in the Advanced Game by Close Assault),
the range of numbers for Bailing Out successfully
is the same as for TK, HD, HR, and HS AP hits.


D. SITUATIONAL RULES
The rules and mechanics of the Advanced Game
should be mastered before trying any of these
Rules. Each Situational Rule is only needed when
making use of that particular section. These rules
simply add to the Basic and Advanced Game
Rules, and those rules still apply unless otherwise
stated. Several new Phases are added to the
Sequence of Play when certain Situational Rules
are used. The full Sequence of Play for a game
using all of these rules is printed on the back of the
rulebook. Simply ignore any Phases that do not
apply to the rules you are using in a particular
game.

34. OFFBOARD ARTILLERY
All Artillery used in the game is
"off-board". No actual Artillery unit
counters are placed on the
mapboard. All Artillery has enough
range to hit any hex on the mapboard.
34.1 The Order Plot Phase for Artillery: The
order notations used for other units are not used for
Artillery. Artillery Fire is plotted on the Artillery
Plot columns of the Command Sheet during the
Order Plot Phase. All Artillery Fire is plotted by
writing the number of the target hex in the column
corresponding to the number of the Artillery
Impact marker used to represent the Artillery unit
on the line corresponding to the Turn of Impact.
All Artillery Fire is resolved during the Artillery
Impact Phase. There are four types of Artillery
Fire, and their plotting procedures are described
below:
34.2 Planned Artillery Fire: Planned Artillery
Fire is plotted before the game begins, and before
any Combat units are placed on the mapboard, but
after the placement of Terrain Support counters.
Planned Artillery Fire represents fire support that is
planned before the battle begins.
34.21 Planned Artillery Fire can be plotted for any
hex on the mapboard and does not require a
Spotting unit on the Turn of Impact, although a
Spotting unit is required for Continuous Artillery
Fire adjustments.
34.22 Planned Artillery Fire can be plotted to
Impact on Turn 1 or any later Turn.
34.23 The target hex is marked for each Battery
using Planned Artillery Fire in the line
corresponding to the Turn that the fire is desired to
arrive (Turn of Impact). The Artillery Fire will be
resolved during the Artillery Impact Phase of the
Turn of Impact.
34.24 To show that a plotted hex number uses
Planned Artillery Fire, mark a "P" before the hex
number.
34.3 Designated Artillery Fire: Designated
Artillery Fire is basically "pre-registered" fire in a
pre-designated hex. On the bottom two "DES"
lines of the Artillery Plot, write in the numbers of
any two hexes on the mapboard for each Artillery
Battery used. These hexes will be the hexes against
which the Battery can use Designated Artillery
Fire. This is done before the game begins, but after
all Terrain Support counters are placed on the
mapboard.
34.31 Designated Artillery Fire can only be plotted
when a friendly Spotting unit can sight the target
hex.
34.32 Designated Artillery Fire is plotted to Impact
a number of Turns after the plot is made. This
Delay is listed on the Artillery Tables on the Game
Cards. For example, the Delay for a Medium
Artillery Battery is two Turns. If the Artillery Fire
were plotted on Turn 3, it would Impact on Turn 5.
34.33 The target hex is marked for each Battery
using Designated Artillery Fire in the line
corresponding to the Turn of Impact. The Artillery
Fire will be resolved during the Artillery Impact
Phase of the Turn of Impact.
34.34 To show that a plotted hex number uses
Designated Artillery Fire, mark a "D" before the
hex number.
34.4 Called Artillery Fire: Called Artillery Fire is
fire called in by units engaged in the battle. All
Called Artillery Fire is handled as the game is
being played.
34.41 Called Artillery Fire can only be plotted
when a friendly Spotting unit can sight the target
hex.
34.42 Called Artillery Fire, like Designated
Artillery Fire, is plotted to Impact a number of
Turns after the plot is made. This Delay (which is
longer than the Designated Delay) is listed on the
Artillery Tables on the Game Cards.
34.43 The target hex is marked for each Battery
using Called Artillery Fire in the line
corresponding to the Turn of Impact. The Artillery
Fire will be resolved during the Artillery Impact
Phase of the Turn of Impact.
34.44 To show that a plotted hex number uses
Called Artillery Fire, mark a "C" before the hex
number.
34.5 Continuous Artillery Fire: When using
Planned, Designated, or Called Artillery Fire, once
Impacted, an Artillery Battery may continue to fire
every Turn without Delay. This continued fire is
called Continuous Artillery Fire.
34.51 Continuous Artillery Fire can only be plotted
when a friendly Spotting unit can sight the target
hex or hexes.
34.52 For Continuous Artillery Fire, the target hex
can be plotted the same Turn as it will Impact. The
plotted target hex may be the same hex as the
previous Turn, or any adjacent hex to the previous
Turn's target hex.
34.6 Spotting Units: Any friendly unit with a
Radio may be used as a Spotting unit for a specific
Artillery Battery. Only one Spotting unit may be
named for each Battery, and the identification
number of this unit should be written underneath
the Artillery Plot, under the column of the Battery
for which it will be the Spotting unit. The same
Spotting unit may be used for more than one
Battery, but each Battery may have only one
Spotting unit that it may use.
34.61 A Suppressed unit can still be used as a
Spotting unit, if the target hex can be sighted. A
target hex from the previous Turn counts the same
as a hex fired at on the previous Turn for sighting
by Suppressed units.
34.62 If the Spotting unit for a US or British
Battery is Knocked Out, any Headquarters unit (if
those Options are used) may be designated as the
new Spotting unit for that Battery. For non-
US/British Batteries, no other unit may serve as
Spotting unit for that Battery.
34.63 If the Air Spotting Option is used (see 37.5),
the Spotting Plane may be named as the Spotting
unit for all Artillery Batteries, in addition to the
ground Spotting units.
34.64 Western Allied Spotting had developed to a
fine art by 1944, to take advantage of the numerous
radios in Western Allied units. If players wish,
they may allow one Western Allied Spotting unit
per Artillery Battery, but allow each Spotting unit
to act for any Artillery Battery.
34.7 Artillery Types: Artillery Batteries can be
Light, Medium or Heavy. The Point Values and GP
Factors for each type are listed on the Artillery
Tables on the Game Cards.
34.71 If an Artillery Battery is selected by Points,
select one of the numbered Artillery Impact
markers to represent its fire on the mapboard.
34.72 In the space provided at the top of the
Artillery Plot, fill in the GP Factor of each Artillery
Battery used in the column numbered the same as
the Artillery Impact marker.
34.8 Artillery Fire Resolution: All Artillery Fire
is resolved during the Artillery Impact Phase,
against units in or adjacent to its Impact hex.

Page 19


Additionally, Artillery Fire may be resolved during
the Movement Phase against any units that enter or
pass through a hex affected by Artillery Fire.
34.81 Placing The Artillery Impact Markers:
During the Artillery Impact Phase, place or move
the Artillery Impact markers in their designated
target hexes.
34.82 Scatter: The dice must be rolled to check for
Scatter for every Artillery Impact marker on the
mapboard. A separate roll is required for each one.
The Scatter numbers are listed on the Artillery
Tables for each type of artillery Fire. For example,
the Scatter numbers for Called Artillery Fire are
"01-40"'. For Continuous Artillery Fire, the Scatter
numbers vary, depending on whether the Artillery
Impact marker remained in the same hex as the
previous turn (Same Hex Scatter), or was moved to
an adjacent hex (Adjacent Hex Scatter). If a
number higher than the Scatter number is rolled,
the Artillery Impact marker remains where it was
placed. If a number in the range of the Scatter
numbers is rolled, the Artillery Impact marker will
be moved, the direction of movement determined
as follows:
34.821 Consult the Scatter Diagram on the Game
Card and roll the dice.
34.822 Move the Artillery Impact marker into the
adjacent hex indicated by the dice roll. For
example, if a "27" were rolled, the Artillery Impact
marker would be moved in direction "2" (see the
Directional Hexagon for direction numbers). If the
target hex is one where two mapboard sections
join, use the direction numbers of the Directional
Hexagon of the mapboard section with the earliest
letter in the alphabet. If the Artillery Impact
marker is moved off the mapboard, it is out of play,
and new plots will be necessary to get it back on
the mapboard.
34.83 After the final location of every Artillery
Impact marker has been determined, Artillery Fire
is resolved against all units (including friendly
units) in the Impact hex and all hexes adjacent to
the Impact hex.
34.84 Artillery Fire is a form of GP Fire, and the
effects on individual units are resolved using the
same general procedure.
34.85 For each Combat unit under Artillery Fire,
crossgrid the Artillery's GP Factor with the GP
Defense Factor of the unit, and roll the dice for the
effects on the unit. The effects are the same as for
Direct or Opportunity GP Fire, with these
differences:
34.851 A Suppressed result Suppresses all
Vehicles, Open or Buttoned.
34.852 A Knocked Out result does Knock Out a
Vehicle, which is replaced by a Wreck, in the
Impact hex only. In the adjacent hexes a Knock
Out result still only Suppresses Vehicles.
34.86 Any units that move into a new hex covered
by Artillery Fire, or a previously unengaged unit
that moves into a hex covered by Artillery Fire will
be attacked by the Artillery Fire for each covered
hex entered during the Turn.
34.87 Defilade and Ditch hexes are treated as Clear
hexes against Artillery Fire.

35. MORTARS
Small infantry mortars were
employed by all armies to lend fire
support to Infantry units. Although
all they threw was a lightweight shell, their high
rate of fire made an effective barrage possible.
Mortar Teams are Leg units, and follow most of
the Leg unit rules, but their fire is resolved
similarly to Artillery Fire.
35.1 Mortars may not fire from Building hexes.
They may fire from Alley hexes.
35.2 Mortars may fire from Full Cover.
35.3 Mortars may use only Direct or Indirect Fire.
The target is listed for the number of the hex,
instead of the target unit's number. For example,
the notation "F2105" indicates orders to use Direct
Fire against hex 2105.
35.4 Mortar Teams move and have GP Defense
Factors the same as Machinegun Teams. They
may not use Close Assault Combat.
35.5 Mortar Fire Resolution: The Impact hex
may Scatter from the designated target hex, the
same as Artillery Fire Scatters. Note on the Mortar
Team’s Data Cards that the Scatter numbers are
different on both sides of the Range Line. Also
note that Continuous Fire Scatters on "01-10" (see
Artillery Tables on the Game Cards).
35.51 If Mortar Fire Scatters, the hex it Scattered to
is the Impact hex for the Mortar Fire, Otherwise,
the designated hex is the Impact hex.
35.52 Mortar Fire affects only the units (including
friendly units) in the Impact hex. Use the GP
Factor of the Mortar Fire against the GP Defense
Factor of each individual unit in the Impact hex to
resolve the Mortar Fire. Effects are the same as for
normal Direct GP Fire.
35.53 Mortar Direct Fire is resolved during the
Direct Fire Phase. The target hex can be any
sighted hex in range, but must be replotted every
Turn. Continuous Mortar Fire is possible if the
same target hex is plotted as the previous Turn.
35.54 Mortar Teams have a 360
o
Field of Fire.
35.55 Defilade and Ditch hexes are treated as Clear
hexes against Mortar Fire.

36. AIR SUPPORT
Both the Allies and Axis employed
Aircraft in the Ground Attack role.
Common Ground Attack Planes for
both sides are included in the games.
Regardless of the printed picture, Planes may be
used to represent any type of plane of their
nationality.
36.1 Plane Movement: Planes do not have to be
plotted the Command Sheet. They can be moved
freely to any hex on the mapboard during the Plane
Movement and Combat Phase. They are removed
from the mapboard at the conclusion of this Phase.
36.2 Allowable Attacks: Each Plane may attack
no more than once every two Turns, and may make
only one attack (Strafing, Bombing or Rocket)
during a Turn. Each Plane may make up to three
Strafing, and one Bombing or two Rocket Attacks
per game.
36.21 All Planes may make Strafing Attacks.
36.22 In addition to Strafing Attacks, the Plane
may be armed with Bombs or Rockets, but not
both. The controlling player must announce the
armament of a Plane the first time it enters the
mapboard.
36.3 Plane Sighting: Planes may attack any units
they can sight, or which are sighted for them.
Planes may not sight units in Building, Woods,
Hedgerow, Improved Position, or Alley hexes, but
can sight all other units. They may attack
unsighted units only if a friendly ground unit with a
Radio can sight the Combat units in these hexes.
36.4 The Plane Movement and Combat Phase:
36.41 Plane Movement: The player takes the
Plane and places it in the hex that is to be attacked.
A Strafing, Rocket or Bombing Attack is
announced.
36.42 Anti-Aircraft Fire: All independently fired
TT machineguns on Open Vehicles, all NM
Machinegun Teams, and any other units noted for
use in Anti-Aircraft Fire ("AA") on their Data
Cards may be used for Anti-Aircraft Fire if they are
not Suppressed, the Plane is in their range and
Field of Fire (includes same hex, in this case), and
they have no plotted fire orders or orders that
prevent firing. Terrain obstacles may be ignored
for this Combat, and Planes are treated as Vehicles
in Clear terrain hexes for the range at which they
can be sighted. The procedure for Anti-Aircraft
Fire is as follows:
36.421 Each unit fires separately. Measure the
range to the Plane, and find the firing unit's GP
Factor (MV or NM, depending on the unit's
orders).
36.422 Use the GP Hit Tables normally, cross-
gridding the firing unit's GP Factor with the Plane's
GP Defense Factor. Roll the dice for each shot,
and find the results normally.
36.423 If the attacking Plane is Knocked Out, it is
destroyed and removed from play, the side
shooting it down getting the Victory Points. If the
attacking Plane is Suppressed, its attack is
automatically wasted - there is no chance of a hit,
but the attack does expend one of the Plane's
Bombing, Rocket, or Strafing Attacks (whichever
type was announced).
36.43 Strafing Attacks: The player with the Plane
may select any one unit in the target hex to attack.
Consider the guns used in a Strafing Attack to be
20mm or smaller. The attack is resolved and has
the same effects as Direct GP Fire, using the
Plane's Strafe GP Factor against the target unit's
GP Defense Factor.
36.44 Bombing Attacks: A Bombing Attack will
not necessarily hit the hex occupied by the Plane.
Check the Plane's Scatter number on its Data Card,
and roll the dice. If the number rolled is larger
than the Scatter number range, the Bombing Attack
will be against the hex containing the Plane. If the
number rolled falls in the Scatter number range, the
direction of Scatter must be checked the same as
for an Artillery Impact marker, and the Bombing
Attack will be against this hex. A Bombing Attack
uses the Plane's Bomb GP Factor against every unit
in the hex as individual fire, the same as for the
Impact hex of Artillery Fire. Like Impact hex
Artillery Fire, all Vehicles can be Suppressed or
Knocked out by Bombing Attack, if these results
are rolled.
36.45 Rocket Attacks: Rocket Attacks are
resolved the same as Bombing Attacks, except that
there is no chance of Scatter - a Rocket Attack will
always hit the target hex. The results of Rocket
Attacks are also the same as the results of Bombing
Attacks.
36.46 For Strafing, Bombing, and Rocket Attacks,
target units in Defilade or Ditch hexes are treated
as if they were in Clear hexes.
36.5 Air Spotting for Artillery: This Option

Page 20
represents the presence of a small, light plane
above the battlefield. This plane carries no
weapons, but has a Radio, and can be used as a
Spotting unit for all off-board Artillery Batteries.
The units an Air Spotting unit can sight are the
same as for all other Planes.
36.51 An Air Spotting unit has no unit counter to
represent it on the mapboard. The player spends the
Points (20) for it at the start of the game, and
announces that it is available.
36.52 The Air Spotting unit cannot be fired at by
Anti-Aircraft, and cannot be eliminated. It may not
make Strafing, Bombing, or Rocket Attacks of its
own.

37. MINES
Mines have always been utilized as
a defensive weapon, to cause losses
or to channel the movements of
enemy forces.
37.1 Mine Types: Mines are of two types, Anti-
Tank (for use against Vehicles) and Anti-personnel
(for use against Towed or Leg units). For the
game, each type of Mine comes in three sizes.
Anti-personnel Mines have sizes of 10, 20, and 30
GP Factors. Anti-Tank Mines have sizes of 25, 50,
and 75 TK (Track). Anti-personnel Mines can
Knock Out or Suppress Leg or Towed units. Anti-
Tank Mines can inflict Track hits on Vehicles.
Both types can be placed in the same hex.
37.2 Mine Placement: Mines are placed at the
same time as the other Terrain Support counters.
The Mine counter is placed on the mapboard to
indicate that Mines are in the area. The exact
placement, type, and size of Mines is known only
to the player who placed them. Mines may be
placed up to two hexes from the Mine counter, and
any number of hexes within this radius can contain
Mines. The hex containing the Mine counter itself
does not necessarily contain any actual Mines.
37.21 The exact type, size, and hex where each
Mine is placed should be secretly written on a
piece of scratch paper by the player who places
them.
37.22 The entire area where Mines can be placed
with or around the Mine counter is called a
Minefield.
Mines may be placed anywhere in the area shown.
This entire area is called a "minefield".
37.23 Once placed, Mines may not be moved nor
their strengths altered.
37.24 Mines are not "used up" in Mine Attacks.
They may be used again and again.
37.3 Mine Attacks: Mines will "attack" Combat
units passing through their hex. Antipersonnel
Mines will attack only Leg or Towed units. Anti-
Tank Mines will attack only Vehicles.
37.31 When a player moves a Combat unit through
or into a Minefield hex, the player who placed the
Mines will inform the moving player if the unit is
attacked in that hex. If not, the unit continues to
move. If an attack does take place it must be
resolved before the movement continues.
37.32 Anti-Tank Mine Attack Resolution: The
dice are rolled, and the unit is either not damaged
or suffers a Track hit. A Track hit is scored if the
number rolled equals or is less than the TK value
of the Mine. For example, a "50TK" Mine would
cause a Track hit if the numbers "01" through "50"
are rolled.
37.33 Anti-Personnel Mine Attack Resolution:
An Anti-personnel Mine Attack is resolved the
same as a GP Direct Fire. The GP Factor of the
Mine (10, 20, or 30) is crossgridded with the GP
Defense Factor of the Leg or Towed unit, which in
this case is always "1". The results are handled
normally.
37.4 Special Note on Transported Units: Anti-
personnel Mines do not attack Leg and/or Towed
units which are being Transported on a Vehicle.
Leg and/or Towed units unloading in a Minefield
hex will be attacked by Anti-personnel Mines.

38. SPECIAL INFANTRY UNITS AND
EQUIPMENT
There are three types of special Infantry units -
Squad Plus, Assault Infantry, and Rangers
(American) and Commandos (British). Squad Plus
and Assault Infantry units cost and are worth more
Victory Points than a normal Squad of the same
type (Point Values are given on the Data Cards -
note that Rangers and Commandos can also be
Squad Plus or Assault Infantry).
38.1 Squad Plus Infantry: This represents a
normal full Squad unit with additional men and
weapons attached. All rules that apply to an
Infantry Squad apply to a Squad plus, but a Squad
Plus may add 10 GP Factors to all fire and
combats.
38.2 Assault Infantry Squad: This represents a
normal full Squad unit with additional assault
weapons attached. These units could be considered
to be assault engineers. All rules that apply to an
Infantry Squad apply to an Assault Infantry Squad,
but an Assault Squad adds 10 GP Factors in Close
Assault Combats, may fire Smoke (one per Turn)
into an adjacent hex, and may use Direct Fire
against Blocks, Wire, Pillboxes, or Bunkers in
adjacent hexes (order the Direct Fire against the
hex number). In addition, an Assault Squad may
be equipped with a hand-held Flamethrower.
38.21 For an additional two Points, a hand-held
Flamethrower may be added to an Assault Squad.
38.22 A hand-held Flamethrower has a NM GP
Factor of "25", and a MV GP Factor of "0" at a
range of one hex. Separate fire orders are plotted
for the Flamethrower from those plotted for the
Infantry unit to which it is attached, the same as for
a PIAT, Bazooka, AT Rifle, Panzerfaust, or
Panzerschreck (see Rule 30 for use of Flame-
throwers).
38.3 Ranger and Commando Infantry: These are
given as separate Infantry types on the British and
American Data Cards. The Allied player may
employ these units as part of their forces. These
units are armed with automatic weapons, and are a
highly-trained elite force. They may only be used
in games where all players agree to their use.
Don't over do it!
38.31 Ranger and Commando units always have a
Radio, and are Crack for Morale purposes.
38.32 These units add "10" to the dice roll for
Close Assault Combats.
38.33 Ranger and Commando units can be Air-
Dropped, the same as Paratroops. They are
affected only by Knock Out results, and can ignore
Suppressed results from Combat.

39. SPECIAL AMMUNITION
There are additional types of ammunition that may
be fired.
39.1 Smoke Shells: Smoke shells
may be fired by Vehicles and Towed
units, (except those whose Notes
indicate they may not), Mortars,
Artillery Batteries, and Assault
Infantry Squads.
39.11 Vehicles, Towed units, Mortars, and Assault
Infantry may Direct Fire or Indirect Fire (if unit has
the capability) Smoke instead of firing AP or GP.
The notation "FS" indicates the Direct Fire of
Smoke, and "HS" indicates the Indirect Fire of
Smoke, followed by the target hex number.
39.12 Artillery Batteries may fire Smoke instead of
firing their GP shells. Smoke may be fired with
any type of Artillery Fire, has the same Delays and
Spotting unit requirements, and is indicated by
adding the letter "S" to the plotting of the fire. For
example, "CS1112" is Called Artillery Fire using
Smoke into hex 1112.
39.13 Fire from Vehicles, Towed units, Mortars
(after checking for Scatter) and Assault Infantry
places Smoke in only one hex. Artillery Fire
places Smoke in the Impact hex (after checking for
Scatter), and in all adjacent hexes. Inverted Smoke
markers are placed on the mapboard during the
regular Phases (Direct Fire or Artillery Impact) to
show that Smoke has been fired. These inverted
markers have no effects on play.
39.14 During the Fire and Smoke Phase, all Smoke
markers that are face up are removed from the
mapboard. After this is done, all inverted Smoke
markers are turned face up to count as Smoke
hexes for the following Turn.
39.15 Smoke Effects: A hex containing Smoke
will block Lines of Sight from all elevation levels.
A Smoke hex also costs an additional Speed Factor
for Vehicles to enter.
39.2 Starshells: These are shells used for
illumination during Night or Moonlight sighting
conditions. They may be fired only by Artillery
Batteries.
39.21 Artillery Batteries may fire Starshells instead
of firing their GP shells. It is fired the same as
Smoke, except that the notation "L" is used to
indicate that Starshell is fired.
39.22 Starshell is only effective in the Impact hex
(Scatter must be checked) and all adjacent hexes.
The Artillery Impact marker is used to mark the
center of the area illuminated by Starshell. Dusk
sighting ranges apply to the illuminated area. The

Page 21

effects of a Starshell last only from the end of one
Artillery Impact Phase to the start of the next
Artillery Impact Phase.
39.3. German PG40 Ammunition: The Panzer
Granat 40 (PG40) shell was a sub-caliber, tungsten
carbide core within an aluminum jacket that
featured improved velocity and penetration over
normal AP ammunition up to about 700 yards
range. If this Option is used, the German player
has the choice, when using units equipped with this
ammunition (Data Cards 80 - 50mm, 90, 94, 97
and 99), of firing normal AP, or of using the AP
Factors and Penetration listed on the PG 40 lines of
the Gunnery Tables.
39.31 PG 40 is fired exactly the same as normal AP
weapons using the PG 40 information instead of
the normal AP information. No special notation is
required to indicate if AP, GP, or PG 40 is fired -
this can be decided when the firing takes place, if
there is a choice.
39.32 Always in short supply, PG 40 ammunition
was reserved for combat against the heaviest
enemy Vehicles. Unless the Limited Ammunition
and Fuel Supply Option is used, the maximum
number of times a unit may fire PG 40 during a
game is three times, except for the Marder III,
which can fire PG 40 only twice during a game.
To keep track of this expenditure, make a mark at
the bottom of the unit's Combat Unit Column on
the Command Sheet every time PG 40 is used.
39.33 Add two Points to the Total Point Value of
any German unit using PG 40 in a game.
39.4 American APCR Ammunition: The Armor
Piercing Composite Rigid (APCR) shell featured
improved velocity and penetration over normal AP
ammunition up to about 500 meters range. If this
Option is used, the American player has the choice,
when using units equipped with this ammunition
(Data Cards 126 and 127), of firing normal AP, or
of using the AP Factors and Penetration listed on
the "CR" lines of the Gunnery Tables.
39.41 APCR is fired exactly the same as normal
AP Weapons, only using the APCR information
instead of the normal AP information. No special
notation is required to indicate if AP, GP, or APCR
is fired - this can be decided when the firing takes
place, if there is a choice. Note that APCR uses a
different Damage Caused Table from that used for
normal AP Shells.
39.42 Always in short supply, the APCR
ammunition was reserved for combat against the
heaviest German Vehicles. Unless the Limited
Ammunition and Fuel Supply Option is used, the
maximum number of times a unit may fire APCR
during a game is three times. To keep track of this
expenditure, make a mark at the bottom of the
unit's Combat Unit Column on the Command Sheet
every time APCR is used.
39.43 Add two Points to the total Point Value of
any M18 “Hellcat” using APCR in a game. Add
three Points to the Total Point Value of any
Sherman "76" using APCR in a game.

40. ASSAULT BOATS
The rivers in Europe were normally
unfordable, and the local bridges
were usually destroyed or wired for
demolitions. Often, the best way to
cross was by boat.
40.1 Boats can Transport two Stacking Factors of
Leg units. The Boats have a Stacking Factor of
one. Weight is .1 tons. Boats are worth 2 Points
each.
40.11 Boats can be Transported by any Vehicles
that can Transport Leg units. The Loading and
Unloading time is one Turn.
40.12 Boats may also be moved along dry ground
at a rate of one hex per Turn, if accompanied by at
least one Squad or Half-Squad of Infantry.
40.13 Once a Boat is adjacent to a River hex, Leg
units may be Loaded to be Transported by the Boat
into the River hex.
40.2 Once Loading is complete, the Boat may be
moved into an adjacent River hex, Transporting its
Leg units with it. A Boat has no crew of its own,
and may only move on River hexes when Leg units
are Transported on it. A Boat may move up to two
hexes per Turn in River hexes. While in a River
hex, treat a Boat exactly the same as an Open
Vehicle Transporting the Leg units on dry land.
40.21 The GP Defense Factor of a Boat is "2." If a
Boat is Knocked Out while in a River hex, all units
it is Transporting are also Knocked Out.
40.22 Only Infantry units may fire while being
Transported on a Boat.
40.3 The Boat may be moved from a River hex into
an adjacent dry ground hex. There the Leg units
may be Unloaded normally.

41. PARATROOPS
Parachute Infantry were often employed to
spearhead attacks, and to disrupt enemy lines of
supply and communications.
41.1 Paratroop Drop Zone Hex Designation: The
Turn of entry and the Drop Zone hex for every
Parachute Infantry unit to be "dropped" during a
game must be noted before the game begins. No
Planes need to be purchased to Transport these
units; this just constitutes another way of entering
the mapboard.
41.11 Any hex on the mapboard may be designated
by the controlling player as a Drop Zone hex. The
same Drop Zone hex can be listed for any number
of Parachute Infantry units.
41.12 The Turn of entry can be any Turn during the
game.
41.13 The controlling player must list the Drop
Zone hex and the Turn of entry at the top of each
Parachute Infantry unit's Combat Unit Column on
the Command Sheet. These may not be changed
once the game starts.
41.14 For Western Front scenarios 1944-45, the
German side may never "drop" more than one
Parachute Infantry unit per game.
41.2 Paratroop Landing: On the Turn of entry,
during the Paratroop Landing Phase, the Parachute
Infantry units being "dropped" are placed on the
mapboard.
41.21 Place all Parachute Infantry units being
"dropped" in their Drop Zone hexes. Each unit
must then be individually checked for Scatter, by
use of the Paratroop Scatter Table on the Glider &
Paratrooper Placement hexagon.
41.22 The player controlling the paratroops places
the Glider & Paratrooper Placement hexagon over
any of the Center hexes on the mapboard. The six
sides of this large hexagon are numbered one
through six to show the Scatter Directions.
41.23 Roll the two dice, and consult the Scatter
Direction portion of the Table to find in what (if
any) directions the unit will Scatter. For example,
if a white "2" and a colored "8" were rolled, the
Scatter Directions would be "2" and "5" This must
be done individually for each separate unit.
41.24 Now roll the dice again, once for each
Scatter Direction, and consult the Number Hexes
Scatter portion of the Table to find how far the unit
will Scatter in each direction. Move the unit the
indicated number of hexes in the indicated
directions into its actual Drop Hex.
EXAMPLE: The Glider & Paratroop Placement
hexagon is laid out as shown in the diagram below:
A "5" (Direction "5") is rolled on the white die,
and a "6" (direction "3") is rolled on the colored
die. Then a "17" is rolled on both dice for the
white Scatter Direction (2 hexes), and a "31" on
both dice for the colored Scatter Direction (4
hexes). The unit Scatters 2 hexes in Direction
"5,"and 4 hexes in Direction "3," as shown in the
above diagram.

41.25 The Number of Hexes Scatter assumes
Moonlight conditions. Airborne operations are not
possible during Fog, Night, Blowing Sand or
Blowing Snow conditions. The number rolled for
the Number Hexes Scatter may be modified in
better conditions, or under certain circumstances.
41.251 In "Day" conditions, the number rolled may
be modified by subtracting "20".
41.252 In "Dusk" conditions, "10" may be
subtracted from the number rolled.
41.253 Parachute Infantry units that enter early
may be used as "Pathfinders" for units that enter
later. If an earlier unit is in a later unit's Drop Zone
hex (either by dropping there, or by moving there
from another Drop hex), and "FL" (Fire Flares)
orders are written for the unit in the hex, "10" may
be subtracted from the numbers rolled for Number
Hexes Scatter when the later unit drops.
41.254 Treat modified dice rolls of less than "0l" as
"0l."
41.255 If a unit will Scatter off the mapboard, the
unit is stopped in an edge hex and is moved no
further. If this happens on the white die Scatter

Page 22

Direction, the colored die Scatter is ignored.
41.256 If a unit lands in a hex containing an enemy
Combat unit, the Parachute Infantry unit is moved
into an adjacent hex. The adjacent hex moved to is
determined by rolling the white die and consulting
the Scatter Direction portion of the Paratroop
Scatter Table. Move the unit one hex in this
direction.
41.26 Paratroop Landing Status: Once the actual
Drop hex of the unit has been determined, the
status of the unit on landing must be checked on
the Paratroop/Glider Landing Status Table on the
Game Card. Roll the two dice, and crossgrid with
the terrain in the Drop hex to find the status of the
unit after landing.
41.261 No Effect: The unit is just fine, and may
begin normal ground operations immediately.
41.262 Suppressed: The unit is Suppressed for
either one or two Turns after the landing, with the
usual Suppressed effects.
41.263 Half Knock Out: A half-squad is
eliminated, and squad is reduced to a half-squad.
41.264 Knock Out: The unit is eliminated
completely.

42. GLIDERS
Glider troops, although over-
shadowed by the more glamorous
Paratroopers, played a very
important part in Airborne
operations. In American Airborne divisions, there
were twice as many glider troops as Parachute
Infantrymen.
42.1 Gliders function similarly to Vehicles used to
Transport other units. What each type of Glider
can Transport is given on the Data Cards (103, 115,
and 133). Gliders cost Points to purchase before a
game starts, and enter the mapboard loaded as the
controlling player desires. Before the game begins,
the Turn of entry, which can be any Turn during
the game, must be noted at the top of each Glider's
Combat Unit Column on the Command Sheet.
These may not be changed once the game starts.
Gliders can not be used in Fog, Night, Blowing
Sand or Blowing Snow conditions.
42.2 Glider Entry: On the Turn of entry, during
the Plane Movement and Combat Phase, the
Gliders entering are placed and moved on the
mapboard.
42.21 The player controlling the Gliders places the
Glider & Paratrooper Placement hexagon over any
Center hex on the mapboard, aligning the sides
with the sides of the hexagons on the mapboard.
Extending out the numbered sides of this large
hexagon to the sides of the mapboard will provide
numbered sections of the mapboard sides, as
shown in the example.
42.22 The opposing player now rolls the two dice,
and the Glider Entry Table on the Glider &
Paratrooper Placement hexagon is consulted. This
will give a mapboard side and a direction for the
Glider to be facing based on the numbered sides of
the large hexagon and its current placement. This
must be done individually for each Glider entering
the mapboard.
42.23 The player controlling the Glider then places
the Glider in any hex along the appropriate side of
the mapboard, facing it in the designated direction.
Movement will begin from this hex and direction.
42.3 Glider Movement: Gliders are considered to
be "flying" while moving, and remain flying for
two Turns.
42.31 During each Turn while flying, a Glider may
change facing by only one hexside per Turn, in any
direction. This Turn may come at any point during
the movement. All movement is made during the
Plane Movement and Combat Phases.
42.32 The Glider must fly for two Turns - no more,
and no less.
42.33 During its first Turn of movement (the same
Turn it is placed in a hex along the side of the
mapboard) a Glider must move ten hexes.
42.34 During its second Turn of movement (the
Turn after it was first placed on the mapboard) a
Glider may be moved 3, 5 or 7 hexes, and must
land at the end of the movement.
42.35 Movement for Gliders is plotted normally.
42.4 Anti-Aircraft vs. Gliders: After a Glider has
been moved, it can be fired at using the same rules
as firing at Planes. Once landed, the Glider is
treated the same as a non-moving Vehicle.
42.41 If Knocked Out while flying, the Glider and
all units it is Transporting are Knocked Out and
eliminated from play.
42.42 If Suppressed and/or Panicked while flying
the Glider loses the ability to turn while flying, and
the effects will carry over to the Transported units
after landing.
42.5 Glider Landing Status: Once a Glider has
"landed", the status on landing must be checked on
the Paratrooper/Glider Landing Status Table on the
Game Card. Roll the two dice, and crossgrid with
the terrain in the hex landed in to find the status of
the unit after landing.
42.51 The Glider Modifiers given on the
Paratroop/Glider Landing Status Table will modify
the dice roll.
+20 automatically for Gliders.
+10 if the second move was of three or
seven hexes (i.e., anything but five
hexes).
+10 if the Glider is Suppressed.
-10 if the Glider is "Crack".
-10 if a "Pathfinder" Parachute Infantry unit
is in the landing hex with "FL" orders.
Treat any modified number of less than "0l" and
"0l". Treat any modified number higher than
"00" and "00".
42.52 The status of a landed Glider is as follows:
42.521 No Effect: The Glider and all transported
units on it are fine, and the Transported units may
begin Unloading.
42.522 Suppressed: The Glider and all
Transported units are Suppressed for either one or
two Turns after landing, with the usual Suppressed
effects.
42.523 Half Knock Out: Any Transported half-
squad is eliminated, and a full squad unit is
reduced to a half-squad. Any Vehicle being
Transported has a "Track" hit, and may not be
Unloaded. For Victory Points, this counts as a
"damaged" Glider, worth one-half (rounded up) its
normal Victory Points.
42.524 Knock Out: The Glider and all the units it
Transports are eliminated completely. Replace the
Glider with a Wreck.
42.53 A landed Glider is worth 2 Stacking Factors.

43. SPECIAL VEHICLE AND GUN NOTES
The following are rules for special Vehicles and
Towed Units included in the game that perform
differently than normal. Many of these are
variants, and are mentioned in the "Notes" sections
of their Data Cards.
43.1 Allied Mine-sweeping Tanks: The "Notes"
section of the M4 and Matilda Data Cards indicate
that these Vehicles may be used to represent the
Sherman "Crab" and the Matilda "Scorpion",
respectively. These Mine-sweeping Tank variants
consisted of a giant flail attached to the front of a
more or less standard M4 or Matilda Tank. The
flail could explode mines harmlessly, and clear a
path through Minefields.
43.11 A Mine-sweeping Tank cannot use Direct,
Tracking or Opportunity Fire at targets located to
its front that are at lower elevation levels than
itself.
43.12 A Mine-sweeping Tank can "clear" one hex
on a Minefield per Turn when moving at a speed of
no more than one hex per Turn. When moving
faster than one hex per Turn, the unit loses the
ability to "clear" a Minefield hex. A "cleared" hex
is considered to no longer contain any mines, and
can be moved through safely.
43.2 Churchill Variants
43.21 Petard Avre: The Notes section of the
Churchill Data Card (108) shows that the card can
be used to represent a "Petard AVRE." This variant
featured a 290mm mortar in the turret in place of
the 75mm gun. It was very useful against
fortifications and in built-up areas.
43.211 The GP Factors for the 290mm mortar are
shown on the card. The AP and GP Factors for the
75mm gun are not used, as it is not present.
43.212 Although the mortar can be fired from any
position, the Turret must point directly forward to
reload. This reloading procedure does not require
any additional time, as long as the Turret faces
forward. If not, the mortar can not fire until the
Turret is returned to facing directly forward.
43.213 The UH machinegun is unaffected, and
operates normally.
43.22 SBG Bridge Avre: The Notes section of the
Churchill Data Card (108) shows that the card can
be used to represent a "SBG Bridge AVRE." This
variant had all armament removed, except for the
UH machinegun, and replaced by a box girder
bridge unit.
43.221 This Vehicle may use its bridge to cover
any Ditch, one hex wide River, or Stream hex. To
use, move the Vehicle adjacent to and facing the
hex to be bridged. During the Movement Phase of
the following Turn, the bridge may be laid, if the
unit has not been Knocked Out or the crew forced

Page 23
to Bail but, and if the unit remains in the hex. Lay
an extra Span marker over the hex to show that it
has been "bridged." The Vehicle may move away
once the bridge is in place.
43.222 The bridge cannot be "picked up" again
during a game, and each SBG Bridge AVRE may
place only one Span per game.
43.223 The Span marker placed by a SBG Bridge
AVRE unit has a maximum capacity of 40 tons.
Movement cost is as for Clear hexes. An
overweight unit attempting to cross the Span
marker will destroy the Span, and the overweight
unit will also be Knocked Out.
43.224 The SBG Bridge AVRE Span has a GP
Defense Factor of "7," and can be destroyed by a
Knock Out result, as with Block, Wire, Bunker,
and Pillbox units. Only guns of 45mm or 6 lb. in
size, or more, may fire at the Span (write the hex
number with the fire order). Any units on the Span
when it is Knocked Out are also Knocked Out.
43.225 Any Vehicle in the Span hex that is unable
to move will permanently block the Span for
movement through the hex. Enemy units may not
pass through a Span hex using the Span Movement
Costs if there is a unit from the other side in the
hex.
43.23 "Crocodile": The flamethrower replaces the
UH machinegun of the standard Churchill Tank,
and has the same play as the UH machinegun had.
The main 75mm gun or the flamethrower may be
fired during any one Turn, not both.
43.3 The Flammen IA and III: The flamethrower
is mounted in the turret. Either the flamethrower
or the machineguns (one each in the turret and in
the Upper Hull) may be fired during any one Turn,
not both. Note that these machine guns have
different values.
43.4 The Culin Hedgerow Device: The Notes
sections of Data Cards 119, 120, 123, 124, and 126
show that the card can be used to represent the
standard Vehicle equipped with the Culin
Hedgerow Device. The Culin Device was a
simple, saw-toothed attachment utilized on Allied
tanks to break through the hedgerows in
Normandy.
43.41 Vehicles equipped with the Culin Device
may attempt to enter Hedgerow hexes (normally
prohibited for Vehicles). The procedure for doing
so is as follows:
43.42 Plot a move for the Vehicle that will take it
into or through a Hedgerow hex (count the
Hedgerow hex as Clear Terrain for plotting this
movement).
43.43 When the movement is executed, move the
Vehicle into the Hedgerow hex, and roll the dice.
If the number rolled falls in the range of numbers
listed in the Notes section (i.e., "01-20 Move"), the
Vehicle has "broken through" the hedgerow, and
may complete its plotted movement. If the number
rolled does not fall in the listed range of numbers,
the Vehicle must be moved back into the hex
occupied prior to entering the Hedgerow hex and
ends its movement there - the Vehicle has failed to
"break through" the hedgerow.
43.44 A Vehicle may attempt to enter no more than
one Hedgerow hex per Turn, and the hex may not
contain Combat units of either side.
43.45 If the hedgerow is broken through, mark it
with a blank counter. All Vehicles may now enter
the hex the same as if it were Clear terrain (a
narrow path has been cleared through the hex). Leg
and Towed units still are considered to be in a
Hedgerow hex, unless transported.
43.46 The Culin Device would "scoop up" the
hedgerow as the Vehicle moved through it, and the
Vehicle would carry this with it for a period after
breaking through. On any movement after passing
through the Hedgerow hex, and for the entire Turn
following the break through, the Vehicle may not
fire to its 0
o
F direction, nor be hit by fire from that
direction.
43.5 German Armored Car Reverse Movement:
German Armored Cars had dual controls, and
could move full speed in reverse as well as
forward. If this Option is used, this type of Vehicle
may make forward and reverse movements at the
same movement costs, and does not have to expend
twice the normal movement costs for reverse
movement.
43.6 German 88mm FLAK 38 AT Gun: The
German 88mm FLAK 38 AT Gun was actually a
heavy anti-aircraft piece used in the anti-tank role.
This particular gun could be quickly placed in
action and fired while still on its road wheels, this
taking the two Turns listed on the card. This
"quick" way of getting the gun into action did not
allow the barrel to be elevated or depressed, and an
additional, third, Turn of Unloading is required for
the gun to be completely ready for action. If this
Option is used, a third Turn of Unloading is
required for the gun to fire at target units on
different elevation levels than the 88 unit. Once
the third Turn of Unloading has been completed, it
will then require three Turns to Load the gun for
Transporting by a Vehicle.
43.7 Light AT Gun Movement: The Italian 20mm
M36 AT Gun and the German 28mm SPZB41 AT
Gun (Data Cards 72 and 79) were both light
enough to be moved, manhandled short distances
by their crews. These two AT Guns may be moved
one hex directly to the front or directly to the rear
and be refaced during any Turns in which the unit
has no other orders. No Vehicle is required for this
movement. If fired at while moving this hex, the
unit uses its MV GP Defense Factor. These guns
may be moved in this manner into Building hexes,
but may not be moved in this manner into Soft
hexes.
43.8 The Grant Hull Gun: The 75mm hull gun on
the Grant Tank (Data Card 69) was mounted quite
low on the hull of the vehicle. Because of this, the
gun cannot be fired when a Grant unit is Hull
Down in a Defilade hex with a Defilade hexside to
its front, in an Improved Position, or inside a
Building. A hit on this HG counts as a "miss" if
the Vehicle unit is Hull Down.
43.9 Optional Portee Gun Mounting
Most of the British Portee AT Guns were mounted
on the beds of Light Trucks to fire directly to the
rear, and this is the information given on Data Card
62. Some Portees, of both sizes, were fixed with
the gun mounted to fire forward over the truck's
cab. To use this type of Portee, the following
changes must be made to the information given on
the card.
43.91 The Vehicle is no longer "Turretless". Treat
it as a "None" for turret characteristics. The gun
now fires directly forward, with the usual forward
Field of Fire. The Vehicle Size is now “-1”.
43.92 The following changes apply on the Hit
Determination Tables:
43.921 In all "Front" sections, the last listed LH
number is now treated as a GN hit.
43.922 In all "Rear" sections, the listed GN number
is now treated as a HR hit.
43.93 The Points and all other listed information
remain the same.


E. OPTIONAL RULES
The Optional Rules are just that - optional - they
can be added to the game in any combination to
suit the player's tastes. Each Optional Rule adds
greater scope and realism, as well as additional
complexity to the play of the game. These rules in
many cases simply add to the Basic and Advanced
Game Rules, and these rules still apply unless
otherwise stated. There may be additions to the
Sequence of Play when certain Optional Rules. The
full Sequence of Play for a game using all rules is
printed on the back of the rulebook. Simply ignore
any Phases that do not apply to the rules you are
using in a particular game.

44. INDIRECT FIRE
Mortars and the main guns of Combat units with
the words "Has Indirect Fire Capability" printed in
the Firing Information section of their Data Cards
may use Indirect Fire against target hexes which
they cannot sight. Actually, almost any units were
capable of Indirect Fire, but only those commonly
used in this way are considered for game use.
44.1 To use Indirect Fire, the firing unit must have
available a Spotting unit that can sight the target
hex. The Spotting unit may be any Combat unit in
the same Formation as the firing unit (see the
Organization and Command Control Optional
Rules), or an Air Spotting unit. The Spotting and
firing units must both have Radios.
44.2 To use Indirect Fire, the target hex must be at
Long Range (on the right side of the Range Line).
44.3 The notation "H" indicates that Indirect Fire is
ordered. The number of the target hex is listed
next to the notation. For example, the notation
"H1504" indicates orders to use Indirect Fire
against hex 1504. Select an unused Artillery
Impact marker, and use it for the Indirect Fire of
the firing unit - write the number of the firing unit
on the "Type" line in the appropriate column of the
Artillery Plot on the Command Sheet.
44.4 Indirect Fire Resolution: Indirect Fire is
resolved during the Artillery Impact Phase.
44.41 Place the Artillery Impact marker in the
target hex.
44.42 The Impact hex may Scatter from the
designated target hex, the same as Artillery and
Direct Mortar Fire Scatters.
44.421 The Scatter numbers are doubled for Mortar
Teams using Indirect Fire. For example, if the
Scatter numbers were "01-30", they would become
"01-60" when Indirect Fire is used. Mortar
Continuous Fire would have Scatter numbers of
"01-20".
44.422 The Scatter numbers for units other than
Mortar Teams are "01-70" for the initial firing, and
"01-40" for Continuous Fire.
44.43 If Indirect Fire Scatters, the hex it Scattered
to is the Impact hex for the Indirect Fire.
Otherwise, the designated hex is the Impact hex.
44.44 Indirect Mortar Fire affects units in the
Impact hex the same as Direct Mortar Fire.

Page 24

44.45 Indirect Fire by units other than Mortar
Teams affects only the units in the Impact hex.
Use the MV GP Factor of the firing unit against the
total GP Defense Factors of all units in the Impact
hex to resolve the Indirect Fire. Effects are the
same as for normal Direct GP Fire.
44.5 The target hex can be any hex sighted by a
Spotting unit and in range, but must be replotted
every Turn. Continuous Indirect Fire is possible if
the same target hex is plotted as the previous Turn.
44.6 Units using Indirect Fire use their normal
Fields of Fire.
44.7 Defilade and Ditch hexes are treated as Clear
hexes against Indirect Fire.

45. MAIN GUN DEPRESSION
Gun depression played a very important part in
deciding the placement of Towed units and
Vehicles. Both sides were always hampered by the
inability of large guns to fire down on enemy units
at close ranges. All Towed units and Vehicles
(main guns only - machineguns or AT Rifles if
these are the main guns) have their Gun
Depression listed on their Data Cards.
Independently fired Vehicle machineguns and Leg
units are unaffected by these rules.
45.1 Gun Depression affects only a unit's ability to
fire at units which are at a lower elevation. It has
no bearing for fire against units at the same or
higher elevations.
45.2 The Gun Depression lists five numbers. The
first number is the minimum range at which the
unit may fire at a target which is one elevation
level lower than the firing unit. The second
number is the minimum range at which the unit
may fire at a target which is two elevation levels
lower than the firing unit. The third, fourth, and
fifth numbers are, respectively, the minimum
ranges at which the unit may fire at targets which
are three, four, and five elevation levels lower than
the firing unit.

46. ADDITIONAL VEHICLE ARMOR
The Allied and German forces employed additional
armor in the form of sandbags and extra track links
applied to the Upper and Lower Hull, although this
led to a penalty of lost mobility.
46.1 All Vehicles except Light and Medium
Trucks, Portees, LRDG/SAS Trucks and Jeeps may
add "2" to the Armor Basis (AB) at all angles to the
Upper Hull (UH) and Lower Hull (LH) only, by
marking "SB" (for sandbags) in the Unit
Identification Box of the Command Sheet.
46.2 All Vehicles that have this additional armor
must subtract one Speed Factor from the Vehicle's
movement on all odd numbered Turns.

47. EMERGENCY VEHICLE SPEED
In emergency situations, Vehicles are capable of
higher than normal speeds to escape from or to
avoid danger, although there is also the chance of
damaging the Vehicle as a result of such
movement.
47.1 Emergency Speed is twice the Vehicle's
normal Speed Factor. The movement is plotted
normally, using up to double the normal number of
Speed Factors.
47.2 Before actually executing the movement, the
player must consult the Emergency Speed Table on
the Game Cards to see if the Vehicle's tracks or
wheels are damaged by the movement.
47.21 Roll the Dice. Crossgrid the Vehicle's
weight (including Leg and/or Towed units being
Transported) with the appropriate column, Tracked
TK (for fully tracked Vehicles rectangular unit
counters), or Wheel TK (for wheeled or half-
tracked Vehicles - large square unit counters).
47.22 If the dice roll equals or is less than the listed
number in the column, Track Damage occurs, with
the normal results.
47.3 If Track Damage occurs, the Vehicle does not
move, but remains in its original hex.

48. GP FIRE TERRAIN MODIFIERS vs.
VEHICLES
This Option permits Vehicles to take advantage of
the Terrain when fired on by GP Weapons. The
following are subtracted from the dice roll for GP
Fire against Vehicles in the given terrain.
Mod Terrain
-20 Improved Position, Stone or
(Mud/)Brick Building, or Defilade
(Level or Rising Fire)
-10 Alley, Rough, Scrub, Wood Building,
Woods, or Defilade (Falling)
0 Soft and Clear
48.1: Apply the appropriate modifier to the dice
roll when GP Factors are applied against Vehicles
in these types of terrain.
48.2 These modifiers do not apply in cases of
Close Assault, against a flamethrower, or against
Artillery Fire, Mortar Fire, Bombing Attacks,
Strafing Attacks, or Rocket Attacks.

49. HASTY ENTRENCHMENTS
("Y")
Infantrymen of the Second World
War were noted for their ability to
"dig in" under fire. This Option
permits the rapid construction of shallow cover.
49.1 Only Infantry units that are not Suppressed,
remain in the same hex without moving or turning,
and are stacked with a Full Cover marker may
construct Hasty Entrenchments.
49.2 In order to construct Hasty Entrenchments, a
"Y" order must be plotted for the Infantry unit for
three consecutive Turns.
49.3 During the Movement Phase of the third Turn
of construction, a Hasty Entrenchment marker may
be placed in the hex. Once placed, a Hasty
Entrenchment may be used by any Leg units, not
just Infantry units, and remains in the hex for the
rest of the game.
49.4 For GP Fire "10" is subtracted from the dice
roll when firing at Leg units in a Hasty
Entrenchment hex.

50. LIMITED INTELLIGENCE
Until a Combat unit is sighted, a player does not
have to reveal exactly what type of unit it is. There
are two ways in which this limited intelligence rule
can be handled.
50.1 Inverted Units: At least one side, usually the
one starting off the mapboard, must use this rule,
unless an Umpire is available.
50.11 Invert all units before they come on to the
mapboard. The opposing player can still, of
course, tell tracked Vehicles from other units by
their shape, but not knowing exactly what type of
Vehicle it is can have a marked effect on play and
permit some surprises!
50.12 As soon as a unit is sighted, it must be placed
face up. If it is again lost to sight, it can be again
inverted, hoping that the opposing player or players
will not be able to remember what it is. A unit is
only placed face up when it is in the sighting range
of an enemy unit, not when it is sighted due to
firing.
50.2 Hidden Units: This rule can only be used by
a side that starts the game with its units already on
the mapboard.
50.21 A reduced copy of the mapboards is included
in each game. This can be reproduced on a copier,
then the copies cut into the three mapboard
sections and re-assembled to match the layout
being used in the game. Building, Hill, Woods,
Hedgerow, Alley, and River Terrain should then be
drawn on this reduced copy to match the actual
mapboard layout. After this is done, it is suggested
that the mapboard copy be placed in a clear plastic
document protector so it can be marked on with a
grease pencil.
50.22 The player then marks his locations on the
reduced mapboard, using an arrow to show facing,
and marking the unit's identification number next
to the arrow to show what unit the arrow
represents.
50.23 The player does not place any units on the
mapboard until they are sighted. If a unit is again
lost to sight, it can be removed from the mapboard
and its location again marked on the reduced copy.
50.24 Hidden units can be moved by erasing the
previous mark, and making a new one in the new
location. As the units are moved, be sure to tell the
opponent if he sights even a fleeting glimpse of the
moving unit.
50.3 Optional Noise Rules: Even if a unit cannot
be seen, it can often be heard as it moves. This
Option should be used only with the Hidden Units
Option, as it is helpful only concerning units that
are out of sight.
50.31 Moving Vehicles can be "heard" up to ten
hexes from the unit which "hears" them.
50.32 Moving Leg units can be heard up to four
hexes from the unit which hears them.
50.33 The controlling player does not place the
moving unit on the mapboard, but must tell the
opponent what (Vehicle or Leg) was heard, and
where (what hex or hexes) the noise originated.

51. OPTIONAL SIGHTING RULES
Any or all of the following Sighting Options may
be used in a game.
51.1 Elevation Level Differences: Add five hexes
to the range at which a unit may see or be seen for
every elevation level difference between the units.
For example, a unit that is two elevation levels
higher than an enemy unit could see and be seen by
that unit from ten hexes longer range than normal
This applies only to units being sighted in Clear,
Defilade, Depression, or Soft Terrain.
51.2 Full Cover Towed and Leg Units: Leg and
Towed units that are in Full Cover are harder to
"see" than normally. The second number given
under the SM and LG columns of the Sighting

Page 25

Ranges Table are the distances at which these units
can be seen when in Full Cover.
51.3 Dust Created by Moving Vehicles: Moving
Vehicles throw up a lot of dust, which can be seen
from long distances, but also obscures units behind
the dust cloud. This rule should generally be used
in desert scenarios.
51.31 Except in Mud weather, any Vehicle that
moved two or more hexes during the previous Turn
will be considered to have thrown up dust.
51.32 Any Vehicle throwing up dust can be seen
from the same range as if it were in Clear Terrain,
regardless of the terrain in the hex in which it is
located. If the Hidden Units Option is used, the
whole route taken by an otherwise secret move
must be revealed to the opposing player.
51.33 Treat the hex containing the Vehicle and all
hexes passed through during the previous Turn as
containing dust. Handle the same as if these hexes
all contained Smoke.
51.4 Smoking Wrecks: Any hex containing a
Wreck can be considered to be a Smoke hex, and
has the same effect as a Smoke marker on moving
and sighting.
51.5 Buttoned Sighting: Buttoned Vehicles are
restricted to sighting hexes that are in an arc
described by the FS 45
o
sections of the Target
Angle Wheel from the fronts of the Vehicle and/or
Turret. They cannot sight hexes that do not fall
inside this arc, even if fire is coming from those
hexes.

52. FIRES IN BUILDINGS AND
ALLEYS
Buildings and Alleys may catch on
fire, and, once on fire may go out,
continue to burn, or spread.
52.1 Fire can be created in Building and Alley
units as a result of GP Fire directed at units in the
hex. These hexes are not fired at individually, only
the units in the hex may be fired at. All resolution
of Fires is done with the Fire Tables on the Game
Cards during the Fire and Smoke Phase, either
player rolling the dice.
52.2 Any Building or Alley that is not burning that
had GP Fire directed against it during the Turn
must be checked to see if a Fire starts.
52.21 Crossgrid the Unit Type (Stone, Wood,
Mud/Brick or Brick Building, or Alley) with the
largest GP Factor that was fired at the hex during
the Turn, and roll the dice.
52.22 If the number rolled falls in the listed range
of numbers, a Fire starts and a Fire marker should
be placed in the hex. If the number rolled is higher
than the listed range of numbers, there is no effect.
52.23 If a Flamethrower was used against units in a
Building or Alley, a Fire is automatically started.
52.3 Any hex that contains a Fire marker can also
be considered to be a Smoke hex, and has the same
effect as Smoke on sighting.
52.4 Combat units may not remain in or enter a hex
containing a Fire. Any Combat unit that has not
vacated a Fire hex by the end of the Turn after a
Fire starts is Knocked Out and eliminated from the
game.
52.5 Fire Area Visibility: "Dusk" sighting ranges
apply to an area within two hexes of a Fire during
Night or Moonlight periods.
52.6 Fire Status: All Buildings and Alleys that had
a Fire marker placed on them during a previous
Turn must have the status of their Fires checked.
Roll the dice and consult the Fire Status portion of
the Tables on the Game Cards. Look along the
line-containing the type of unit to find into which
range of numbers the dice roll falls.
52.61 Spread: If the dice roll falls into this range,
the fire spreads to all Buildings and Alleys in
adjacent hexes. Place Fire markers in the hexes
where the Fire spread.
52.62 Continue: If the dice roll falls in this range,
the Fire simply continues in its original hex.
52.63 End: If the dice roll falls in this range, the
Fire ends, and the Fire marker is removed from the
mapboard.

53. TIME OF DAY AND WEATHER
All the rules for the game so far have assumed
daylight conditions and perfect weather. Different
times of day and different weather conditions,
while they will have a great effect on the play of
the game, are very easy to incorporate into a game.
53.1 Weather: The weather can be either Normal
(as in the Basic and Advanced Games), Snow,
Blowing Sand or Mud.
53.11 Snow: Use the Snow/Blowing Sand Speed
Factors and Road and Track Movement Costs
listed on the Data Cards instead of the Normal
ones. The Stream hexes may be considered to be
frozen over, and are treated as Clear hexes.
53.12 Blowing Sand: Use the Snow/Blowing Sand
Speed Factors and Road and Track Movement
Costs listed on the Data Cards instead of the
Normal ones. Plane Strafing, Bombing and Rocket
Attacks or Air Spotting are impossible during this
weather.
53.13 Mud: Use the Mud Speed Factors and Road
and Track Movement Costs instead of the Normal
ones. The Stream hexes may be considered to be
unfordable, and may not be entered except at
Bridge hexes.
53.2 Visibility: The time of the day or the weather
can affect sighting. The Sighting Ranges Table on
the Game Cards has lines for sightings that take
place at different times of the day and in different
Weather conditions. Use only the first number
given on the Sighting Ranges for LG and SM units
unless the Optional Sighting Rules (Option 47.2)
are being used.
53.21 Day: This is normal visibility, as was used in
the Basic and Advanced Rules. This could apply to
clear days with Mud ground conditions, also.
53.22 Haze: The heat haze about noontime in the
desert reduces visibility from that found in cooler
parts of the day.
53.23 Dusk (or Rain): This is visibility when the
sun is just rising or setting. It could also apply to
Snow or Mud days with rain falling, or to Night or
Moonlight conditions in Fire or Starshell areas.
Although the term used here refers to a period of
semi-darkness, true dusk is when the sun is setting
to the west. The same conditions apply at dawn,
when the sun is rising in the east. Desert attacks
were often made out of the setting sun (usually by
the Axis, normally located west of the British
positions), or out of the rising sun (usually by the
British), as the sun tended to blind the defenders
when these attacks were made.
53.231 To simulate dawn or dusk attacks, choose
one side of the mapboard to be the side on which
the sun is rising or setting. Select a hex near the
center of this side and designate it as the "Sun
hex".
53.232 When firing "into the sun", modifiers will
apply. A unit is firing "into the sun" if the target
unit and the Sun hex are both in the same 60
o
Field
of Fire from the firing unit.
53.233 When firing "into the sun" with AP
Weapons, the modifier is "-5" subtracted from the
Base Modifier.
53.234 When firing "into the sun" with GP
Weapons, the modifier is "-10" subtracted from the
dice roll.
53.24 Blowing Sand: This is visibility if the
weather consists of a sand storm. It could also
apply to Dusk periods combined with rainfall (Mud
Weather).
53.25 Blowing Snow, Fog: This is visibility if the
weather is foggy. It could also apply to Dusk
periods combined with snow or rainfall. Plane
Attacks, and Glider operations are impossible in
Fog weather, as is Air Spotting.
53.26 Night: This is visibility when the sun is
down, there is little or no moonlight, or when
weather conditions are so atrocious that it may as
well be night. Plane Attacks, Glider operations, and
Air Spotting are impossible at Night.
53.27 Moonlight: This is a night with a bright
moon improving visibility where there are no
shadows. Note that all sighting ranges are the
same as for Night, except for Vehicles. Plane
Attacks, Glider operations, and Air Spotting are
possible in Moonlight.

54. MACHINEGUN TEAM PIN-
NING FIRE
These Options apply only to the Leg
Machinegun Team units and to no
other machineguns. These sections
can be used alone or together. They simulate the
ability of these machineguns to "pin" enemy units,
keeping heads down and preventing firing and
advancing, as opposed to trying to eliminate the
target units. To use these, the player must first
announce (no special notations are required, just
the normal listing of the target unit or units) that
"Pinning Fire" is being employed, then the GP Fire
is resolved normally, with the following changes:
54.1 Normal Pinning Fire: The GP Fire against a
single Leg or Towed target unit is handled
normally, but "10" is added to the dice roll. Any
Knock Out result obtained by Normal Pinning Fire
is treated as a Suppressed result, instead.
54.2 Area Pinning Fire: The GP Fire may be
directed against any or all Leg and/or Towed units
in any one hex, plus those in any one hex adjacent
to the first hex. The GP Defense Factors of all the
target units are added together for the combat,
which is otherwise handled normally. The result
will apply against all of the target units. Any
Knock Out result obtained by Area Pinning Fire is
treated as a Suppressed result, instead.


Page 26
55. ORGANIZATION AND COMMAND
CONTROL
55.1 Unit Organization: Both the Allied and Axis
armies had Tables of Organization for organizing
their forces, but these organizations could and did
break down into all sorts of ad hoc formations at
the lower levels of organization used in PANZER.
Some organizational guidelines follow:
55.11 All Vehicles should be formed in their own
Formations, by type if possible, but mixed if
necessary. An exception to this would be Truck
and Half-Track Vehicles used to Transport Leg or
Towed units; these Vehicles would be part of the
Leg or Towed Formation they carried.
55.12 All Leg units should be formed into their
own Formations. These Formations would
normally consist of a variety of different Leg units,
Infantry units and their supporting Machinegun and
Mortar Teams.
55.13 All Towed units should be formed into their
own Formations, all guns in a Formation being of
the same size, if possible.
55.14 Formations should be organized to have not
less than three Combat units, but no more than
seven Combat units. A Headquarters unit should
be designated for each Formation, and the notation
"HQ" marked in its identification box on the
Command Sheet. A line should be drawn on the
Command Sheet to show what units are in what
Formations. One unit should be selected to be the
Headquarters for all the Formations a player
controls. The "HQ" for this unit should be circled
to differentiate it from the subordinate
Headquarters. This unit represents the player's
presence on the mapboard, and is the Player
Headquarters.
--------Formation #1 ---------
TURN
NO.
Anzac
Inf AT 1
Mot Inf
R HQ 2
Mot Inf
R HQ 3
MG
104

55.15 Allied units should be organized into
separate Formations by nationality, if used on the
same battlefield. The Allied Headquarters may be
of any nationality involved. The same applies for
mixed Axis nationalities.
55.2 Command Control: These rules simulate the
difficulties of controlling subordinate units in a
combat situation. They are designed so that the
player will have a difficult time controlling all of
his units, and will have to make the best of a bad
situation.
55.21 A player has Command Control of all units
in or adjacent to the hex containing his Player
Headquarters. Command Control is also
maintained over all units adjacent to a
Headquarters unit that is adjacent to the Player
Headquarters. If the Player Headquarters unit has a
Radio, all other units with Radios are in Command
Control, and, if a Headquarters unit with a Radio is
in Radio Communication with the Player
Headquarters, all adjacent to that Headquarters
unit are also in Command Control.
55.211 A Headquarters unit can be in Command
Control only over units that are organized as part of
its Formation. For example, a Headquarters unit
that is adjacent to the Player Headquarters can not
maintain Command Control over adjacent units
organized into another Formation.
55.212 Radio communications for Command
Control are not possible if the Line of Sight
between two units with Radios is blocked.
55.213 A Headquarters unit with a Radio that is in
Command Control of a Player Headquarters is in
Command Control of all units with Radios in its
Formation, if lines of sight are not blocked.
55.22 Units that are in Command Control have
their orders plotted normally. Units that are not in
Command Control have their orders plotted
normally as long as the plotted orders do not
require the unit to enter a new hex. Orders to move
one or more hexes given to a unit that is not in
Command Control require orders for the next Turn
to also be written when the movement order is
written. For example, a unit that is not in
Command Control that you wished to order to
move one or more hexes during the Current Turn,
would also have to have orders plotted in advance
for the next Turn at the same time as the current
Turn is plotted.
55.221 If a unit with orders plotted in advance
enters Command Control, the orders plotted can be
erased, and new orders plotted normally.
55.222 Movement orders plotted in advance must
be specific and exact. Firing orders plotted in
advance do not have to list the identification
number of the target hex or unit - this information
can be filled in during the Order Plot Phase of that
Turn.
55.23 If a Player Headquarters unit is Knocked
Out, all of that player's units are out of Command
Control for the next two Turns. After that, the
player can select a new Player Headquarters from
among his surviving units on the mapboard and
resume Command Control.
55.24 If a Formation Headquarters unit is Knocked
Out, all of that Formation's units are out of
Command Control for the next two Turns, unless
they are with or adjacent to the Player
Headquarters. After that, the player can select a
new Formation Headquarters from among the
surviving units of that Formation.
55.25 Suppressed Headquarters units may still
exercise Command Control.
55.26 Once Formations are organized, their
Combat units may not be changed to another
Formation. Each Formation formed at the
beginning of a game will continue to exist as a
separate Formation until totally eliminated, even if
only one unit still exists.
55.3 Interrupted Command Control - Radio
Jamming: Each separate Formation is considered
to be using a different radio frequency for internal
communications, and the Player Headquarters is
considered to be using yet another radio frequency
to communicate to and from other Formations or
(in a multi-player game) other players. If these
frequencies are "Jammed," they will stop radio
communications, and may place the involved units
out of Command Control.
55.31 To attempt to "Jam" an enemy radio
frequency, the side must have Radio Jamming
Equipment, which is obtained for 20 Points before
the game starts. No unit is used to represent this
equipment - it is considered to be off the
mapboard, and the player merely announces its
presence.
55.32 Attempts to "Jam" are made at the start of
the Order Plot Phase, while all other Command
Control is being determined. A side may attempt
to "Jam" one frequency per Turn. If Artillery is
used, the frequency used by one Spotting unit may
be "Jammed" per Turn. Treat this the same as an
attempt to "Jam" a Formation's frequency.
55.33 The dice are rolled, and the Radio Jamming
Table on the Game Cards is consulted. Crossgrid
the Type of Attempt (against a Formation or
against the Player Headquarters) with the
nationality of the Formation or Player
Headquarters. If the dice roll falls in the range of
numbers listed, the frequency is "Jammed" for that
Turn only. If the dice roll exceeds the listed range
of numbers, there is no effect.

56. MORALE AND PANIC - TRAINING AND
EXPERIENCE
Morale is that indefinable combination of
leadership, training, and internal unit cohesion that
makes one Combat unit unbeatable and makes
another one run at the first shot. In the final
analysis most battles are either won or lost because
of the Morale of the Combat units.
56.1 Morale: Combat unit Morale is divided into
three grades - Crack, representing troops with
superior leadership and training; Average,
representing typical troops with average leadership
and training; and Poor, representing troops who
probably have no business being on a battlefield.
The Morale grade of each unit should be noted in
the unit's identification box on the Command
Sheet.
56.2 Panic Morale Checks: All Combat units that
suffer a Suppressed result or which Bail Out during
a Turn must immediately take a Panic Morale
Check. A unit can be checked up to twice during a
Turn, once when it Bails Out, and the first time it is
Suppressed during the Turn.
56.21 Look on the Panic Morale section of the
Morale Tables on the Game Card. Find the range
of numbers listed for the grade of the unit you are
checking. For example, the range of numbers for
Crack units is "01-20."
56.22 Now check the Panic and Rally Modifiers
section of the Morale Tables to see if any of the
Modifiers apply.
56.221 -10 Per HQ in Command Range:
Command Range is one hex. For each HQ (Player
or Formation) in the hex with or adjacent to the
unit being checked subtract "10" from the range of
numbers. Note that for an HQ unit to modify the
Combat unit, the Combat unit must be in the
Formation HQ unit's Formation or commanded by
the player with the Player Headquarters.
56.222 -10 Any Terrain Cover: If the unit being
checked is a Leg or Towed unit and it is in any hex
where its GP Defense Factor is better than it would
be in Clear Terrain, subtract "10" from the range of
numbers.
56.223 +10 Per Formation Unit Knocked Out or
Panicked: Each of the other Combat units in the
unit's Formation that has already been Knocked
Out or is currently Panicked will add "10" to the
range of numbers.
56.224 +10 Per Other Formation Knocked Out
or Panicked: If every unit of another Formation
under the player's command is Knocked Out or is
currently Panicked, add "10" to the range of
numbers. This "10" is added for each of the other
Formations that are in this condition.
56.23 Modify the range of numbers by any
Modifiers that apply and roll the dice. There is no

Page 27
effect if the number rolled is larger than the
modified range of numbers. However, if the
number rolled falls in the modified range of
numbers the unit is panicked, and the notation "P"
is written as that unit's order plot for the current
Turn. The "P" cancels and supercedes all other
order plots that may be written for that unit,
including Suppressed.
56.24 Since units inside Pillboxes and Bunkers,
and Ranger and Commando units cannot be
Suppressed, these units do not have to make a
panic Morale Check when a Suppressed result
affects them.
56.3 Panic Movement: Panic orders (the "P"
notation) are written for a panicked unit on every
Turn until it rallies or exits the mapboard. Panic
orders will cause a unit to move randomly during
the Movement Phase.
56.31 Each panicked unit is moved separately.
Each player should resolve the movements of his
panicked units during his part of the Movement
Phase before moving any of his other Combat
units.
56.32 For each panicked unit, roll one die. If the
roll is from "l" to "6," the unit will move in that
direction (see the Directional Hexagon on that
mapboard section). If "7" through "0" is rolled, the
player commanding the panicked unit can decide
the direction in which the unit will move. Note
that if the hex containing the panicked unit is in a
hex where mapboard sections join, the directional
numbers of the Directional Hexagon of the
mapboard section with the earliest letter in the
alphabet is used to determine directions.
56.33 The unit using Panic Movement will always
move in a straight line in the determined direction
as far as its Speed Factors will take it or until it
comes to a hex it cannot enter. Any unit that exits
the mapboard will be out of the game for good,
although it is not counted as Knocked Out.
56.34 Planes that panic leave the game for good.
56.35 Unloading Leg and Towed units Transported
by a panicked Vehicle or Glider is not possible.
56.36 Transported Leg units that have Panic orders
will Bail Out and make their Panic movement.
NOTE: If units Transported by a Boat have Panic
orders, they will make their Panic movement in the
Boat until a hex is reached where Bailing Out is
possible.
56.37 The crew of a panicked Vehicle that cannot
move will automatically Bail Out.
56.38 Units with Panic orders in the upper stories
of a Building will use their movement to reach
ground level prior to leaving the hex.
56.4 Rally Morale Checks: Rally Morale Checks
are conducted for all panicked units on the
mapboard during the Rally Morale Phase. Any
unit that rallies can have orders plotted normally
during the Turn. Any unit that falls to rally must
have the "P" notation written for its orders for that
Turn.
56.41 Look on the Rally Morale section of the
Morale Tables. Find the range of numbers listed
for the grade of the unit you are checking.
56.42 Now check the Panic and Rally Modifiers
section of the Morale Tables to see if any of the
Modifiers apply. These are the same modifiers
used for Panic Morale Checks, but their values are
just the reverse of their values for Panic Morale
Checks. What was a "-10" Modifier for Panic
Morale is a "+10" Modifier for Rally Morale, and
what was a "+10" Modifier for Panic Morale is a
"-10" Modifier for Rally Morale.
56.43 Modify the range of numbers by any
Modifiers that apply and roll the dice. If the
number rolled is larger than the modified range of
numbers the unit remains panicked. If the number
rolled falls in the modified range of numbers the
unit is rallied.
56.5 Voluntary Panic: If desired, players may
voluntarily give a unit Panic orders. This is not
done often, but sometimes is necessary, as in the
case of a Suppressed unit in a burning Building.
56.6 Towed Units Bailed Out Crews: When
Towed units panic, their Crew will "Bail Out" and
abandon their immobile gun. When this happens,
place an extra Infantry unit on the mapboard in the
Towed unit's hex. This may be placed facing as
the player desires. Write the identification number
of the Infantry unit in the identification box at the
top of the Towed unit's column on the Command
Sheet. This unit now represents the Bailed Out
Crew.
56.61 The Bailed Out Crew of the Towed unit uses
the same rules as Bailed Out Vehicle Crews except,
of course, the Towed unit Crew is initially
panicked.
56.62 If the Crew rallies, they may return to their
Towed unit and resume normal operations, the
extra Infantry unit being removed from the
mapboard. They may only return to their own
Towed unit and to no other.
56.63 If either the Towed Gun unit or the Bailed
Out Crew unit is Knocked Out while the other
survives, only one-half (round all fractions down)
of the Victory Point Value of the whole unit is
gained.
56.7 Ace Units: Some Combat units are just
naturally more efficient than others, regardless of
their Morale grade.
56.71 Any unit that Knocks Out five or more
enemy unit through Direct, Opportunity, Tracking
or Indirect Fire or by Close Assault or Overrun
Combat is defined to be an "Ace" unit. Marks
above the unit's column on the Command Sheet
can be used to keep track of units Knocked Out.
56.72 An Ace unit has its Morale grade improved
by one step (i.e., from Average to Crack).
56.73 Whenever an Ace unit needs a dice roll, the
player can roll the dice twice and choose the
number to be used from the two rolls.
56.8 Earning Morale Grade: For players who
wish to track of individual units from game to
game, a unit may improve its Morale grade by one
step for every three winning games it participates
in and survives. The Unit Record Sheet in the
rulebook is provided for players to reproduce on a
copier. The copies can then be used to record
information ab6ut units from game to game for
earning Morale grade by participating in winning
games or attaining Ace status.
56.9 Initial Training and Experience: In addition
to reflecting a Combat unit's chances to Panic and
Rally, the Morale reflects a unit's ability to perform
effectively on the battlefield. This is accounted for
by modifiers for the firing of AP and GP Weapons.
56.91 Crack: When firing AP Weapons, add a
modifier of "3" to the Base Modifier for Crack
units. When firing GP Weapons, add "10" to the
dice roll for Crack units.
56.92 Average: No modifiers apply for Average
units.
56.93 Poor: When firing AP Weapons, subtract a
modifier of "3" from the Base Modifier for Poor
units. When firing GP weapons, subtract "10"
from the dice roll for Poor units.

57. CAPTURED AND BORROWED EQUIP-
MENT
The Allied and Axis forces sometimes employed
captured equipment, the British forces used
numerous types of American equipment and
Russian forces used several types of both American
and British equipment.
57.1 Captured Equipment: At the player's mutual
agreement, before the start of a game, enemy
Vehicles may be "purchased" for use during the
game. Turrets can be used to show ownership of
these Vehicles. For example, the German player
could place a German Turret on a M4 American
Vehicle to show that the M4 was being used by the
German side.
57.2 Allied Equipment: The American forces used
a few pieces of British equipment, but the
American equipment formed a substantial part of
the inventory of the British forces. The Allied
player may freely use Trucks and Jeeps from both
countermixes together, regardless of which force is
represented. The British forces also employed
large numbers of tanks of the M4 "Sherman" series
and American Half-Tracks.
57.3 Lend-Lease: The USSR received thousands
of Vehicles via the Lend-Lease programs from the
United States and Britain. If this Option is used, the
Russian player may use the following American
and British Vehicles:
American British
M-16 AA Half-Track Valentine Mk III
M5A1 Stuart A22F Churchill
M4A1 Sherman A12 Matilda
M4A3 Sherman “76” Bren Carrier
Light Truck *M3A1 Grant
Jeep *M4A1 Sherman
*Actually American

58. LIMITED AMMUNITION AND FUEL
Combat units, even fully loaded, carried limited
amounts of ammunition and fuel into combat, and a
full load was not always possible, given the
stretched Allied supply lines and the chronic Axis
shortages. The sections of this Option can be used
separately or together.
58.1 Ammunition Limits and Expenditure:
Limits on the ammunition a unit may have, and its
expenditure of this ammunition are as follows:
58.11 Ammunition Limits:
58.111 Leg, Vehicle Machineguns, and Artillery
Batteries: Unlimited supplies of ammunition.
58.112 Planes: The normal number of Strafing,
Bombing and Rocket Attacks.
58.113 Towed Units: Unlimited ammunition, as
long as the Transporting Vehicle is in the same hex
as or in a hex adjacent to the Towed unit, or the
Towed unit was already in place on the mapboard
at the start of the game (in which case there would
be a nearby "dump"). The Ammunition Factor is
reduced to "6" while the Transporting Vehicle
moves away or is Knocked Out. Only the Vehicle
that originally Transported the Towed unit may be

Page 28
used to supply ammunition for that Towed unit.
58.114 Vehicle Main Guns: The maximum
number of "shots" the gun can make is listed on its
Data Card on the Ammo line, and is that Vehicle's
Ammunition Factor. The number in parenthesis is
the number of times a die is rolled for the Variable
Ammunition and Fuel Option (see 58.3, below).
58.12 Ammunition Expenditure: Each "shot"
fired by a unit expends one from its Ammunition
Factor. For example, a unit with a Rate of Fire of
"1-2" expends one Ammunition Factor when firing
at its Slow Rate of Fire, and two Ammunition
Factors when firing at its Rapid Rate of Fire.
Figure expenditures for GP Fire at the same rate as
if AP Fire were being used in the same situation
and range. Figure Smoke Shells as being fired
individually (i.e., a Rate of Fire of "1"). When all
Ammunition Factors are expended, the gun may no
longer be fired, as the unit has run out of
ammunition. Mark expenditures at the bottom of
each unit's column.
58.121 For AP Fire, a player may announce that
less "shots" than normal are being fired before the
fire is resolved. Simply figure the Combat at the
lower announced Rate of Fire.
58.122 For GP Fire, a player may also announce
that less "shots" than normal are being fired before
the fire is resolved. Divide the normal GP Factor
by "1/2" for each "shot" less than normal.
58.2 Ammunition Allotment: Instead of subtract-
ing any types of "shots" from the one Ammunition
Factor number, in this Option the players must
divide up each unit's Ammunition Factor into types
of ammunition, and record the numbers of each at
the bottom of the Combat Unit Columns. With this
Option, units may run out of some types of
ammunition, while still having plenty of other
types available.
58.21 Use the following abbreviations for the types
of ammunition:
AP AP Shots
GP GP Shots
CR APCR Shots
PG Panzer Granat 40 Shots
S Smoke Shots
FT Flamethrower Bursts
58.22 The number of APCR "shots" carried by an
American unit may not exceed 40% of a unit's total
Ammunition Factor. Otherwise, the amount of
each type of ammunition carried is totally up to the
players.
58.23 The number of PG40 "shots" carried by a
German unit may not exceed 40% of a unit's total
Ammunition Factor. The German 50mm AT Gun
(Data Card 80) may carry no more than nine PG40
“shots”. Otherwise, the amount of each type of
ammunition carried is totally up to the players.
EXAMPLE: The example below shows the 24
Ammunition Factors of a M4 Sherman Tank
divided between AP, GP, and Smoke (S) "shots."
Vertical lines are used to record ammunition
expenditures.
18
19
20
AP: 12 IIII
GP: 10 II
S: 2 I

58.3 Variable Vehicle Fuel and Ammunition:
Fuel consumption by Vehicles is only considered if
this Option is used. Dice rolls are used to
determine the amount of Fuel and Ammunition
available to Vehicles in battles where the scenario
is decided to be such that some shortages could
occur. This applies only to Vehicles.
58.31 Variable Fuel: One Fuel Factor is expended
for every Turn in which a Vehicle enters at least
one new hex. The number of Fuel Factors
available for each Vehicle is determined by rolling
one die three times and adding the numbers rolled
together. For example, if the three rolls were "0"
("10"), "6," and "8," the Vehicle would have "24"
Fuel Factors available for the game. Record the
number of Fuel Factors available at the bottom of
the Combat Unit Columns, using the abbreviation
"FF" for Fuel Factors.
58.32 Variable Ammunition: The number of
Ammunition Factors available for each unit is
determined by rolling one die the number of times
given in parenthesis on the Ammo line of the unit's
Data Card, and adding the numbers rolled together.
If the rolled number exceeds the listed Ammunition
Factor, use the listed Ammunition Factor instead of
the number rolled-this is the maximum that the unit
can carry. This randomly determined Ammunition
Factor can be divided into types of shots, as
explained in 58.2, above.

59. TERRAIN OPTIONS
Each of these sections can be used alone, or
together.
59.1 Soft (Sand) Hexes: Soft hexes (or Soft Sand
hexes) represent very soft or muddy ground or soft
desert sand. Unless this Option is used, Soft hexes
are treated as Clear hexes. This Option deals with
the chances of a Vehicle becoming "stuck" in a
Soft hex.
59.11 A Vehicle in a Soft hex has its orders plotted
normally. However, before turning in, pivoting in,
or exiting from a Soft hex, the controlling player
must roll the dice and consult the Soft Hex Table
on the Game Card to see if the plotted movement
orders can be carried out.
59.12 Soft Hex Table Procedure: Crossgrid the
Vehicle's weight (including any Transported Leg or
Towed units) with its Turn Cost to find a listed
range of numbers on the Soft Hex Table. Then roll
the dice. If the dice roll falls in the listed range of
numbers, the plotted movement orders are not
carried out, and movement for the Turn ends at that
point. If the dice roll exceeds the listed range of
numbers, the Vehicle may turn and/or exit the hex
normally.
59.13 Even when not stuck, the cost for a Vehicle
to enter a Soft hex is "6".
59.14 Infantry units may move only at a Speed of
"1" during any Turn started in a Soft hex.
59.2 Bridge Options
59.21 Bridge Limitations: If listed in a scenario,
or if players wish to add this feature to a scenario
on their own, there are limits to the weight that a
Bridge, Span, or frozen Stream can hold. Units too
heavy to cross must find another route, or enter the
Stream hex at the full cost in Speed Factors.
59.22 Bridge Demolition: From any hex on or
adjacent to a Span hex, an Engineer unit or units
may "prepare a bridge for demolition". This
process takes eight Turns, during which at least one
Engineer must be in position and not Suppressed -
the eight Turns do not necessarily have to be
consecutive. The Engineer(s) may participate in
Combat, but any Turn spent doing so will not count
as a Turn of preparation. Once the preparations are
completed, during the Direct Fire Phase of any
Turn or Turns after completion, a die may be rolled
once for each Engineer adjacent to a Span hex. If
anything but a "0" or a "l" is rolled, the bridge is
destroyed, and the Spans removed from the
mapboard.
59.3 Roads-Track-Clear: The Road and Track
hexes printed on the mapboard are for reference
and use if they apply to a scenario. For any
specific scenario, the players can declare that Track
hexes are to be considered to be Road hexes, Road
hexes are to be considered to be Track hexes, or
that either or both are to be treated as Clear hexes.
59.4 Rough Hills: For any specific scenario, the
players can declare that all or certain Hilltop hexes
are "Rough hexes" instead of Clear hexes.
59.5 Crests on Hills: Some of the Hill Terrain
counters show Crest hexsides. For any specific
scenario, the players can declare that these are
Crest hexsides, located on the Hills, and these
Crest hexsides are one elevation level higher than
the Hill on which they are printed.
59.6 Narrow Streets and Alleys: Alleys may be
used as standard Buildings, or they may be used as
and treated as Alleys that are similar to Buildings,
but employ some special rules. All rules for
Buildings apply, except for the following:
59.61 The sighting ranges into Buildings and
Alleys are different (see the Sighting Ranges Table
on the Game Cards).
59.62 The Fire Tables for Buildings and Alleys are
different (see the Fire Tables on the Game Cards).
59.63 Vehicles in Alley hexes are not Hull Down.
For AP Fire against Vehicles in Alley hexes a
modifier of "-2" from the Base Modifier applies.
For GP Fire against Vehicles in Alley hexes, "10"
is subtracted from the dice roll. GP Fire against
Leg and Towed units is treated the same as if they
were in a Building hex.
59.64 Vehicles may enter and exit Alley hexes
without the player having to roll the dice on the
Vehicle/Building Table. Towed units may enter
and exit Alley hexes without problems. Players
that turn or Pivot in Place with Vehicles in an
Alley hex must roll the dice and consult the
Vehicle/Building Table for possible Vehicle
Damage (treat as a Brick Building). Vehicles that
cannot enter Building hexes may not turn or Pivot
in Place in an Alley hex.
59.65 Some Towed units (such as the 88mm FLAK
38 AT Gun) may not Pivot in Place in an Alley
hex. There is insufficient room to turn these guns
in a narrow alley.
59.66 Some Vehicles (Notes on their Data Cards
state "Alley restrictions on turret turn") must have
their Turrets facing straight forward or directly to
the rear when entering or exiting or when located
in an Alley hex. There is not enough room to turn
these turrets in narrow alleys.
59.67 Mortars can be fired from Alley hexes.
59.7 Heavy Woods: Hedgerows are only common
in the Normandy fighting, which ended in mid
1944. For other battles, players may use the
Hedgerow counters in the following ways:
59.71 Treat the Hedgerow counters as Heavy

Page 29
Woods. Heavy Woods are very dense and
trackless. All rules regarding Hedgerows apply to
Heavy Woods, except that the Culin Hedgerow
Device is of no use against them. Alternately, the
normal Woods counters could be treated as Heavy
Woods, while the Hedgerow counters are treated as
normal Woods counters, depending on the number
of each desired on the mapboard.
59.72 Treat the Hedgerow counters as normal
Woods units.
59.8 Streams and Fords: The Streams and their
Bridge hexes, like the Road and Track hexes, are
printed on the mapboard for reference and if they
apply to a scenario. For any specific scenario, they
can be treated in a number of different ways:
59.81 Ignore the Stream hexes, and treat them as
Clear hexes.
59.82 Declare the Stream to be unfordable (too
deep and rough to cross), and only allow crossings
at Bridge hexes.
59.83 Declare the Stream to be unfordable, except
at Ford hexes. In this case, the Bridge hexes are
not Bridge hexes, but are treated as Ford hexes.
Units may enter Stream hexes at normal Stream
Movement Costs only at these Ford hexes.
59.84 Spans may be laid over Stream hexes to
create additional Bridge hexes.
59.9 Building Destruction: All multi-story
Buildings are subject to collapse as a result of fire
directed at Combat units inside, or as a result of
Artillery or Indirect Fire.
59.91 Building Destruction Procedure: When-
ever a Combat unit located in a multi-story
Building hex receives a Knock Out result from GP
Fire, there is a chance that the Building will be
destroyed. This is checked during the Fire and
Smoke Phase. Using the Building Destruction
Table on the Game Card, cross reference the
Building type, and roll the dice. If the dice roll
falls within the listed range of numbers, the
Building collapses, and a Destroyed marker is
placed in the hex.
59.92 When a Destroyed marker is placed in a hex,
all Combat units in the hex are automatically
Knocked Out, and either removed from the game
or replaced by a Wreck.
59.93 The Destroyed hex is now treated as a Block
hex for the rest of the game. All Block rules apply,
except that it cannot be Knocked Out.
59.94 A Destroyed Building is still subject to Fire,
and this is handled with the normal procedures for
the type of Building.

60. MULTI-PLAYER RULES - UMPIRED
GAMES
PANZER series games lend themselves well to play
by more than one player per side. The presence of
more than one player on each side allows some
additional realism to be built into the game. These
are some suggested rules for use in games with
more than one player per side. Player
Headquarters are needed, even if Command
Control is not used.
60.1 Assigning Combat Units: The players on a
side should use different types of Combat units.
That way, they will not have to "share" Data Cards,
but can keep the needed Data Cards in front of
them. This also permits a realistic division of
responsibilities, and recreates the problems of
integrating separate commands into a common
tactical plan.
60.2 Unit Control: Players may only control the
units that they command. No other player may plot
orders for or move units that another player
commands.
60.3 Player Communications: Players may
communicate personally, if their Player
Headquarters units are in the same hex, or by
Radio, if both communicating players have a Radio
with their Player Headquarters unit or are in a hex
with a unit that does.
60.31 The players on a side should meet to discuss
a common strategy before the game begins. After
the game begins, no talking about plans is allowed
among players on a side unless they can
"communicate" under the game's rules.
60.32 If two or more player's Player Headquarters
are together in the same hex they may talk to each
other about plans for the game.
60.33 To simulate the hectic nature of Radio
communications under battlefield conditions, the
following rules should be used for Radio
communications between players.
60.331 The Order Plot Phase should be timed.
Three to six minutes is usually about the right
period, but players can decide the time limit to suit
themselves before the game begins. All Radio
communication has to be done during the timed
Order Plot Phase.
60.332 Radio communications between players are
only possible if both Player Headquarters are in a
hex with a unit that has a Radio, and if there is a
clear Line of Sight between the hexes.
60.333 Radio communications are simulated by the
players writing notes on scraps of paper and
passing them to the proper players. Remember, all
of these notes have to be written, conversations
made, and the written orders plotted for all of your
units during the timed Order Plot Phase.
60.4 The Umpired Game: This Option requires
the services of an extra person who will play for
neither side, but will serve as "Umpire," and run
the game. These rules are possible suggestions for
the Umpire in running such a game.
60.1 Separate the players or teams of players so
that they are of sight of each other. Each side must
have a separate copy of the game or of the reduced
mapboards, and the Umpire must have another
copy. This Option can work beautifully if all
participants have a copy at their homes, and the
game is played by telephone.
60.2 The Umpire's copy of the game should display
all information, and all units for both sides should
be placed or marked on this copy. Each of the
other copies should display just that side's or
player's information and units, plus any
information about enemy units supplied by the
Umpire.
60.3 The game is played normally, although all
information must go through the Umpire. All units
are Completely Hidden, and are reported to the
appropriate player or players on the other side
when sighted. If each player has a separate copy,
the Umpire can even arrange for players to be
uncertain as to the exact locations of friendly units
controlled by other players. Only the Umpire
knows exactly where all units of both sides are
located, and what types of units they are.
60.4 The Umpire has a lot to do, and must be
skilled with the rules, tactful, and able to use
imagination in many situations. The Umpire should
handle all dice rolls, and report the results back to
the players. Some suggestions for the Umpire are:
60.41 Communications: All player communica-
tions should go through the Umpire, who will
forward them to the appropriate players.
60.42 Observations: The Umpire should reveal all
sighting information. In many cases, units will be
sighted by units they cannot sight in return, and the
controlling player may be unaware that the unit is
sighted.
60.43 Combat Dice Rolls: The Umpire should
secretly handle all dice rolls for Combat, and
should not reveal the exact results to the player
who would normally roll the dice. All players
should be kept somewhat in the dark as to enemy
losses, and only be aware of their own losses.

61. PANZER - '88' - ARMOR CONVERSIONS
61.1 The "Soft" hexes in ARMOR correspond
exactly with the "Sand" hexes in ‘88’.
61.2 The “Blowing Sand” speeds listed on the ‘88’
Data Cards correspond exactly to the “Snow”
speeds on the PANZER Data Cards.
61.3 The PANZER Data Cards do not include
"Track Movement Costs". These are as follows:
61.31 Tracked Vehicles, Half-Tracks, Trucks:
Normal 3/4
Snow: 3/4
Mud: 1 (or “-“ if Mud Speed is "0")
61.32 Armored Cars:
Normal: 2/3
Snow: 3/4
Mud: 1
61.4 The Brick Buildings in ARMOR correspond
exactly to the Mud/Brick Buildings in ‘88’, and
share the same abbreviation ("BBG").
61.5 The PANZER Data Cards do not include
"Ammo" information, which is as follows:
Card # Ammo Card # Ammo
5 23(3) 31 20(2)
6 41(5) 32 9(1)
7 47(5) 33 8(1)
8 28(3) 34 14(2)
9 10(1) 35 22(3)
10 24(3) 36 13(2)
12 19(2) 37 10(1)
13 28(3) 38 20(2)
14 16(2) 39 10(1)
15 13(2) 40 10(1)
16 5(1) 41 14(2)
17 12(2) 42 15(2)
18 14(2) 43 21(3)
19 7(1) 44 10(1)
20 9(1) 45 15(2)
21 9(1) 46 14(2)
22 7(1) 47 14(2)
27 12(2) 48 10(1)
28 12(2) 49 8(1)
29 23(3)

61.6 In PANZER and ‘88’, there are no Hedge-
row/Heavy Woods (HDR), and, therefore, no
columns for this terrain in Leg and Towed Target
Information sections of their Data Cards. The GP
Defense Factors for PANZER and ‘88’ Leg and
Towed units in HDR are the same as their GP
Defense Factors against Rising or Level shots in a
Defilade hex.

Page 30
61.7 In ARMOR and PANZER there are no Oases
(OAS), and, therefore, no columns for this terrain
in Leg and Towed Target Information sections of
their Data Cards. The GP Defense Factors for
ARMOR Leg and Towed units in OAS are the same
as their GP Defense Factors in a Scrub hex.
61.8 In PANZER and ‘88’ there are no Indirect Fire
Rules, and, therefore, no notation regarding this on
the Data Cards. The following units in those
games have an Indirect Fire Capability:
61.81 PANZER: Brummbar (Data Card 40).
61.82 ‘88’: 25 lb. Field Gun (Data Card 52), Al0/A
Close Support Tank (Data Card 56), Crusader II
Close Support Tank (Data Card 64), Grant Tank
(75mm gun only, Data Card 69), Sherman Tank
(Data Card 70), SEM 41 (Data Card 76), PZIVE
(Data Card 89), and PZIVF1 (Data Card 92).
61.9 Rockets: The Il-2 "Shturmovik Plane in
PANZER can be armed with rockets, instead of
bombs. The Rocket GP Factor is "20", and the
Point Value if armed with Rockets is "33".
61.10 In PANZER, there are no Mud/Brick or Brick
Buildings (BBG) or Soft (SFT) terrain types, and
therefore no columns for these in Leg and Towed
Unit Information sections of the PANZER Data
Cards. This information is as follows for PANZER
Leg and Towed units in these types of terrain:
TYPE UNIT SFT BBG
FC 4 8
NM 2 6
Infantry, Machinegun,
Mortar, Russian 57mmAT
Gun and Large Towed
(except 88mm FLAK)
MV 1 4
FC 5 9
NM 3 7

Small Towed (except the
Russian 57mm AT Gun) MV 2 5
FC 3 7
NM 1 5

88mm FLAK
MV 1 3
NM 1 P
Cavalry MV 1 P

61.11 In ‘88’, there are no Stone or Wood
Buildings (SBG or WBG), Streams (STM) or
Woods (WDS) terrain, and therefore no columns
for these in Leg and Towed Unit Information
sections of the ‘88’ Data Cards. This information is
as follows for ‘88’ Leg and Towed units in these
types of terrain:
TYPE UNIT SBG STM WBG WDS
FC 10 P 7 7
NM 8 1 5 3
Infantry, Machinegun,
Mortar, and Large
Towed (except 88mm
FLAK) MV 6 1 3 3
FC 11 P 8 8
NM 9 2 6 6
Small Towed (except
the Italian 20mm AT
Gun and the German
28mm Spzb 41 Gun)
MV 7 2 4 4
FC 9 P 6 6
NM 7 1 4 4

88mm FLAK
MV 5 1 2 2
FC 12 P 9 9
NM 10 3 7 7
Italian 20mm AT Gun
and the German 28mm
Spzb 41 Gun
MV 8 3 5 5


F. SCENARIOS

I. INTRODUCTION TO THE SCENARIOS
The scenarios in this section are representative of
the types of small tactical ground actions fought in
Western Europe from 1944 to 1945 (Armor),
Eastern Front 1943 to 1945 (Panzer) and North
African Front (1940 to 1942 (‘88’). Each scenario
is, in effect, a separate game, and provides the
information needed to set up and play the action.
The scenarios are not intended to represent any
specific actions, but are designed to capture the
"flavor" of different types of battles, and to provide
games that are quite different from one another.
The generic scenarios are much "looser" and more
flexible than those found in most other
boardgames, which feature specific orders of battle
and exact terrain layouts. The Panzer series was
developed from a set of miniature rules, and the
flexible method of setting up scenarios will be
familiar to miniature wargamers, but should take
some "getting used to" by board wargamers. After
the first few games, players should find that it is
actually very easy to design their own variants to
the game's scenarios, and will appreciate the
game's flexibility in this respect. After playing
through the game's scenarios, players are
encouraged to "try their hand" at designing their
own scenarios, as the possibilities are virtually
endless.

II. SCENARIO FORMAT
The essential information for each scenario is
presented in the following format:
a. Mapboard Configuration: This tells how the
mapboard sections are to be laid together. The
directions the mapboard sections are to face and
the order in which they are put together is not
specified, but left up to the players.
b. Terrain Layout: This tells what Terrain is to be
used and how it is to be set up.
c. Special Rules: Any special rules that apply to
the scenario are given.
d. Forces: The number of Points for the sides are
given for the Point Selection of Forces. The first
scenario also lists some sample orders of battle for
the players to try for their first few games, until
they wish to try the Point Selection of Forces.
e. Entry/Set Up: This tells where the Combat units
enter or can be placed on the mapboard. This is
keyed to notations on the mapboard diagram that
appears with the Mapboard Configuration
information.
f. Victory Conditions: The side that accumulates
the most Victory Points is the winner, and Victory
Points are always awarded for Knocking Out or
damaging enemy Combat units. Every scenario
lists Victory Points that are awarded for objectives.
The game time limit is also listed.

III. SEQUENCE OF SCENARIO SET UP
Once the scenario is selected, and the rules to be
used are decided, the following sequence should be
followed in setting it up.
a. Mapboard Set Up: Lay out the mapboard
sections to conform to the Mapboard Configuration
information in the scenario.
b. Terrain Set Up: Place the Terrain specified in
the scenario on the mapboard. Except where their
locations are mentioned, Terrain may be set up
anywhere on the mapboard.
c. Players should decide if they wish to use any of
the Terrain Options (Rule 55).
d. Optional: Players should decide if they wish the
Soft hexes to be treated as Clear hexes, all to be
treated as Soft hexes, or randomly determined to be
Clear or Soft hexes as follows:
d.1 For each mapboard section one of the players
should roll one die. If the number rolled is the
same as a numbered soft "area" on that mapboard
section, the hexes in that "area" are Soft hexes. All
other Soft hexes on that mapboard section are
treated as Clear hexes.
d.2 If one side is defending in a particular scenario,
and starts on the mapboard, a player from that side
should secretly roll the dice for determination of
Soft hexes. Then, only the defending side knows
which hexes are Soft hexes at the start of a game.
e. Determining Sides:
e.1 If one player set up the mapboard sections and
Terrain, the other player may select where he will
enter the mapboard, or whether he will be the
attacker or the defender.
e.2 If both players participated in the set up of the
mapboard sections and Terrain, both players should
roll one die. High roll gets choice of entry place or
the attacker or defender choice.
e.3 Which player will be Axis and which will be
Allied can be decided by mutual agreement, or by
both players rolling one die. High roll gets the
choice.
f. Determining The Period: The Notes section of
most Data Cards tells the date when the unit was
introduced to combat. Leg, Truck, Plane, Terrain
Support, and Artillery units are always available,
unless otherwise noted. Units introduced after the
period in which the scenario is played may not be
used in that scenario. The period of the scenario
may be decided by mutual agreement, or by one
player rolling the dice and consulting the Charts
below:
SCENARIO PERIOD SELECTION CHARTS
WESTERN FRONT 1944-1945
PERIOD DICE
Mid 1944 01-25
Late 1944 25-50
Early 1945 51-75
Mid 1945 76-00

EASTERN FRONT 1943-1945
PERIOD DICE
Early 1943 01-13
Mid 1943 14-26
Late 1943 27-39
Early 1944 40-52
Mid 1944 53-65
Late 1944 66-78
Early 1945 79-91
Mid 1945 92-00

NORTH AFRICA 1940-1942
PERIOD DICE
Mid 1940 01-12*
Late 1940 13-24*
Early 1941 25-37
Mid 1941 38-50
Late 1941 51-63
Early 1942 64-76
Mid 1942 77-88
Late 1942 89-00
*Axis may only use Italian units.


Page 31
IV. UNIT SELECTION
Except for their first few games, where players
should use the orders of battle given in the first
scenario, units should be selected using the Point
Selection of Forces.
a. The Point Selection of Forces: The players take
the number of Points listed in the scenario for their
side, and use them to "purchase" Combat units,
Terrain Support, Artillery Batteries, Air Spotting
units, and Radio Jamming Equipment. The "cost"
of each Combat unit is its Total Point Value listed
on its Data Card. The player can use the listed
Points to purchase any mix of units for their
command. Terrain Support may only be purchased
by the player who is the defender in a scenario, and
starts the game on the mapboard.
b. (Optional) Point Variation: The exact number
of Points listed in the scenario does not have to be
used as listed, but can be modified to create a
disparity in forces. Each player may independently
use the following Chart to determine his variation
from the listed number of Points:
POINT VALUE VARIATION CHART
NORMAL POINT VALUE

VAR
100-
175
200-
275
300-
375
400-
475
500
+
-200 --- --- --- --- 07
-150 --- --- --- 09 14
-100 --- --- 11 18 22
-75 --- 14 22 27 30
-50 --- 28 33 36 38
-25 33 42 44 45 46
0 77 58 56 55 54
+25 00 72 67 64 62
+50 --- 86 78 73 70
+75 --- 00 89 82 78
+100 --- --- 00 91 86
+150 --- --- --- 00 93
+175 --- --- --- --- 00

b.1 Find the column containing the number of
Points listed or determined (if you are designing
your own scenario) for the scenario.
b.2 Roll the dice and find the range of numbers it
falls into on the line used. For example, on the
"300-375" column, if a "31" is rolled it is larger
than "22", but less than "33", so the "33" is the
range of numbers in which the dice roll falls.
b.3 Look at the left of the row containing the
number. This shows the change to the listed
Points. In the above example, this would be "-50"
from the number of Points listed in the scenario.
b.4 The revised number of Points is used to select
that player's units for the scenario.
c. Allied Air Supremacy 1944-45 (OP): Allied
planes ruled the air over the battlefields during the
period covered by ARMOR, and German air
support was erratic and often non-existent. Players
may use this Option to reflect this situation.
For 1944-45 Western Front scenarios, the German
player, after selecting a Plane or Glider must roll
the dice for each one selected to see if they will
make it to the battlefield, consulting this Chart:
ALLIED AIR SUPREMACY CHART (OP)
Weather/
Result

Day
Dusk/
Fog
Snow/
Moonlight
Lost to Fighters 01-50 01-30 01-10
Never Arrives 51-70 31-55 11-40
Arrives Late 71-85 56-75 41-65
Normal 86-00 76-00 66-00

Lost to Fighters: If this is the result, the German
player may not use the Plane or Glider in the game,
and the Allied player gets the Victory Points for
eliminating the unit.
Never Arrives: If this is the result, the German
player may not use the Plane or Glider in the game.
Arrives Late: If this is the result, the German
player may not use the Plane or Glider until after
Turn 10 is completed.
Normal: If this is the result, the German player
may use the Plane or Glider in the game in the
normal manner.. NOTE: This Chart is not used to
determine Paratroop arrival.
d. Radio Determination (OP): If the unit always
has a Radio, the word "yes" appears on the Data
Card. If the unit never has a Radio, the word "no"
appears on the Data Card. However, if a fraction
appears in the Radio line of the Data Card, only a
percentage of units of that type have a Radio. One
die is rolled for each unit of this type. If the
number rolled is equal to or less than the fraction's
dividend (the top number in the fraction) the unit
has a Radio, and this should be marked in its
identification box on the Command Sheet. If the
number rolled is larger than the dividend, the unit
does not have a Radio. For example, if the Radio
fraction is "4/10", a "1", "2", "3", or "4" must be
rolled to get a Radio.
e. Morale Determination (OP): The Morale of the
individual Combat units can be determined by
mutual agreement or by the players rolling the dice
once for each of their units and consulting the
Chart below:
MORALE DETERMINATION CHART

TYPE UNIT
DICE
ROLL

GRADE
GERMAN UNITS
01-50 Crack Parachute Infantry (3) (4)
51-00 Average
01-30 Crack
31-80 Average
MGs, Mortars (3) (4)
81-00 Poor
01-20 Crack
21-70 Average
Infantry & SMG Infantry
(3) (4)
71-00 Poor
01-30 Crack
31-70 Average
SS Infantry (4)
71-00 Poor
01-40 Crack Vehicles & Towed Units
(3) (4) 41-00 Average
01-50 Average Security Infantry (3) (4)
51-00 Poor
AMERICAN UNITS
01-30 Crack Vehicles & Towed Units
(2) 31-00 Average
Parachute Infantry (1) 01-50 Crack
51-00 Average
Rangers 01-00 Crack
01-20 Crack
21-70 Average
Infantry (2)
71-00 Poor
01-30 Crack
31-80 Average
MGs, Mortars, Armored &
Motorized Infantry (2)
81-00 Poor
COMMONWEALTH UNITS
01-30 Crack Vehicles & Towed Units,
ANZAC Infantry (1) 31-00 Average
01-50 Crack
Parachute Infantry (1),
Gurkhas
51-00 Average
Commandos 01-00 Crack
01-20 Crack
21-70 Average
Infantry (1)
71-00 Poor
01-30 Crack
31-80 Average
MGs, Mortars, Motorized
Infantry (1)
81-00 Poor
RUSSIAN UNITS
01-50 Crack Guards Infantry
51-00 Average
01-30 Crack
31-80 Average
MGs, Mortars
81-00 Poor
01-20 Crack
21-70 Average
Infantry, SMG Infantry &
Cavalry
71-00 Poor
01-40 Crack Vehicles & Towed Units
41-00 Average
ITALIAN UNITS
01-10 Crack
11-60 Average
MGs, Mortars, Motorized
Infantry
61-00 Poor
01-20 Crack
21-70 Average
Blackshirt Infantry
71-00 Poor
01-50 Average Infantry & Security
Infantry 51-00 Poor
01-30 Crack
31-80 Average
Vehicles & Towed Units
81-00 Poor
ALL NATIONS
01-15 Crack Planes and Gliders
16-00 Average
(1) Many Polish troops served in the "British"
army. These men had a fanatical hatred for the
Germans, and, if Polish troops are represented,
subtract "10" from the Morale Rolls.
(2) A large French army was raised using mostly
American equipment. These men also hated the
Germans with a passion, and, if French troops are
represented, subtract "5" from the Morale Rolls.
(3) For the early 1945 period, add "10" to the
German Morale Rolls.
(4) For the mid 1945 period, add "20" to the
German Morale Rolls.

Write a notation for the Morale Grade of each unit
as it is rolled for in its identification box on the
Command Sheet. The Morale of the units may
vary the side's Points involved in a scenario which
could make a difference in determining the winner.
The Chart below shows how the grade of units can
modify their Total Point Value.
POINT VALUES MODIFIED FOR GRADE
DATA CARD
POINT VALUES
(AVG)

CRACK

POOR
1-5 +1 -1
6-10 +2 -2
11-15 +3 -3
16-20 +5 -5
21-25 +6 -6
26-30 +7 -7
31-35 +8 -8
36-40 +9 -9
41+ +10 -10


Page 32
VICTORY POINT DIFFERENTIAL TABLE
Smaller Point Total Larger
Point
Total

3
0
0

3
2
5

3
5
0

3
7
5

4
0
0

4
2
5

4
5
0

4
7
5

5
0
0

Larger
Point
Total
125 20 60 48 40 32 24 16 12 08 04 525
150 40 16 52 44 36 28 20 16 12 08 550
175 60 36 12 60 48 40 32 28 20 16 12 575
200 48 24 08 56 48 40 32 24 20 16 600
225 60 40 20 08 60 52 44 36 28 24 20 625
250 60 32 20 08 56 48 40 32 28 24 650
275 44 28 16 08 60 52 44 40 32 28 675
300 56 40 24 16 04 60 48 44 36 32 700
325 60 48 32 24 12 04 56 48 40 36 725
350 60 44 32 20 12 04 60 52 44 40 750
375 52 40 28 20 12 04 56 48 44 775
400 60 48 36 24 16 08 04 60 52 48 800
425 56 40 32 24 16 08 04 56 52 825
450 60 48 40 28 20 16 08 04 60 56 850
475 56 44 36 28 20 12 08 04 60 875
500 60 52 40 32 24 20 12 08 04
1
0
0

1
2
5

1
5
0

1
7
5

2
0
0

2
2
5

2
5
0

2
7
5

3
0
0

3
2
5

3
5
0

3
7
5

4
0
0

4
2
5

4
5
0

4
7
5


Larger
Point
Total
Smaller Point Total
Larger
Point
Total
f. Multi-Player Games: For multi-player games
the number of Points may be the number of Points
per player on a side, if the number of players on
both sides is equal. This permits larger games with
no more work per player to resolve them.

V. DETERMINING TIME AND WEATHER
The time of day, visibility conditions, and weather
can be decided by mutual agreement or by a player
rolling the dice and consulting the Charts below:
NORTH AFRICA
DICE ROLL RESULT
01-40 Day
41-55 Haze
56-62 Day - Blowing Sand
63 Day - Mud
64-69 Dusk
70 Dusk - Mud
71-87 Night
88-98 Moonlight
99 Night - Mud
00 Moonlight - Mud

EASTERN FRONT
TIME OF YEAR
RESULT
EARLY MID LATE
Clear Night 01-08 01-28 01-19
Clear Day 09-17 29-67 20-33
Snow Night 18-34 --- 34-52
Snow Day 35-50 --- 53-66
Mud Night 51-74 68-81 67-85
Mud Day 75-00 82-00 86-00

WESTERN FRONT 1939-1943
TIME OF YEAR
RESULT
EARLY MID LATE
Day 01-10 01-43 01-10
Day/Fog 11-12 44-50 11-15
Day/Blowing Snow 13-15 --- 16-20
Day/Mud 16-30 51-63 21-35
Day/Snow 31-50 --- 36-50
Dusk 51-52 64-68 51-52
Dusk/Mud 53-56 69-70 53-54
Dusk/Snow 57-62 --- 55-62
Night 63-70 71-84 63-70
Night/Mud 71-76 85-88 71-74
Night/Snow 77-90 --- 75-90
Moonlight 91-94 89-98 91-93
Moonlight/Mud 95-96 99-00 94
Moonlight/Snow 97-00 --- 95-00

WESTERN FRONT 1944-1945
PERIOD
Mid
1944
Late
1944
Early
1945
Mid
1945


Result
01-43 01-10 01-10 01-40 Day
44-50 11-15 11-12 41-47 Day/Fog
--- 16-20 13-15 --- Day/Blowing Snow
51-63 21-35 16-30 48-63 Day/Mud
--- 36-50 31-50 --- Day/Snow
64-68 51-52 51-52 64-67 Dusk
69-70 53-54 53-56 68-70 Dusk/Mud
--- 55-62 57-62 --- Dusk/Snow
71-84 63-70 63-70 71-82 Night
85-88 71-74 71-76 83-88 Night/Mud
--- 75-90 77-90 --- Night/Snow
89-98 91-93 91-94 88-97 Moonlight
99-00 94 95-96 98-00 Moonlight/Mud
--- 95-00 97-00 --- Moonlight/Snow

VI. TERRAIN SUPPORT SET UP
In scenarios with a defending side, the defending
player now places any Terrain Support counters on
the mapboard. Make a note in an open space on
the Command Sheet of the sizes of Blocks, Wire,
Bunkers, and Pillboxes in various hexes (if the
sizes vary). Otherwise, just note the sizes used, if
all are of the same size. Mines should be noted on
a piece of scratch paper.

VII. DESIGNATED ARTILLERY PLOTS
AND AIRBORNE INFORMATION (OP)
Both sides now write the Designated hexes (if any)
for all their Artillery Batteries. The Turns of entry
for Paratroop and Glider units should also be noted
at this time, as well as the Drop Zone hex for
Paratroops.
VIII. COMBAT UNIT SET UP
At the bottom of each unit's column on the
Command Sheet write the identification number of
the hex where the unit will enter or be placed on
the mapboard. The game is now ready to begin.

IX. VARYING SCENARIO VICTORY CON-
DITIONS
Games are won or lost depending on the number of
Victory Points gained by each side. It is easy to
see that, with two forces of equal Point values, the
side that gains the most Victory Points is clearly
the winner. It is much harder to balance games
where one side has more Points than the other side,
or where the Optional Point Value Variation has
created forces of unequal sizes. How well the
smaller force does has to be evaluated based on the
disparity in the sizes of the two forces. The
procedure below can be used to balance games
with unequal forces.
a. When the game is over, both sides count all of
the Victory Points gained during the game. If the
weaker (in number of Points at the start of the
game) side has more Victory Points, the weaker
side has won the game quite handily. However, if
the stronger side has more Victory Points, the
situation must be evaluated further.
b. Both sides should take the number of Victory
Points they gained and divide that number by the
number of Points they had at the start of the game.
Multiply the result by "l00". For example, a side
that had 200 Points at the start of the game gained
100 Victory Points. 100 / 200 =.50 x 100 = "50". If
the weaker side has a
larger number than the
stronger side, the
weaker side has won
the game. However, if
the stronger side has a
larger number, the
situation must be
evaluated still further.
c. Subtract the weaker
side's number from the
stronger side's number.
The result is the
Victory Point Number.
d. Crossgrid the
number of Points that
the stronger side had at
the start of the game
with the number of
Points that the weaker
side had at the start of
the game on the
Victory Point
Differential Table,
below (use the listed
numbers closest to the actual number of Points).
The number found is the Victory Point Differential
Number.

e. If the Victory Point Differential Number found
in the Chart is larger than the Victory Point
Number, the weaker side has won. If the Victory
Point Number is equal to or larger than the Victory
Point Differential Number, the stronger side has
won.
f. The use of completely hidden units can also
cause a serious imbalance in the game. If the
Hidden Units Option is used, figure the number of
Points for the side using Hidden Movement as if
they were 20% more than they actually were.
g. In games with an attacker and a defender, figure
the defender's Points as if they were 10% more
than they actually were.
h. In games using Terrain Support where the
attacker must make "channeled" attacks down just
a few routes (i.e., attacks across bridges, etc.),
figure the defender's Points as if they were 10%
more than they actually were.
i. Because of the serious inferiority of Russians to
the Germans in Radios, the use of the Command
Control Optional Rules can seriously unbalance a
game. If the Command Control rules are used when
playing the Russians, figure the number of Russian
Points at the start of the game as if they were 20%
less than they actually were when determining who
won.

X. DOING YOUR OWN SCENARIOS
The scenarios in this section of the rules, flexible
as they are, barely scratch the surface as far as
games that can be set up. Ideas for scenarios can
be gleaned from books, movies, TV shows, comic
books, etc., or by just using your imagination.
These scenarios are just an idea of what can be
done with the rules, and should give imaginative
players plenty of ideas for devising their own
scenarios.
There are two very important items to keep in mind
when doing your scenarios. The first is that the
number of units, and therefore the Points for each
player must be kept down to a manageable level.
The PANZER series is a simultaneous movement

Page 33
system, and orders must be written for every unit,
every Turn. You should not try to control the large
number of units it is possible to control in games
using sequential movement. The smaller number
of units in the PANZER series will keep you every
bit as busy as three or four times that number of
units in a sequential move game. About 12 units,
the number that can be handled on one side of a
Command Sheet is all that all but the most
experienced players can take care of in a
reasonable amount of time. If you want larger
games, try some multi-player games. They do not
take much longer than a two-player game, and,
using the multi-player Optional Rules, they are
more realistic.
The second item to keep in mind is that every
scenario should have an objective of some sort,
either the capture of terrain on the mapboard or the
exiting of units off an opposite mapboard Side. An
objective gives the game a reason for happening,
and forces the players to do something. As a rough
rule of thumb, any Terrain objectives on the
mapboard should equal roughly twenty-five
percent of the Point values of both sides in the
scenario. For example, if both sides had 200
Points, their total would be 400 Points, and the
Terrain objectives on the mapboard should equal
roughly 100 Points.

XI. SCENARIOS
a Meeting Engagements
These scenarios represent situations where both
sides are on the move and "bump" into each other
in an unexpected confrontation.
a.1 "Spearheads"
Mapboard Configuration: The mapboard
sections should be placed Edge-to-Edge.
PANZER/ARMOR:
Corner 1 Corner 3

SIDE A SIDE B


Corner 2

Corner 4

‘88’:
Corner 1
SIDE A
Corner 2
Corner 3
SIDE B
Corner 4

Terrain Layout:
ARMOR: Use all Terrain except for the Rivers and
Alleys. Place one Building within six hexes of
each corner of the mapboard, and place the other
four Buildings within six hexes of the Center hexes
of the center mapboard section.
PANZER: Use all Terrain except for the Stone
Buildings.
‘88’: Use all Terrain except for the Well, the
Alleys and two of the Buildings. Place one
Building within 10 hexes of each corner of the
mapboard, and place two each of the other
Buildings within four hexes of the Center hexes of
the two center mapboard sections. The Oases
should generally be placed near the Buildings.
Special Rules: Bridges may not be crossed by any
units in excess of 20 tons weight (Optional).
Forces: Both sides are allowed up to 175 Points.
For the first few games, it is recommended that the
sample Force compositions below be used.
German Order of Battle (ARMOR):
BAS ADV UNIT DESCRIPTION
4 1 Pzkw IVJ
1 1 Panther A
2 2 StuG IIIG/75
- 2 Infantry Squads
- 3 75mm AT Gun
- 1 Medium Trucks

German Order of Battle (88):
BAS ADV UNIT DESCRIPTION
2 1 PzJg I
2 1 Pzkw IVF1
4 2 Sdkfz 221 (28mm)
3 2 Pzkw IIIJ
- 3 Infantry Squads
- 1 75mm AT Gun
- 3 Medium Trucks

German Order of Battle (PANZER):
BAS ADV UNIT DESCRIPTION
4 2 Pzkw IVH
1 1 Panther G
2 1 Nashorn
- 3 Infantry Squads
- 1 75mm AT Gun
- 3 Trucks

USA Order of Battle (ARMOR):
BAS ADV UNIT DESCRIPTION
3 3 M4
2 1 Sherman "76"
2 1 M36Bl
- 3 Infantry Squads
- 1 76.2mm AT Gun
- 3 Medium Trucks

British Order of Battle (ARMOR):
BAS ADV UNIT DESCRIPTION
3 1 Cromwell
2 1 Firefly
2 1 Achilles
- 3 Motorized Infantry Squads
- 1 17pdr AT Gun
- 3 Medium Trucks

British Order of Battle (88):
BAS ADV UNIT DESCRIPTION
3 1 Honey
3 1 Crusader II
4 2 Daimler
- 1 LRDG/SAS Truck
- 3 ANZAC Infantry Squads
- 1 6 lb. AT Gun
- 3 Medium Trucks

Russian Order of Battle (PANZER):
BAS ADV UNIT DESCRIPTION
3 2 T34/76
2 1 KV-85
1 1 SU-76
1 1 SU-152
- 3 Infantry Squads
- 1 45mm AT Gun
- 3 M-3 Half-Tracks

Use either Russians, Americans or British for the
Allied side.
Entry/Set Up: One side enters from anywhere
along Side A, and the other side enters from
anywhere along Side B.
Victory Conditions: Each Building is worth 10
Victory Points to the side that controls it at the end
of the game. The game lasts 15 Turns (20 Turns in
‘88’).

a.2 "A Confused Situation!"
The scenario is exactly the same as Scenario A1,
except that the units enter the mapboard
differently. All units must enter on or within five
hexes of a mapboard corner. One side enters from
corners "1" and "4", and the other side enters from
corners '2" and "3". The players may enter all of
their units from the same corner, or split them in
any manner between their two corners.

b Delaying Actions
These scenarios represent situations where a
rearguard force is trying to hold off an enemy
spearhead and delay its advance.
b.1 "Trading Ground for Time"
Mapboard Configuration:
PANZER/ARMOR: Three possible mapboard
configurations can be used, Edge-to-Edge, End-to-
End, or Staggered (use set ups where the roads
meet).


SIDE A SIDE B






SIDE
A
SIDE
B

SIDE A







SIDE B

‘88’: The mapboard should be placed Edge-to-
Edge.

SIDE A


SIDE B


Terrain Layout: All the Terrain may be used
except for the Rivers, and may be placed anywhere
on the mapboard.
Special Rules: Ignore the Stream hexes, treat them
as Clear hexes (Optional). No Terrain Support
counters are used in this scenario. No Opportunity
or Tracking Fire is allowed on Turn One.
Forces: The Attacker is allowed 275 Points. The
Defender is allowed 225 Points.
Entry/Set Up: The Attacking side enters from
anywhere along Side A. The Defending side may
be placed anywhere in the mapboard sections that
do not include Side A (must be in four sections
closest to Side B for ‘88’).

Page 34
Victory Conditions: The Attacking side gets the
Total Victory Point Value for any of its own units
that can exit the mapboard on Side B by the end of
the game. This is a game between unequal sides,
and the Victory Point Differential Number is "8"
for the Defender, unless the Completely Hidden
units rule is used, in which case the Victory Point
Differential Number is "4" for the Attacker. The
game lasts 14 Turns if the Edge-to-Edge mapboard
configuration is used, 40 Turns if the End-to-End
mapboard configuration is used, and 30 Turns if
the Staggered or ‘88’ mapboard configurations are
used.

b.2 "The Bridge"
Mapboard Configuration: The map-board
sections should be placed Edge-to-Edge.


SIDE B





SIDE A

Terrain Layout: Use all ARMOR Terrain. The
River should be placed in the mapboard section
that includes Side B, and one Bridge over it should
be constructed from Spans. The Buildings should
be placed near the Bridge to form a small village
on both sides of the river.
Special Rules: No Terrain Support may be used in
this scenario. No Opportunity or Tracking Fire is
allowed on Turn One. This is a good scenario to
try Airborne Operations and/or Boats. Rule 55.22
for Bridge Demolition must be used.
Forces: The Attacker is allowed 300 Points. The
Defender is allowed 210 Points. The Defender
must use at least one full squad of Assault Infantry
as an Engineer unit.
Entry/Set Up: The Attacking side enters anywhere
along Side A. The Defending side may be placed
anywhere in the mapboard sections that do not
include Side A, except for the Engineers (Assault
Infantry). The Engineers, and any Transport
Vehicles (Trucks, Half Tracks) for them may enter
anywhere on Side B during a Turn in which "0" or
"1" is rolled for them by the controlling player
(make this one die roll for entry during the Sighting
Phase of each Turn until entry is possible).
Victory Conditions: The Defending side gets 125
Victory Points if the bridge is destroyed by the end
of the game. The Defending side also gets one-half
the Total Victory Point Value for any of its own
units on the Side B side of the river at the end of
the game. The Attacking side gets double the Total
Victory Point Value for any of its own units that
can exit the mapboard on Side B by the end of the
game. This is a game between unequal sides, and
the Victory Point Differential Number is "16",
unless the Completely Hidden units rule is used, in
which case the game is even. The game ends when
the bridge is destroyed or after the completion of
Turn 20, whichever comes first.

c. Defensive Battles
These scenarios represent situations where one side
is trying to hold a position, and the other side is
trying to take it.
c.1 "Frontal Attack"
Mapboard Configuration:
PANZER/ARMOR: The mapboard sections should
be placed Edge-to-Edge.


SIDE A






‘88’: The mapboard section should be placed in
Combination.
SIDE A



Center
section
Center
section




Terrain Layout:
ARMOR: Use all Terrain, except the Rivers. All
Buildings must be placed within 4 Hexes of the
Center hexes of each mapboard section. Each
mapboard section must contain a minimum of three
Buildings and/or Alleys.
PANZER: Use all Terrain. All Buildings must be
placed within 4 Hexes of the Center hexes of each
mapboard section. Each mapboard section must
contain a minimum of four Buildings.
‘88’: Use all Terrain. All Buildings must be placed
within 4 Hexes of the Center hexes of the two
center mapboard sections. Both of these two
mapboard sections should contain about half of the
Buildings and/or Alleys in the game, and one of
these mapboard sections should contain the Well.
Special Rules: Bridges may not be crossed by any
unit in excess of 25 tons weight (Optional). No
Opportunity or Tracking Fire is allowed on Turn
One.
Forces: The Attacker is allowed 275 Points. The
Defender is allowed 200 Points.
Entry/Set Up: The Attacking side enters anywhere
along Side A. The Defending side may be placed
anywhere on the mapboard in mapboard sections
that do not include Side A. Terrain Support
counters may be placed anywhere on the mapboard
over five hexes from the mapboard sides.
Victory Conditions:
ARMOR: Each Building or Alley is worth 10
Victory Points to the side that controls it at the end
of the game. The game lasts 20 Turns. This is an
unequal game, and the Victory Point Differential
Number is "16" (only "08", if the Completely
Hidden units rule is used).
PANZER: Each Building is worth 8 Victory Points
to the side that controls it at the end of the game.
The game lasts 20 Turns. This is an unequal game,
and the Victory Point Differential Number is "16"
(only "08", if the Completely Hidden units rule is
used).
‘88’: Each Building or Alley is worth 5 Victory
Points to the side that controls it at the end of the
game. The Well is worth 40 Victory Points to the
side that controls it at the end of the game. The
game lasts 20 Turns. This is an unequal game, and
the Victory Point Differential Number is "16".

c.2 "Surrounded"
Mapboard Configuration: The map-board
sections should be placed Edge-to-Edge.


SIDE A SIDE B






Terrain Layout: Use all ARMOR Terrain except
the Rivers. The Buildings should all be placed
within 5 hexes of the Center hexes of the center
mapboard section.
Special Rules: The Stream is unfordable except in
the Bridge hexes, where the Bridges are still usable
and can hold up to 50 tons weight (Optional).
Forces: The Attacker is allowed 300 Points. The
Defender is allowed 200 Points, but at least 50
Points must be used to purchase Terrain Support.
Entry/Set Up: The Attacking side enters anywhere
along Sides A and B. At least one-third of the
Attacking side's Points must start on each side.
The Defending side may be placed anywhere on
the mapboard.
Victory Conditions: Each Building is worth 10
Victory Points to the side that controls it at the end
of the game. The game lasts 20 Turns. This is a
game between unequal sides, and the Victory Point
Differential Number is "24" (only "16" if the
Completely Hidden units rule is used).
Three Players: This scenario makes a good three-
player game. One player commands the Defending
side, and each of the other two players commands
the attacking forces coming from different sides of
the mapboard.

c.3 "Hedgehog"
Mapboard Configuration: The map-board
sections should be placed Edge-to-Edge.


SIDE A SIDE B






Terrain Layout: Use all PANZER Terrain except
two Stone Buildings and two Wood Buildings.
The Buildings should all be placed within 5 hexes
of the Center hexes of the center mapboard section.
Special Rules: The Stream is unfordable except in
the Bridge hexes, so units may not enter a Stream
hex except at the Bridge. Only the Bridge in the
center mapboard section is usable - the other two
Bridges may not be used.
Forces: The Attacker is allowed 300 Points. The
Defender is allowed 200 Points, but at least 30
Points must be used to purchase Terrain Support.
Entry/Set Up: The Attacking side enters anywhere
along Sides A and B. At least one-third of the
Attacking side's Points must start on each side.
The Defending side may be placed anywhere on
the mapboard.
Victory Conditions: Each Building is worth 10
Victory Points to the side that controls it at the end
of the game. The game lasts 20 Turns. This is a
game between unequal sides, and the Victory Point
Differential Number is "24" (only "16" if the

Page 35
Completely Hidden units rule is used).
Three Players: This scenario makes a good three-
player game. One player commands the Defending
side, and each of the other two players commands
the attacking forces coming from different sides of
the mapboard.

c.4 "Defensive Box"
Mapboard Configuration: The map-board section
should be placed in Combination.










Terrain Layout: Use all ‘88’ Terrain except the
Buildings and Alleys. Put together a large, four-
elevation level Hill near the center of the
mapboard. Place the Well and most of the Oases
within 5 hexes of this Hill.
Special Rules: No Opportunity or Tracking Fire is
allowed on Turn one.
Forces: The Attacker is allowed 300 Points. The
Defender is allowed 200 Points, but at least 50
Points must be used to purchase Terrain Support.
Entry/Set Up: The Attacking side may enter from
any side of the mapboard. At least two sides must
be used for entry, and must contain at least one-
fourth of the Attacking side's Points. The
Defending side may be placed anywhere on the
mapboard.
Victory Conditions: The Well is worth 40 Victory
Points to the side that controls it at the end of the
game. The Hill in the center of the mapboard is
worth 80 Victory Points to the side that controls it
at the end of the game. Control of this Hill goes to
the side that had a Combat unit on it, or which has
the largest Point Value of Combat units on it at the
end of the game. The game lasts 20 Turns. This is
a game between unequal sides, and the Victory
Point Differential Number is "24"

c.5 "Assault River Crossing"
Mapboard Configuration: The map-board
sections should be placed Edge-to-Edge.


SIDE A






SIDE B

Terrain Layout: Use all ARMOR Terrain units.
The River should be placed in the center mapboard
section, and at least three Bridges over it should be
constructed from Spans.
Special Rules: No Opportunity or Tracking Fire is
allowed on Turn One.
Forces: The Attacker is allowed 300 Points. The
Defender is allowed 200 Points, but at least 50
Points must be used to purchase Terrain Support.
Entry/Set Up: The Attacking side enters anywhere
along Side A. The Defending side may be placed
anywhere on the mapboard in mapboard sections
that do not include Side A. Terrain Support
counters may be placed anywhere on the mapboard
over five hexes from the mapboard sides.
Victory Conditions: The Attacking side gets 40
Victory Points for each Bridge it completely
controls at the end of the game. A Bridge is
controlled by a side if one of the side's ground units
was the last to enter or pass adjacent to all of the
Spans in the Bridge, or that side currently has the
only ground unit in or adjacent to one of the Spans
of the Bridge. The Defending side gets 40 Victory
Points at the end of the game for each Bridge that
the Attacking side does not completely control.
The Attacking side also gets the Total Victory
Point Value for any of its own units that can exit
the mapboard on Side B by the end of the game.
The game lasts 20 Turns. This is an unequal game
with a channeled attack, and the Victory Point
Differential Number is "16" (only "04", if the
Completely Hidden units rule is used).

d. Surprise
These scenarios represent situations where one side
is trying to surprise the other, they should only be
played using the Optional Rules for reduced
visibility (they should take place at Dusk or Night,
etc.) and Completely Hidden units.
d.1 "Ambush": In this scenario, the Defender lies
in wait for the approach of the unwary Attacker.
Mapboard Configuration: The map-board
sections should be placed Edge-to-Edge.
SIDE C


SIDE A SIDE B





SIDE D

Terrain Layout: Use all Terrain except Rivers.
These can be placed anywhere on the mapboard.
Special Rules: The Defender should definitely use
the Completely Hidden Units Option.
Forces: The Attacker is allowed 260 Points. The
Defender is allowed 200 Points.
Entry/Set Up: The Attacking side enters anywhere
along Side A, at least 8 hexes from Sides C and/or
D. The Attacker must move all units in a straight
line from Side A to Side B until fired upon, or until
an enemy unit is sighted. The Defending side may
be placed anywhere on the mapboard at least 8
hexes from Side A.
Victory Conditions: The Attacking side gets the
Total Victory Point Value for any of its units that
can exit the mapboard on Side B by the end of the
game. The game lasts 15 turns.

d.2 "Raid": A raiding force, operating behind
enemy lines, attacks an enemy depot.
Mapboard Configuration:
PANZER/ARMOR: The mapboard sections should
be placed Edge-to-Edge.









‘88’: The mapboard sections should be placed in
Combination.









Terrain Layout:
PANZER/ARMOR: Use all Terrain except Rivers.
These can be placed anywhere on the mapboard.
The Buildings should all be placed within 6 hexes
of the Center hexes of the center mapboard section.
‘88’: Use all Terrain except the Well and Alleys.
These can be placed anywhere on the mapboard.
The Buildings should all be placed within 6 hexes
of the Center hexes of the center mapboard section.
Special Rules: In this scenario, the Buildings
represent "Supply Dumps", not actual buildings.
Treat them as Clear Terrain of elevation level +1
rather than Building hexes. These Supply Dumps
have a GP Defense Factor of "5" each, and can be
destroyed with a Knocked Out result from GP Fire.
When destroyed, they automatically Burn, with the
usual effects. The Attacker should use the
Completely Hidden Units Option in this scenario.
The Defender should use the Inverted Units
Option, and, once set up, may not move the
Combat units until shots are fired or an attacker's
unit is sighted.
Forces: The Attacker is allowed l00 Points. The
Defender is allowed 200 Points, but at least 80 of
these Points must be used to purchase Terrain
Support. All Combat units purchased on both sides
should be "light" forces - Leg units, Trucks, Half-
Tracks, Bren Carriers, Armored Cars, and Jeeps.
Entry/Set Up: The Attacking side may enter from
any side or sides of the mapboard. The Defending
units (including Terrain Support) may be placed
anywhere on the mapboard at least 5 hexes from
the mapboard sides.
Victory Conditions: To win, the Attacking side
must destroy at least four of the Supply Dumps,
and win on Points. Each Supply Dump not
destroyed by game's end is worth 8 Victory Points
to the Defending side - destroyed Supply Dumps
are worth no Victory Points to the Attacking side.
This is a game between unequal sides, and the
Victory Point Differential Number is "60". The
game lasts 20 Turns.

e. “A Stream Too Far”
A small town close behind the front lines is a key
junction of the supply and transportation network.
It is weakly defended, but has been bolstered by
bunker emplacements. A raging battle at the front
has resulted in a call for reserves. As the reserves
pass through the town, paratroopers fall from the
sky. The front line collapses, and the main attack
column will soon arrive. Can the town be held?
Mapboard Configuration: This scenario requires
a total of six mapboard sections, A, B, and C, from
PANZER, J, K, and L from ARMOR. The
mapboard sections should be placed as shown
below:

Page 36
A

L
B J


C

K

Terrain Layout: Place all Buildings and Alleys
from both games within an eight hex radius of hex
Al101. Distribute uniformly, and place all adjacent
to roads. This dense conglomeration of Buildings
and Alleys represents the town. Place three 10 GP
Bunkers as follows: hex C2632, direction 5, hex
A2406, direction 2, and hex J3211, direction 5 -
there is no point cost for these Bunkers. Place all
the woods and hill terrain from both games
randomly on all six mapboard sections. Do not use
the Hedgerows. All terrain printed on the
mapboards is used.
Special Rules: The Streams are unfordable, and
Stream hexes may not be entered except at Bridge
hexes. The Bridges at hex B2820 and hex K2916
are destroyed, and these hexes are treated like the
other Stream hexes (unfordable). Branches
flowing into the main Streams are fordable, at the
normal cost. Undestroyed Bridges may carry any
weight. No Terrain Support counters are used.
Weather is Normal. The Time is Dusk. The
Period is determined by rolling the dice:
PERIOD DICE
Mid 1943 01-20
Late 1943 21-40
Early 1944 41-60
Mid 1944 61-80
Late 1944 81-00

Forces: The Attacker (who must be American,
British, or German) is allowed a total of 400
Points, divided into two forces. The "Airborne
Force" is allowed 200 Points - all units must be
paratroops and their support weapons used for an
airborne drop. No Gliders are available. The
"Attack Force" is also allowed 200 Points - these
can include any ground units. The Defender (who
may be any nationality found in the two games) is
allowed a total of 200 Points, also divided into two
forces. The "Occupation Force", is allowed 100
Points - all units must be "light" (AT Guns,
infantry and support weapons, armored cars, half-
tracks, or trucks). The "Reinforcing Force" is
allowed 100 Points - these can include any ground
units.
Entry/Set Up: All units of the "Airborne Force"
must drop on Turn 1. Drop zones can be plotted
anywhere on the six mapboard sections, subject to
normal scatter and landing status checks. They
may not be fired at while dropping. All units of the
"Attack Force" may enter the mapboard starting on
Turn 6. They may enter from any road(s) on the
east map edge - player choice. All units of the
"Occupation Force" may be placed anywhere on
the mapboard as long as at least one Bunker and
two Buildings are occupied. Write down the
mapboard section/hex/facing for all of these units
and do not place them on the mapboard until they
are sighted, moved, or fired, after which they must
remain on the mapboard. All units of the
"Reinforcing Force" may enter the mapboard
starting on Turn 3. They must enter at hexes C1436
and/or C1029.
Victory Conditions: Each Building or Alley is
worth 5 Victory Points to the side that controls it at
the end of the game. A Building or Alley is
controlled by a side if it has a unit in or adjacent to
the Building hex or if one of the side's ground units
was the last to enter or pass adjacent to the
Building or Alley hex. If a Building or Alley hex
is disputed (both sides have a unit or units in or
adjacent to the hex), neither side gets its Victory
Points. The Victory Point Differential Number is
"24" for the Defender. The game lasts 20 Turns.
Notes: Due to the channeled nature of the attack
and the invulnerability of the Bunkers, smoke,
aircraft, and artillery may be useful for the
Attacker. Of course, the Defender is aware of
these possibilities, and may wish to load up on AA
capability, etc. Determining location for the
airdrop is tricky. Do you want to slow the
advancing "Reinforcing Force", drop right into the
town and suffer high casualties, or support the
bridge crossing? It is a matter of keep moving for
both the "Attack Force" and the "Reinforcing
Force". The "Reinforcing Force" cannot afford to
get totally pinned down in the town. They must
keep mobile to defend against the main attack. The
"Occupation Force"? Should they load up the
town, occupy all the Bunkers, ambush the "Attack
Force" east of the Stream, or try to anticipate the
paratroop landing zones? This scenario has many
options and possible strategies.


CREDITS

DESIGN AND RESEARCH: James M. Day
DEVELOPMENT AND RULES: S. Craig Taylor,
Jr,
PRODUCTION COORDINATION: J. Stephen
Peek
BOX ART: Rodger B. MacGowan
GRAPHICS: Yaquinto Printing Co.
PLAYTESTERS: Very special thanks to Jim
Thomasson and the Toledo Wargamers. Nolan
Bond, Joel A. Breger, William Cutrer, Charles
Gittings, Frank Hernandez, Ed Johnson, Steve
Peek, John Rott, Erik J. Schultz, John Simpson,
David P. Smith. John Paul Snelien, William
Spears, Scott Westerfeld, John White.

DESIGNERS'NOTES
by James M. Day
The PANZER series is a recreation of the armored
and infantry battles of Europe and North Africa
from 1940 to 1945. The Combat units represent
the forces available to the Allies and Axis, and the
main factors of these units are gunnery and
defense.
Gunnery is composed of two Parts, anti-armor and
HE. Anti-armor is the kinetic energy shell
smashing its way through the enemy armor plate.
The muzzle velocity, caliber and shell weight were
used to calculate the anti-armor hit column
numbers and penetration factors. A rule of thumb
is that the higher the muzzle velocity, the flatter the
trajectory and the greater the chance to hit, and
heavier shells lost less penetration and velocity at
longer ranges. Also, larger caliber shells did more
damage after penetrating. Infantry weapons use
HEAT shells and do not rely on velocity for
penetration. GP gunnery is fragmentation and
explosive combat and did not rely on velocity and
penetration. The GP factors are based on the AFV
main gun and machine guns. Infantry GP factors
are based on the number of machine guns, sub-
machine guns and rifles each squad contained, and
their specific capabilities (shell size, range and rate
of fire).
Armor protection is based on two main factors:
thickness and angle of incidence. The thickness of
armor can be greatly in creased by the angle of
incidence, since 80mm of armor sloped 60
o
is
equivalent to 160mm of armor at 0
o
. All armor
values were calculated using the basic thickness
plus the slope of the armor. Infantry defense is a
function of terrain, and this is represented by the
GP Defense Factor of each terrain type.
The speed, rate of fire and size factors for AFVs
were simple calculations based on actual vehicle
capabilities. The turning calculation was based on
horsepower to weight ratio, ground pressure and
track width. The close assault defense is a factored
average of the armor values. The points per
vehicle are based on the gunnery armor, speed,
size, turning GP value and rate of fire.
The game is based on a 100 percent odds system
and all chances are calculated from this base.
Direct fire, overrun, close assault and artillery fire
are simple adjustments to this base. Opportunity
fire represents fire on a target that was partially
hidden, hence the modifier. The special hull down
represents the ability of certain AFVs to virtually
defilade the complete vehicle and still fire it’s
weapons. Bail out, AFV/building movement and
fire only expand the game to a more realistic
format.
As I am an avowed miniaturist. the Panzer series
owed its heritage to the basic concepts of miniature
gaming, particularly to the basic miniature concept
of controlled flexibility. This is very clearly
illustrated in statements regarding the system's
detail and unstructured scenario format in hobby
reviews.
My desire in the Panzer series was to bridge the
gap between the abstract tactical armor game or the
simple front/side/rear armor game and the detail-
intensive games that border on the unplayable. The
obvious detail in the Panzer system can be very
misleading and, at first glance, may even seem
frightening. This detail is what creates the sense of
armored combat. Rather than having simple attack
and defense values, the system goes a few steps
further. The attack values are separated into the
ability to hit a target and the relative penetration
rate. The defensive values (Armor Basis) and hit
locations are divided into 138 different hit and
armor areas. This is where the system shows its
miniatures heritage.
Miniatures have always allowed a more open
format combat simulation. The limitations of
hexes for facing and movement are not present, nor
are semi-abstract terrain features. During the
development of the Panzer system, the game was
playtested and formatted for miniatures. The game
system underwent at least ten major changes during
two years of design trial. After the system reached
its final design stage, it was converted into the
boardgame hex format. Certain aspects had to be
abstracted to fit these boardgame limitations or the
system would have been awkward and unplayable.
This is pointed out in reviews in reference to the
striking aspects of the 0, 30, 45, and 60 degree
angle probabilities. These angles do not represent
these exact figures, but some values in between,
and there is some overlapping. Considering that

Page 37
there are 360 degrees in a circle and that fractions
of these degrees can be discerned by the human
eye, the data cards could not possibly contain every
possibility and still remain a playable and
convenient size. This point is very well taken. No
game can be absolutely accurate, only close
enough to show important differences.
The data cards do show important differences, and
are the cornerstone of the game system. No less
than 30 different aspects of AFVs, guns, transports,
planes, and infantry units are presented on each
data card, making these a handy, easy-to-use
reference tool. The majority of all pertinent
information for each unit is contained on its data
card (the credit for the final data card format lies
with Craig Taylor, the system's developer). Once
the basic rules are learned, players need not
constantly check and recheck the rulebook. One of
the main comments that I have received on the
system is that the detail, although very intensive, is
actually very easy to utilize. The Panzer system, to
my knowledge, is the only system that combines
this amount of detail with this amount of
playability.
Another point not covered in reviews is the
movable terrain. I feel that the advantages of these
terrain units far outweigh any problems that loose
terrain can cause. If players feel that this is a
problem, they can use "Tacky-Tack" to stick the
terrain units together and to the mapboard sections.
This can be easily removed after a game with no
damage to units or mapboard. This is another
feature of the system that owes its heritage to
miniatures.
Now for the scenarios and the free-form method of
force selection. This is the newest idea to most
boardgamers, and has probably been the area that
has generated the most controversy. The exponents
of structured scenarios versus free-form supporters
will never agree on who is correct in this regard. In
free form, the individual players can place any
desired restraints on themselves, as they wish, or
can leave the field totally open. I have always
disliked game systems that would not allow certain
force combinations. Who can say that it never
happened or never could have happened? I like to
think that it did or could have happened, and
experiment from there. Remember that the
American defense of Bastogne was staged by a real
hodgepodge of troops. Still, the point is well
taken, and has been recognized.
I would like to address one last point. I was sorry
to see that the infantry, anti-tank, and artillery and
air support systems were not mentioned in any
reviews. Although the Panzer series is armor
oriented, these other systems are also important for
the combined-arms aspects of the game. I
encourage players of these games not to stop at the
Basic section of the rules, but to go into the
advanced and optional rules. I think that you will
find that the total system integrates the different
branches into an accurate combined-arms game.



Page 38

ORDER COMBINATION TABLE








A

B
E
G
L
M
R
W
#








C







D
U




F
FL
FS
H
HS








K







N
T








P








S








V








Y
A --- X X X X X X X X X X
B,E,G,L,M,R,W,# X --- X X 1 2 X 3 10 4 X
C X X --- X X X X X 11 X 12
D,U X X X --- 5 X X X X 6 X
F,FL,FS,H,HS X 1 X 5 --- X X X 7 1 X
K X 2 X X X --- X X 8 4 X
N,T X X X X X X --- X 7 X X
P X 3 X X X X X --- 9 X X
S X 10 11 X 7 8 7 9 --- 10 X
V X 4 X 6 1 4 X X 10 --- X
Y X X X X X X X X X X ---
1. Vehicles may not expend over 2 Speed Factors and use Direct
Fire.
2. Move must be plotted with the K order.
3. Must make Panic Move.
4. Pivot may be combined with other moves if 2 extra Speed
Factors are available. Leg units Pivot free.
5. Only Vehicles may fire during D or U.
6. Unit may U, and Pivot to face any direction.
7. Vehicles use Suppression Modifiers when firing. Leg and
Towed may not fire.
8. Suppressed vehicle Overruns at 1/2 GP Factor.
9. Panic supercedes Suppressed order.
10. Vehicles may move. Leg and Towed may not move.
11. Full Cover is the only order that can be given to Suppressed
Leg and Towed units.
12. Infantry unit must be with Full Cover marker to entrench.
X. Orders may not be combined.

VEHICLE MOVEMENT COSTS
TERRAIN COSTS
Block (BLK)/Destroyed (DST) P
Building (BBG, SBG, WBG) 2
Clear (CLR) 1
Crest Hexside (CST) 3 + OT
Defilade (DFL) 2
Ditch (DCH) P
Hedgerow/Heavy Woods (HDR) P
Rough (RGH) 4
Scrub (SCB) 2
Smoke (SMK) 1 + OT
Soft (SFT)/Soft Sand (SND) 6
Stream (STM) 4
Wire (WIR) 1 + OT
Woods (WDS) 3
a. Bunker (BKR), Hasty Entrenchment (HST), Hilltop (HTP),
Improved Position (IMP), Mines (MNS), Pillbox (PBX), Well
(WEL) and Wreck (WRK) hexes all depend on other terrain.
b. Reverse movement costs double.
c. River hexes may be entered only with Boats or on Spans.




ORDER NOTATIONS
PLOT ORDER
A Close Assault (list target unit) - 21.1
B Reverse Move - 12.53
C Full Cover - 22.4
D Load for Transport 22.1
E Enter Pillbox or Bunker - 22.3
F Direct Fire (list target unit) - 12.41
FL Pathfinder Illumination - 57.253
FS Direct Fire Smoke (list target hex) - 44.11
G Exit Pillbox or Bunker - 22.3
H Indirect Fire (list target hex) - 36.3
HS Indirect Fire Smoke (list target hex)- 44.11
K Overrun (list target unit) - 21.2
L 60
o
Left Turn - 12.52
M Move Up one Level in Building - 22.2
N Opportunity Fire (list LOS hex) - 12.42
P Panic- 52.23
R 60
o
Right Turn - 12.52
S Suppressed - 22.5
T Tracking Fire (list target unit) - 12.43
U Unload from Transport - 22.1
V Pivot in Place - 12.54
W Move Down one Level in Building- 22.2
Y Dig Hasty Entrenchment - 45.2


Page 39
SEQUENCE OF PLAY USING ALL OPTIONS

1. THE RALLY MORALE PHASE (OP):
1.1 Rally Morale is checked for all panicked units (52.2).
1.2 Each unit that fails to rally must have a Panic ("P") order
plotted for the coming Turn (52.3).

2. THE SIGHTING PHASE:
2.1 The players determine which enemy units each of their own
units can sight (11.2).
2.2 If the Limited Intelligence Option is used, sighted inverted units
are turned face up (46.12) and completely hidden units are placed
on the mapboard (46.23).
2.3 Completely hidden units that are no longer sighted are removed
from the mapboard (46.24).

3. THE ORDER PLOT PHASE:
3.1 If the Command Control Option is used, determine what units
are in Command Control before plotting orders (51.21).
3.2 The players secretly write the orders for each of their Combat
units for the current Turn on their Command Sheets (12.). Orders
that can be combined in the same notation, and orders that may not
be combined in the same notation can be determined from the
Order Combination Table.
3.3 Artillery Fire (OP) is also plotted during this Phase (34.1).
3.4 In Optional Multi-Player games this Phase should be timed
(59.331) and is the only Phase during which players may
communicate (59.332-59.333).

4. THE CLOSE ASSAULT PHASE (ADV):
4.1 Plotted Close Assault Combats are announced and resolved
between Infantry units and adjacent Vehicles (31.).
4.2 Any unit that Bails Out or suffers a Suppressed result must
check Panic Morale, if that Option is used (52.2).

5. THE OVERRUN PHASE (ADV):
5.1 Plotted Overrun Combats that have not been canceled by Close
Assault results are announced and the movement made.
5.2 The Overrun movement can trigger Opportunity or Tracking
Fire (32.).
5.3 Minefield movement (OP) would also have to be resolved
before movement could continue (38.31).
5.4 Defensive Fire (32.1) and Overrun Fire (32.2) are resolved
when the Vehicle enters the hex with the target Leg or Towed unit.
5.5 Movement can be completed, if possible, after resolving the
Combat (32.3).
5.6 Any unit that Bails Out or is newly Suppressed in this Combat
must check Panic Morale, if that Option is used (52.2).

6. THE PLANE MOVEMENT AND COMBAT PHASE (OP):
6.1 Plane (37.) and Glider (58.) movement is made and the type of
attack (if any) is announced.
6.2 Anti-Aircraft Fire is resolved (37.42, 58.4).
6.3 If the Plane unit is not Knocked Out, Suppressed, or panicked
(37.423), the Bombing (37.44), Strafing (37.43), or Rocket (37/45)
Attack is resolved.
6.4 Any unit that Bails Out or is newly Suppressed in this attack
must check Panic Morale, if that Option is used. (52.2)

7. THE DIRECT FIRE PHASE:
7.1 Each player now executes all plotted Direct Fire orders that
have not been cancelled by earlier fire (15., 27.).
7.2 Mortars (OP) must check for the Scatter of their plotted Direct
Fire (35.5).
7.3 Smoke (OP) that is fired is noted by placing inverted Smoke
markers on the mapboard (44.1).
7.4 Any unit that Bails Out or is newly Suppressed by Direct Fire
must check Panic Morale, if that Option is used (52.2).

8. THE ARTILLERY IMPACT PHASE (OP):
8.1 The sighting effects of Starshells fired the previous Turn end
(44.22).
8.2 New Starshell (44.22) or Smoke (44.1) firings are announced
and the Smoke and/or Artillery Impact markers placed and/or
moved (34.81).
8.3 Scatter is checked for all Artillery (34.82) and Indirect (36.42)
Fire.
8.4 Artillery (34.83-34.87) and Indirect (36.43-36.45) Fire results
are resolved.
8.5 Any unit that Bails Out or is newly Suppressed by the fire must
check Panic Morale, if that Option is used (52.2).

9. THE MOVEMENT PHASE:
9.1 The Panic Movement of all panicked units should be handled
first during this Phase, if that Option is used (52.31-52.38).
9.2 The players now make all plotted movements that have not been
cancelled by earlier results during other Phases. The moves are
done sequentially, the Germans first on odd Turns, the Allies first
on even Turns (16.).
9.3 Opportunity (16.8) or Tracking (16.9) Fire may be triggered and
resolved by these moves.
9.4 All units that Bail Out or are newly Suppressed during the
Phase must check Panic Morale, if that Option is used (52.2).
9.5 Full Cover markers are placed on units with Full Cover orders
(22.4).
9.6 Hasty Entrenchment markers are placed on the Turn they are
completed (45.3).

10. PARATROOP DROP PHASE (OP):
Parachute Infantry units being "dropped" this Turn are placed in
their Drop Zone hexes, Scatter is determined (57.21-57.256), and
Landing Status (57.26) is resolved.

11. THE ADJUSTMENT PHASE:
11.1 The players now turn all Vehicles (17.11) and Towed units
with orders to Pivot in Place, turn all movable Turrets (17.12), turn
all Leg units (24.3), and replace any Turrets they wish to change
(17.2). This is done sequentially, in the same order as the previous
Phase (17.).
11.2 Full Cover markers are removed where desired (22.44).

12. THE FIRE AND SMOKE PHASE (OP):
12.1 The face up Smoke markers are removed from the mapboard
(44.14).
12.2 All inverted Smoke counters are turned face up (44.14).
12.3 Check the status of all Fires, adding new Fire markers for fires
that spread, and removing Fire markers where they end (48.6).
12.4 Then check for any new fires that might have started as a
result of GP Factors used against the Building during the Turn
(48.1-48.23).
12.5 Building Destruction for multi-story Buildings is also resolved
during this Phase, if that Option is used (55.9).



Page 40

A
AB · 5, 10, 11, 12, 24
Ace · 27
Additional Vehicle Armor · 2
Advanced Game · 2, 3, 5, 6, 7, 8, 10, 11, 13, 15, 16, 18, 23, 25
Air Spotting · 18, 20, 23, 25, 31
Air Support · 2
Alley · 2, 3, 6, 7, 17, 19, 24, 25, 28
Ammunition · 2, 5, 21, 27, 28, 29
Angle · 1, 5, 10, 11, 25
Anti-Aircraft · 3, 15, 19, 20, 22
Anti-Tank Mines · 20
AP · 5, 8, 9, 10, 12, 13, 15, 16, 17, 18, 20, 21, 22, 25, 27, 28
APCR Ammunition · 5, 21, 28
Area Fire · 25, 46
Artillery · 2, 6, 13, 17, 18, 19, 20, 23, 24, 26, 27, 29, 30, 31, 32
Air Spotting · 18, 20, 23, 25, 31
Called · 18, 19, 20
Continuous · 18, 19
Designated · 2, 18
Planned · 18
Scatter · 5, 19, 20, 21, 22, 23
Spotting · 18, 20, 23, 24, 26
Artillery Impact Marker · 2, 19
Assault Infantry · 20, 34
AT Rifle · 15, 17, 20, 24, 38, 39, 40
Average Morale · 26, 27, 31
B
Bail out · 14, 17, 18, 26, 27
Bailed out crew · 5, 18, 27
Basic Game · 2, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 18, 23, 25
Bazooka · 14, 15, 16, 17, 20
Block · 2, 5, 6, 8, 9, 13, 15, 16, 17, 20, 23, 29, 32
Blowing Sand · 3, 14, 21, 22, 25, 29, 32
Blowing Snow · 21, 22, 25, 32
Boats · 2, 3, 6, 13, 21, 27
Bomb · 3, 5, 19
Borrowed Equipment · 2
Bridge · 1, 6, 7, 22, 23, 25, 28, 29
Demolition · 28
Building · 2, 3, 6, 7, 11, 12, 13, 14, 15, 17, 19, 23, 24, 25, 27, 28, 29,
30
Brick · 3, 11, 12, 24, 25, 28, 29, 30
Destruction · 29
Mud · 3, 11, 12, 14, 24, 25, 29, 30, 32
Mud/Brick · 3, 11, 12, 25, 29, 30
Stone · 3, 11, 12, 24, 25, 30
Wood · 3, 12, 24, 25, 30
Bunker · 2, 5, 6, 7, 8, 9, 14, 15, 16, 17, 20, 23, 27, 32
Buttoned · 2, 8, 13, 15, 16, 17, 19, 25
C
Called Artillery · 18, 19, 20
Captured Equipment · 2, 27
Carrier · 3, 14, 15, 16, 17, 27
Cavalry · 14, 16, 17, 30, 31
Clear · 1, 2, 9, 16, 19, 23, 24, 25, 26, 28, 29, 30, 32
Close Assault · 2, 5, 12, 13, 14, 15, 17, 18, 19, 20, 24, 27
Close Assault Defense · 5, 12, 17
Close Assault Phase · 2, 13, 14
Command Control · 2, 23, 26, 29, 32
Command Range · 26
Command Sheet · 2, 1, 6, 8, 9, 11, 12, 13, 16, 17, 18, 19, 21, 22, 23,
24, 26, 27, 31, 32
Commando · 13, 20, 27, 31
Compartment · 3, 11, 13, 16, 17
Compartment Hit · 16
Continuous Artillery · 18, 19
Control · 13, 26, 29, 32
Crack · 10, 20, 22, 26, 27, 31
Crest · 1, 2, 7, 9, 14, 28
Crew loss · 10, 16, 17, 18
D
Damage · 5, 11, 12, 16, 17, 21, 24, 28
Damage caused · 5, 11, 12, 21
Data card · 2, 1, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 20,
21, 22, 23, 24, 25, 28, 29, 30, 31
Day · 8, 21, 25, 31, 32
Defensive Fire · 17
Defilade · 2, 7, 8, 11, 16, 19, 23, 24, 29
Depression · 1, 5, 6, 7, 8, 24
Designated Artillery · 2, 18
Destroyed · 3, 6, 13, 29
Direct Fire · 2, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 19, 20, 22, 23,
24, 27, 28
Direct Fire Phase · 2, 6, 8, 12, 13, 19, 28
Ditch · 2, 6, 7, 9, 13, 15, 16, 19, 22, 24
Down · 10, 11, 14, 16, 23
Dusk · 21, 25, 31, 32
Dust · 25
E
Elevation · 6, 7, 8, 10, 24
Elevation level · 7, 8, 24
Emergency Vehicle Speed · 2
Enter · 14
Exit · 14
F
Facing · 7, 11, 12
Fire · 2, 3, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
23, 24, 25, 28, 29, 30
Spread · 25
First Fire · 17
Flamethrower · 2, 14, 15, 16, 17, 20, 25, 28
Fog · 21, 22, 25, 31, 32
Fording · 1, 29
Formation · 23, 26
Fuel · 2, 21, 28
Full Cover · 3, 5, 6, 12, 14, 15, 16, 17, 19, 24

Page 41
G
Glider · 2, 1, 2, 3, 8, 21, 22, 25, 27, 31, 32
GP · 5, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28,
29, 30
GP Defense · 5, 15, 16, 17, 19, 20, 21, 23, 24, 25, 26, 29, 30
Gun Depression · 2, 5, 24
Gunnery table · 5, 9, 10, 12, 16, 18, 21
H
Half-Squad · 21
Half-track · 2, 14, 15, 16, 17, 26, 27, 29
Hasty Entrenchment · 2, 3, 6, 13, 24
Haze · 25, 32
Headquarters · 18, 26, 29
Heavy Woods · 28, 29
Hedgerow · 2, 3, 6, 7, 19, 23, 24, 28, 29
Hidden Units · 24, 25, 29, 32
Hill · 2, 6, 7, 9, 24, 28
Hilltop · 2, 28
Hit Determination Table · 5, 10, 11, 12, 23
Hull · 5, 10, 11, 12, 15, 16, 23, 24, 28
Hull Down · 10, 11, 16, 23, 28
I
Illegal · 9, 12
Improved position · 2, 6, 11, 16, 19, 23, 24
Indirect Fire · 2, 19, 20, 23, 24, 27, 29, 30
Infantry · 2, 3, 5, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 24, 26, 27, 28,
30, 31
Infantry Unit Reduction · 17
Inverted Units · 20, 24
K
Knocked out · 11, 16, 17, 18, 19, 20, 21, 22, 23, 25, 26, 27, 29
L
Leg unit · 2, 1, 2, 3, 5, 14, 15, 17, 19, 20, 21, 24, 26, 27
Lend-Lease Equipment · 27
Level · 5, 7, 8, 9, 10, 11, 12, 16, 24, 29
Line of Sight · 1, 7, 10, 11, 13, 26, 29
Load · 3, 14, 17, 23
M
Machinegun · 2, 3, 5, 14, 15, 16, 17, 19, 25, 26, 27, 30, 31
Machinegun team · 2, 15, 19, 25
Mines · 2, 6, 13, 20, 32
Anti-Tank · 20
Modifiers · 2, 9, 10, 16, 22, 26, 27
Moonlight · 20, 21, 25, 31, 32
Morale Grade · 27, 31
Average · 26, 27, 31
Crack · 10, 20, 22, 26, 27, 31
Poor · 10, 26, 27, 31
Mortar · 2, 13, 14, 19, 20, 23, 24, 26, 28, 30, 31
Mortar Team · 2, 19, 23, 24, 26
Movement · 2, 3, 6, 8, 9, 10, 12, 13, 14, 15, 19, 22, 23, 24, 25, 26, 27,
29, 32
Movement Phase · 2, 6, 8, 13, 14, 19, 22, 24, 27
Mud · 3, 11, 12, 14, 24, 25, 29, 30, 32
Multi-Player Rules · 2, 32
N
Narrow Streets/Alleys · 28
Night · 20, 21, 22, 25, 32
Noise · 24
Non-Penetrating · 16
O
Open · 2, 8, 13, 14, 15, 16, 17, 19, 21
Opportunity Fire · 6, 8, 10, 12, 13, 14, 15, 16, 17, 19, 22, 27
Optional Rules · 2, 3, 5, 6, 10, 14, 15, 18, 23, 24, 25, 30, 31, 32
Order Plot Phase · 2, 6, 13, 18, 26, 29
Orders · 2, 8, 9, 14, 15, 26
Overrun · 2, 13, 14, 15, 17, 27
First Fire · 17
Overrun Phase · 2, 13, 14
P
Panic · 2, 22, 26, 27
Panic Movement · 27
Panzerfaust · 14, 15, 16, 17, 20
Panzerschreck · 14, 15, 16, 17, 20
Paratroops · 2, 20, 32
PG40 Ammunition · 5, 21, 28
PIAT · 14, 15, 16, 20
Pillbox · 2, 5, 6, 7, 8, 9, 14, 15, 16, 17, 20, 23, 27, 32
Pinning Fire · 2, 25
Pivot · 6, 8, 9, 10, 12, 13, 14, 15, 28
Plane · 1, 3, 5, 8, 13, 18, 19, 22, 25, 30, 31
Planned Artillery · 18
Points · 3, 13, 15, 17, 18, 20, 21, 22, 23, 26, 30, 31, 32
Poor · 10, 26, 27, 31
Portee · 9, 13, 14, 23, 24
Previous hit · 10
Prohibited · 9
R
Radio · 3, 14, 18, 19, 20, 23, 26, 29, 31, 32
Radio Jamming · 3, 26, 31
Rain · 25
Rally · 26, 27
Range · 1, 3, 5, 6, 7, 8, 9, 10, 16, 17, 19, 23, 26
Range line · 5, 8, 10, 16, 19, 23
Range scale · 1, 3, 6, 7, 9, 16
Rangers · 20, 27, 31
Rapid rate of fire · 3, 10, 12, 15, 28
Rate of fire · 3, 5, 9, 10, 16, 28
Reverse · 8, 9, 12, 23

Page 42
River · 1, 6, 7, 21, 22, 24
Road · 1, 3, 6, 9, 12, 15, 25, 28, 29
Rocket · 5, 19, 20, 24, 25, 27, 30
Rough · 1, 8, 16, 24, 28
S
Scatter · 5, 19, 20, 21, 22, 23
Scrub · 1, 7, 8, 9, 24, 30
Sequence of Play · 2, 13, 18, 23
Side · 3, 5, 10, 11, 12
Sighting · 2, 6, 7, 8, 13, 19, 24, 25, 28
Sighting Phase · 2, 6, 13
Size · 3, 5, 10, 12, 23
Slow rate of fire · 3, 10, 13, 28
Smoke · 3, 6, 9, 13, 20, 25, 28, 29
Snow · 3, 14, 25, 29, 31, 32
Soft · 2, 23, 24, 28, 29, 30
Span · 3, 6, 7, 23, 28, 29
Speed · 3, 8, 9, 10, 12, 13, 14, 15, 20, 24, 25, 27, 28, 29
Speed factor · 3, 8, 9, 10, 12, 13, 14, 15, 20, 24, 25, 27, 28
Spotting · 18, 20, 23, 24, 26
Spread · 25
Squad Plus · 3, 14, 17, 20
Stacking · 3, 7, 8, 10, 14, 15, 16, 18, 21, 22
Starshell · 20, 25
Strafe · 5, 19, 20, 24, 25, 27
Stream · 1, 6, 7, 22, 25, 28, 29, 30
Sun · 10, 25
Suppression · 10, 12, 14, 15, 16, 17, 18, 19, 20, 22, 24, 25, 26, 27, 28
T
Terrain · 2, 1, 2, 3, 5, 6, 7, 9, 10, 18, 19, 20, 23, 24, 25, 26, 28, 30,
31, 32
Alley · 2, 3, 6, 7, 17, 19, 24, 25, 28
Bridge · 1, 6, 7, 22, 23, 25, 28, 29
Building · 2, 3, 6, 7, 11, 12, 13, 14, 15, 17, 19, 23, 24, 25, 27, 28,
29, 30
Clear · 1, 2, 9, 16, 19, 23, 24, 25, 26, 28, 29, 30, 32
Crest · 1, 2, 7, 9, 14, 28
Defilade · 2, 7, 8, 11, 16, 19, 23, 24, 29
Depression · 1, 5, 6, 7, 8, 24
Hill · 2, 6, 7, 9, 24, 28
Hilltop · 2, 28
River · 1, 6, 7, 21, 22, 24
Road · 1, 3, 6, 9, 12, 15, 25, 28, 29
Rough · 1, 8, 16, 24, 28
Scrub · 1, 7, 8, 9, 24, 30
Soft · 2, 23, 24, 28, 29, 30
Span · 3, 6, 7, 23, 28, 29
Stream · 1, 6, 7, 22, 25, 28, 29, 30
Track · 1, 3, 5, 6, 9, 11, 12, 13, 17, 20, 22, 24, 25, 28, 29
Well · 3, 6, 7
Woods · 2, 6, 7, 19, 24, 29, 30
Terrain Support
Block · 2, 5, 6, 8, 9, 13, 15, 16, 17, 20, 23, 29, 32
Bunker · 2, 5, 6, 7, 8, 9, 14, 15, 16, 17, 20, 23, 27, 32
Ditch · 2, 6, 7, 9, 13, 15, 16, 19, 22, 24
Hedgerow · 2, 3, 6, 7, 19, 23, 24, 28, 29
Improved position · 2, 6, 11, 16, 19, 23, 24
Mines · 2, 6, 13, 20, 32
Pillbox · 2, 5, 6, 7, 8, 9, 14, 15, 16, 17, 20, 23, 27, 32
Wire · 2, 5, 6, 9, 13, 15, 16, 17, 20, 23, 32
Time of Day · 2
Day · 8, 21, 25, 31, 32
Dusk · 21, 25, 31, 32
Moonlight · 20, 21, 25, 31, 32
Night · 20, 21, 22, 25, 32
Towed unit · 2, 3, 5, 7, 8, 10, 12, 13, 14, 15, 16, 17, 18, 20, 22, 23,
24, 25, 26, 27, 28, 29, 30, 31
Track · 1, 3, 5, 6, 9, 11, 12, 13, 17, 20, 22, 24, 25, 28, 29
Tracking · 6, 8, 10, 12, 13, 14, 15, 17, 22, 27
Transport · 3, 14, 15, 21, 22, 26
Truck · 3, 5, 11, 13, 14, 15, 17, 23, 24, 26, 27, 29, 30
Turn · 1, 3, 6, 7, 8, 9, 10, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
23, 24, 25, 26, 27, 28, 31
Turret · 1, 2, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 22, 25, 27,
28
Turret Compartment Hit · 14
Turret turn · 3, 10, 13, 16
Turretless · 3, 5, 10, 15, 16, 23
U
Umpire · 24, 29
Unit Organization · 26
Formation · 23, 26
Headquarters · 18, 26, 29
Unload · 3, 14, 17
Up · 2, 5, 14, 30
Uphill · 9
V
Victory points · 3, 13, 17, 18, 19, 20, 22, 27, 30, 31, 32
Visibility · 25
W
Weather · 2, 8, 14, 25, 31
Blowing Sand · 3, 14, 21, 22, 25, 29, 32
Blowing Snow · 21, 22, 25, 32
Fog · 21, 22, 25, 31, 32
Haze · 25, 32
Mud · 3, 11, 12, 14, 24, 25, 29, 30, 32
Rain · 25
Snow · 3, 14, 25, 29, 31, 32
Weight · 3, 18, 21
Well · 3, 6, 7
Wire · 2, 5, 6, 9, 13, 15, 16, 17, 20, 23, 32
Woods · 2, 6, 7, 19, 24, 29, 30
Wreck · 3, 6, 7, 9, 11, 12, 13, 16, 17, 18, 19, 22, 25, 29

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