Pa n z e r Bl i t z Cl a r i f i c a t i o n s a n d An s w e r Bo x b y Al a n r. Ar v o l d

he following article is a Movement • 1 Q: Are cavalry considered to be “ve- compilation of the Panzer- Combat • 5 hicles” on the tec? Blitz Question Boxes from Mines • 8 A: Yes, except that they may move TThe General, The ’s Guide to Obstacles and Elevation • 9 through green hexsides without PanzerBlitz, and various questions Spotting • 9 cost. sent in and answered by Avalon Wreckage • 9 Hill but never published. With The Positional Defences • 10 Q: When moving units, are all General and The Wargamer’s Guide Game Procedure • 10 vehicles moved first, then all dis- out of print and getting harder and Optional Rules • 11 mounted infantry units? harder to find, I felt that it was time Experimental Rules • 12 A: Yes, this is clearly stated in the to put all the rules questions and Units • 13 Sequence of Play section. clarifications into one article for Scenarios • 14 easy reference. Q: The tec states that it costs a I am also including parts of the Movement truck unit 2 mf to enter a clear ter- article, “Deciphering the Panzer- rain hex, does this mean each clear blitz Rules,” by Dave Giordano, General: terrain hex? published in The Boardgamer Vol. 3, A: Yes, this applies for all movement No. 3. Dave started to tackle some Q: When units enter the game penalties of this sort. of the unclear rules in his article board, may they start on the partial and I am indebted to him for the edge hexes? Q: Does a unit moving along a gully insights that it gave me. A: Yes, but such placement counts have to pay 3 mf to leave the gully Over the years, there have been as a full hex traversed against their if it moves into a ford hex or a road many articles about and arguments mf. hex along the same gully? for combining the PanzerBlitz A: No. The rules state that ford and and Panzer Leader rules into one Q: May wagons move from a gully road hexes allow a unit to leave a system or simply retrofitting the to a slope hex? gully at no extra cost due to both Panzer Leader rules to PanzerBlitz. A: Yes, any movable unit may always hexes being considered to be clear This is understandable as the lat- move one hex per turn regardless hexes. ter game was developed out of the of the movement cost. Forbidden former one. However, all questions movements are still forbidden such Q: When moving off or exiting the and clarifications in this article will as vehicles moving into swamps or board for whatever reason, what is be answered and defined solely by through green hexsides. (Note that the movement cost? the letter and intent of the Panzer- this differs from Panzer Leader A: The movement cost is that of the Blitz rules. where only infantry units may al- last hex on the board from which It is divided into twelve main ways move one hex per turn regard- the unit exited or moved. sections, which are as follows: less of movement costs.) Imaginative Strategist 2 PanzerBlitz Q&A Transporting Units: Q: Can a unit being carried by an Q: Does a unit move at the normal armored unit which is in a town hex road movement rate even on a road Q: Can a carrier unit move after it be attacked separately from the ar- that is on a slope hex? has unloaded if it has any mfs left? mored unit? A: Yes. A: Yes. A: No. In this case all units in a town are attacked together and any Q: Does a unit or wreck negate the Q: Can 2 Russian carrier units, or 3 passenger units in the hex are ig- road movement rate on a road in a in the case of the Germans, unload nored although they share the fate town hex? on the same hex in the same turn? of their carrying unit. A: Yes, but they do not negate the A: Yes, but they must have mf re- 1/2 mf cost of the town hex itself. maining to enable them to move Road Movement: Therefore a unit performing a pass- away from the hex. ing manoeuver on a road in a town The road movement rules have been hex would still only expend 1/2 mp Q: If an armored unit is carrying a a major source of controversy in for the town hex itself. (It is as- unit which is attacked and dispersed, PanzerBlitz, most specifically the sumed that the passing unit is using what happens? passing rules. This is primarily be- a side street to go around the unit or A: The passengers are immediately cause passing units in pb on a road wreck on the main road.) unloaded. If this would violate the is a two-hex manoeuver, whereas in stacking limits in the hex they are pl it is a one-hex manoeuver. This is Q: Can a unit cross a green hexside eliminated. Note that the passen- further compounded when passing while moving along the road at the gers would also be immediately un- through green hexsides and swamp road movement rate to enter a road loaded if only the armored unit was hexes. Hopefully the questions and hex containing another friendly attacked and dispersed since they answers that follow will solve many unit or wreck? share the same fate as the vehicle. of the controversies. A: Yes, but to enter such a hex would be at the mf cost of the terrain in that hex. (This is the opposite of Panzer Leader where you cannot enter the hex.)

Q: Can a unit cross a green hexside while moving along the road from a road hex with a friendly unit or wreck on it? A: No. This is because the green hexside interferes with the passing manoeuver.

Q: Does a unit that starts the turn in a stack on a road hex move off onto the next road hex at the road movement rate or at the mf cost of the surrounding terrain in the hex? A: It may move off onto the next road hex at the road movement rate. This is stated in paragraph “G” in the road movement rules. In fact each unit which starts the turn in a stack on the road hex may move Imaginative Strategist 3 PanzerBlitz Q&A off along the road at the road move- ment rate. (It is assumed that the units in the stack start the turn on the road.) It should be noted that units in a stack on the road can cross an ad- jacent green hexside because of this rule but only from the starting hex. Once they have started moving then the normal rules for passing apply.

Q: Can a carrier unit which starts the turn on a road hex unload its passengers then move off down the road at the road movement rate? A: Yes, again paragraph “G” allows for it. (The carrier unit is assumed to be on the road when it unloads its passengers.)

Q: Can a unit which is on a road hex and has not yet moved, have other units stack on top of it during a) Non-vehicular units may stack units on a swamp/road hex may the turn, yet still be able to move together on a swamp/road hex, but move out of the stack normally as onto the next road hex at the road not travel at the road movement per paragraph “G.” This even applies movement rate during that turn? rate. Non-vehicular units may also if it is a carrier unit that drops off its A: Yes, since it has not yet moved. stack with wrecks on a swamp/road passengers before starting its move. hex. In short, passing units on a swamp/ Q: Can a carrier unit which, while b) Vehicular units cannot stack with road hex is a 2-turn manoeuver. moving along the road, drops its other vehicular units on swamp/ passengers on a road hex, then move road hexes at any time, not even Q: Can a vehicular unit perform a onto the next road hex at the road during movement. passing manoeuver where only the movement rate? c) Vehicular units may stack with second hex of that manoeuver is a A: No. Once the carrier unit has non-vehicular units on swamp/road swamp/road hex? started moving then paragraph “G” hexes, but not travel at the road Example: A truck in Hex 1z9 no longer applies and the carrier movement rate. In this case it would wants to pass a friendly unit in unit must obey the rules for pass- move onto such a swamp/road hex the town hex on Hex 1aa9 while ing, even for its own passenger unit at a cost of 1 mp. This rule allows for moving along the road. which it dropped off along the way. the loading of non-vehicular units A: No. In a case like this the vehicu- in swamp/road hexes. lar unit would have to stop in the Q: How is moving and passing along d) Vehicular units may move onto first hex with the other unit, stack- the road in a swamp hex handled? but not through non-vehicular ing limits permitting, then on the The rules are somewhat confusing. units on swamp/road hexes; they next turn it could move onto the A: Due to the restrictive nature of must cease all further movement swamp/road hex at the road move- swamp terrain the rules were modi- for that turn. ment rate as per paragraph “G” in fied. Use the following guidelines: e) A vehicular unit which starts the the movement rules. turn stacked with non-vehicular Imaginative Strategist 4 PanzerBlitz Q&A g) 1 Russian wreck and 2 German ends only partway through: Hexes wrecks + no Russian or German 1d9, 2d5, and 3aa10. However since units. each of those hexes are also town h) 2 Russian wrecks and 1 German hexes the point is moot. wreck + no Russian or German d) Hex 3c4 is a clear hex. The gray units. hexside that borders it and Hex 3d5 does not make it a town hex. Mapboard: e) Hex 1c9 is a combined town/ woods hex. For both movement and The following terrain notes refer to combat purposes it is considered to commonly made mistakes in rela- be a town hex. tion to the hexes in question. f ) When moving from one stream- bed hex to an adjacent stream- a) No vehicular unit can move di- bed hex which are not connected Stacking: rectly from Hex 1bb10 to Hex 1aa10 through the hexside moved through, or Hex 1bb11, it must first exit the (Examples: Hexes 3v4 to 3w3, Hexes Q: The rules state that stacking lim- swamp to Hex 1aa9. Non- vehicular 3x4 to 3x5, and Hexes 3w6 to 3x6.), its do not apply during movement, units can make those moves due to a vehicular unit must pay the exit only before and after movement. them being allowed in the swamp mf cost for leaving a streambed hex Therefore, may units pass through without the use of the road. in addition to the entry cost. a hex already occupied to its maxi- b) No vehicular unit can move di- g) The pond hex may not have any mum stacking ability by wrecks? rectly from Hex 1dd9 to Hex 1dd8, unit set up in it, including forts, A: Yes, except as qualified by the from Hex 1ee8 to Hex 1dd8, or from mines, and blocks, nor may any units road movement rules. Hex 1ee8 to Hex 1ee7. It must first enter that hex. (While the pond hex exit the swamp at Hex 1ff8. Non- is treated as a clear hex when frozen Q: What are the stacking limits for vehicular units may make those over by variant weather rules, a unit inside fortifications? moves due to them being allowed may still not set up in it although A: 3 for Germans; 2 for Russians - in the swamp without the use of the they may move through it.) i.e. the same as normal. road. h) If a hex contains two separate c) Hex 2g10 is considered to be a slope symbols, the movement is Q: What are the possible combina- partial road hex. When entering still 4 mp for trucks and 3 mp for all tions of unit stacking in a hex with Hex 2g10 from Hex 2g9 and when other vehicles. one or multiple wreck counters? entering Hex 2g9 from Hex 2g10, Example: Two Board Ones placed A: Use the following guidelines: the road movement rate may be used end to end so that the half-hex due to the road crossing the hexside. “A” Hexrow of each forms a solid a) 1 German wreck + 1 Russian unit When entering Hex 2g10 from any hexrow shared by each. Hexes or up to 2 German units. other hex, including from off-board, 1a5 and 1a6 of each would have b) 2 German wrecks + no Russian the mf cost of the other terrain in two separate slope symbols. units or 1 German unit. Hex 2g10 is used, namely 1 mp for c) 3 German wrecks + no Russian or clear terrain. (The popular notion German units. that Hex 2g10 was a full road hex d) 1 Russian wreck + 1 Russian unit came from the PanzerBlitz Series or up to 2 German units. Replay in The General Vol. 13, No. e) 2 Russian wrecks + no Russian 6. In that replay the hex was con- units or 1 German unit. sidered to be a full road hex as an f) 1 Russian wreck and 1 German optional ruling to help balance the wreck + no Russian units or 1 Ger- situation.) Note that there are three man unit. other hexes where the road actually Imaginative Strategist 5 PanzerBlitz Q&A A: No. Again, since all fractions used to determine whether the are dropped, the af would be zero. entire stack is armored or non- Again, this is the converse of Panzer armored, total number of units of Leader. each type or total number of dfs of each type? Q: The crt shows results for die- A: Total number of units of each roll subtraction to minus 2, but it is type. possible to have a minus 3 subtrac- Example: A stack of two dis- tion. What happens? mounted German smg units and A: On a die roll of 1 take the result one Tiger ii unit would be con- from the minus 1 line of the next sidered to be non-armored in a higher odds column. Therefore: mi- combination attack. Combat nus 3 at 1 to 4 odds = dd; minus 3 at 1 to 3 odds or better = x. Q: What happens in a combination General: attack when there are an equal num- Q: If a unit is fired upon from a ber of armored and non-armored Q: Since units in towns and forts woods hex or a town hex, can it re- units in the defending stack? are treated as armored targets, can turn fire without meeting the Spot- A: The defending stack would be they be attacked by I-class units ting Rule conditions? treated as the target type least favor- that are two hexes away? A: No, it cannot. It can however in able to each individual firing unit in A: No. Panzer Leader. the attack. (Example: A defending stack has one German Panther unit Q: If a defending unit receives a dd Q: If there are several units on a hex and one dismounted Rifle unit in it. and then a d result in the same turn, that have identical dfs, how is it de- The attackers are a Russian su-152 is it eliminated? cided which is the “weakest” when at a range of six hexes, a t-34c at a A: No, it just remains dispersed. making a selective or multiple at- range of three hexes, and an mg unit tack? at a range of two hexes. The su-152 Q: Are units outside of a fort to- A: You may attack any one of the has an af of 20 due to firing at an taled in addition to the fort’s df in units in this case. armored target at greater than half the cases of cat and combination range, the t-34c has an af of 6 due attacks? Q: When a unit becomes dispersed, to firing at a non-armored target, A: Yes. does it still have a zone-of-control and the mg cannot fire at all due to within the hex it occupies? the armored target in the hex.) Q: Assume three at Guns (each A: Yes, enemy units may still not with an af of 7) are firing at an in- move through a dispersed unit ex- Q: Can either side voluntarily de- fantry unit, is the total af cept in the case of an overrun attack. stroy their own units? 3 + 3 + 3 = 9 or The dispersed unit also retains its A: Yes. This is done during a player 7/2 + 7/2 + 7/2 = 21/2 = 10? normal df. turn after the player has resolved A: The totalaf is 9. Units are halved all minefield attacks against an en- and fractions are dropped individu- Q: May a unit fire through a green emy player but before he announces ally. Note that this is the converse of or gray hexside through the width which of his units are firing on Panzer Leader. of a road in that hex? which enemy units. Units are sim- A: No, unless the firing and target ply removed from the board and Q: If a unit’s af is reduced due to units are adjacent in which case the any armored units so removed are terrain, weapon type, and/or target road is not necessary anyway. replaced with wreck markers at that type to less than 1, can it still at- time. tack? Q: When making a combination Note that this rule does not apply attack on a stack of units, what is to mines, any positional defenses, or Imaginative Strategist 6 PanzerBlitz Q&A any unit restricted from self-de- This is why another unit in a road/ as each vehicle would move up its struction by the Special Rules in a woods hex always blocks movement own individual street to stay spread situation. Self-destroyed units do of another vehicle when crossing a out.) count towards the enemy player’s green hexside. Similarly, a vehicle victory conditions for destroyed en- moving up a slope on a road hex Q: Can a unit in a half hex or full emy units. without the road bonus movement hex on the edge of the board be rate would pay 3 mf per hex, not 1. overrun if either the entry or exit Overrun: hex would be off board? Q: Since a unit must not use the A: Yes under the following condi- Q: If a unit moves onto a minefield road movement rate when making tions: can it perform an overrun in that an overrun attack, what happens turn? when it moves through a town hex? a) A vehicle unit may overrun a de- A: Only if it moves onto a minefield A: The unit pays 1 mp for moving fending unit upon initial entry onto in the exit hex of an overrun attack. through a town hex when making the board. In this case the exit hex If it moves onto a minefield on the an overrun attack. (Units making an must be a hex that the overrunning entry hex or before then there will overrun attack are assumed to have unit can enter and be opposite the be no overrun. their individual vehicles spread out imaginary off board entry hex. in some tactical formation which b) A vehicle unit may overrun a de- Q: Can overrun attacks be con- prevents them from using the road. fending unit while exiting off the ducted on a unit on a Stream ford In a town they would keep their board providing the victory con- or road/streambed hex? formation, thus slowing them down ditions allow exiting off the board A: Yes as both types of hexes are considered to be clear terrain.

Q: Are units on hilltop hexes such as the plateau-like hilltop on Board 2, that are not woods or town hexes, subject to the overrun rule by ar- mored units? A: Yes, only hexes with Orange hexsides are hilltop hexes. A clear hex is a clear hex no matter what its elevation is. Clear hilltop hexes are clear hexes.

Q: Since armored units cannot use the road movement rate while ex- ecuting an overrun attack, can they still use the road to go through ob- stacles such as green hexsides or up slope hexes while moving at the non-road movement rate? A: No. This is a very major difference between the PanzerBlitz and Pan- zer Leader rules. To utilize roads in PanzerBlitz you must move at the road movement rate of 1/2 mf per hex traversed. Imaginative Strategist 7 PanzerBlitz Q&A edge in question. In this case the neuver, then the combats odds are Close Assault Tactics (cat overrunning unit must have suf- tabulated and the attack resolved. attack): ficient mp left to move into the imaginary off board exit hex at the Q: Can an overrun attack be per- Q: Do terrain qualifications affect clear terrain movement cost of 1. formed if the final modified combat odds or die rolls in a cat attack? c) A vehicle unit may overrun a de- odds are less than 1-4? A: Yes. Note that in Panzer Leader fending unit while exiting or enter- A: No. In this case the overrunning only the die rolls are affected. ing an edge of the board that the units would be moved back to their special rules allow for the leaving respective entry hexes and finish Q: If a unit moves onto a minefield and reentering the board during their movement there. (This elimi- can it perform a cat attack against the course of the game (as in Situ- nates the unrealistic tactic of per- an adjacent enemy unit in that ation 5). forming a useless overrun to get to turn? a desired hex.) A: Yes. What happens is that the A vehicle unit may not overrun cat attack is resolved, then in the a unit on the edge of the board and Q: What new units that have been opposing player’s turn the minefield exit the board if the situation’s spe- introduced into the PanzerBlitz attack is resolved against the close cial rules or victory conditions do game over the years can or cannot assaulting unit. not allow exiting off the edge in conduct overrun attacks? question. A: The following units cannot per- Q: May units being transported by form overrun attacks: tanks be cat’ed without involving Q: Can a unit making a overrun at- the tank? tack move through a swamp on a German - Sd Kfz 251/2 spm A: No! The rules state that all units swamp/road hex Russian - m-13, zis-42-aa in the stack must be totaled for A: No. (Again since the unit is Defense in cat. Therefore, infantry spread out when making an over- The following units can only over- while being transported is ignored. run attack it could not use a swamp run non-armored targets: road because its vehicles could not Q: Can a truck, wagon, or halftrack spread out into the swamp.) German - Motorcycles drop off infantry units for a cat at- Russian - Motorcycles, ba-64b ac tack and then retreat? Q: Can cavalry units make overrun A: Vehicles may unload units and attacks? All other new vehicular units move off but a passenger unit may A: No. may perform overruns of any unit. not fire in the turn of unloading. (These include the German Sd Kfz (Exception: PanzerBlitz Assaults.) Q: Can more than one armored 251/9 and Sd Kfz 251/10 for although unit overrun the same target hex, these are halftracks they are armed Q: Since a unit may not use the each using a different entry and exit with A or H class weapons.) road movement rate when making hex? a cat attack, what happens when it A: Yes. The entry hex of one over- moves into town hex? running unit could even be the exit A: The unit pays 1 mp for moving hex of another. through a town hex when making a cat attack. (Units making cat Q: Can multiple units overrun the attacks are presumed to be hav- same target hex even if the indi- ing their personnel performing fire vidual units do not start in the same and movement tactics when clos- hex? ing with the enemy, hence slowing A: Yes. In this case all overrunning them down even in a town hex. This units are moved to the same target is why a close assaulting unit may hex performing the overrun ma- Imaginative Strategist 8 PanzerBlitz Q&A not move more than 1 hex in the Q: Can a cat attack occur if the fi- Q: Can a unit on a minefield which turn it attacks.) nal modified combat odds are less has survived a minefield attack and than 1-4? later is dispersed by other forms of Q: Can engineer units by them- A: No. In this case no attack occurs. attack, be subject to minefield at- selves close assault an enemy unit tacks because of its dispersed sta- and still get the odds increase? Mines tus? A: No, the rules state that they must A: No. (A unit which has survived a attack in conjunction with some Q: While dismantling mines, do minefield attack but still remains in other type of infantry or cavalry engineers undergo the mine attack? the hex is assumed to have made it unit. Engineer units which attack A: Not as long as they observe the through the minefield though still by themselves are treated as a nor- proper procedure for dismantling staying in the actual hex.) mal close assault. mines. If they attempt to cross them without dismantling them they are Q: If there is a stack of units on the Q: If more than one engineer unit is as liable to be blown up as any other minefield, is each unit attacked at involved in the same cat attack, are unit. 2-1 odds or is the whole stack at- the odds increased one column for tacked at 2-1 odds? each engineer unit? Q: May engineers make a mine A: Each individual unit in the stack A: No, the combat odds are in- removal attempt and attack other is attacked at 2-1 odds. Therefore if creased only one column no mat- units in the same turn? there are three units on a minefield, ter how many engineer units are A: No. there are three separate 2-1 attacks. involved. Q: If two or more engineer units Q: Can units split their afs between are adjacent to a minefield, can they more than one close assault if they each make a mine removal attempt are adjacent to more than one en- in the same turn? emy unit? A: Yes, minefields can be subject to A: No, their af may only be used multiple mine removal attempts in against one adjacent enemy unit in the same turn as long as each at- a close assault. tempt is from a separate engineer unit. Q: Do close assaulting units have to attack from the same hex or from Q: Can cat attacks be conducted multiple hexes as long as they are Q: Are mines placed in town, woods, against units that are on a mine- adjacent to the target hex? and swamp hexes subject to the field? A: They may attack from as many “add 1 to the attacker’s die roll” rule A: Yes. of the six surrounding hexes as they of the tec? wish as long as they are adjacent to A: No. Q: Can minefields be set up in the target hex. swamp hexes? Q: If a unit moves onto a minefield A: Yes. (Minefields represent more Q: Can different units stacked in and survives the subsequent “attack”, than just mines buried in the ground, the same hex each be involved in can it attack that turn? they also represent above-ground a different cat attack in the same A: On the next friendly player turn mines and booby traps, items which turn? a unit on a minefield which has sur- would be used in great numbers in A: Yes, as long as each unit attacks vive the “attack” may freely move, built-up areas like town hexes and only one target hex. fire, execute overruns orcat attacks. areas of increased vegetation such It may even remain on the mine- as woods and swamp hexes.) field without suffering from further attacks from the minefield itself. Imaginative Strategist 9 PanzerBlitz Q&A Obstacles And Hill and Slope Defense Ex- less the optional Indirect Fire rule is ceptions: being used). Elevations Third, if the spotting unit moves Q: Is the af of a unit on a slope hex away, the fire may no longer be di- General: halved when attacking a unit on a rected at units that were previously hilltop hex? spotted. Q: Isn’t it true that the tet is in- A: Yes. This is true even if the unit Fourth, if you are using the In- complete and therefore misleading on a slope hex is attacking a unit direct Fire rule, the cp unit must be as a quick reference? that is on an adjacent hilltop hex. able to see the spotting unit. A: Yes. Add the following to your tet: Q: Is the af of a unit on a slope hex halved when attacking a unit on an Wreckage Note A to units firing from hill- adjacent slope hex through a brown tops at units on ground level. hexside? Q: Does a wreck on a streambed/ Note E to units firing from hill- A: Yes. road hex negate both the road tops at units on slopes. movement rate and the ford func- Note E to units firing from slopes Streams and Gullies: tion of the hex? at units on hilltops. A: The wreck only negates the road Q: Can a unit in a streambed/woods movement rate. A wreck never ne- Q: If I had a unit on a slope hex hex be seen by units on a slope or gates the ford function of either a directly behind a brown hexside, is hilltop hex? ford hex or a streambed/road hex. my unit in the los of a unit firing A: Only if there is a friendly unit from a hilltop (assuming there are adjacent to the unit in the stream- Q: Can movement be blocked into no other obstacles)? bed/woods hex to spot it. a hex occupied by a stack contain- A: Yes. Brown hexsides do not block ing the maximum number of wrecks the los from hilltop to slope and Q: Can units in a ford or road/ (two for the Russians, three for the from slope to hilltop. streambed hex be seen by units in Germans)? non-adjacent ground level hexes? A: No, a stack with the maximum Q: Does a brown hexside block the A: Yes, subject to LOS obstructions. number of wrecks never blocks los from unit on a slope hex to a movement into a hex except as unit on another slope hex? qualified by the road movement A: Yes, regardless whether the units Spotting rules. The stack with the maximum are on the same hill mass or on number of wrecks would prohibit a different hill masses of which the Q: Can trucks and wagons spot? unit from stopping there though. slopes are part. The only exception A: Yes, unlike Panzer Leader where to this is if the two units are on ad- they cannot spot. jacent slope hexes. Q: Can you explain “spotting” Q: Does a colored hexside obstruct more? the lof? A: There are four things to keep in A: In some cases, yes. It depends mind.: on the respective elevation of the First, since firing occurs prior to attacker and the defender. Consult movement, a spotting unit must the tet and the Examples of Play be in place at the beginning of the card as there are many different turn. situations. Second, even after a unit is spot- ted, the firing unit must still have a clear line-of-fire to the target (un- Imaginative Strategist 10 PanzerBlitz Q&A Positional even those with no movement fac- can they be on a half hex of that tors such as most artillery units, may board and an adjoining board? Defenses freely reposition between being ei- A: No. Units must be completely on ther under or on top of a fortifica- that one board as indicated. Units Blockage: tion counter. However they may not may be on whole or half hexes that fire in the same turn in which they belong to that particular board Q: Can blocks ever be destroyed by reposition and cannot violate stack- alone. engineers or artillery? ing limitations. A: No, unlike in Panzer Leader. Q: Which board are the half hexes Q: May a fort be set up in the same considered to be part of? Q: If an infantry unit starts its turn hex as a mine or block counter? A: As a general rule thumb, con- adjacent to a block, may it move A: No. sider the half hexes to be part of onto the block and execute a cat the middle board, but keep in mind attack in the same turn? that they are not considered when A: Yes. setting up or in determining vic- tory conditions. This rule is for the Q: Can a block be set up in a swamp purpose of determining grid coor- hex? dinates for the hexes on the board. A: Yes. Q: When a group are supposed to Fortifications: enter the board, either at the begin- ning of the game or on a designated Q: If a fort is occupied, can enemy turn, must all units enter on the units travel directly through that same turn? hex? A: Yes. However if some units can- A: No. They may move onto the fort Q: Does a fort on a road hex ne- not enter on the designated turn in one turn, but they cannot move gate the road movement rate in that due to being in road march order off until the next turn. hex? or because the enemy set up pre- A: No, unlike in Panzer Leader cludes it, then they must enter on Q: If there are three German units where they do. the soonest turn possible. (or two Russian units) in a fort, can there also be three German units Q: What is road march order? (or two Russian units) on top of Game Procedure A: It is when the units are lined up that fort? to enter the board on a road at a A: Yes. Q: When making the initial set up given rate. A group may take several of units, can the half hexes on the turns to bring all of its units on the Q: Are units outside of a fort de- sides of the boards be used if a unit board in this case. stroyed if the fort is eliminated? in such a hex would be half on one A: No. board and half on the other? Q: What happens when a player A: No. Units must be completely on sets up his units in such a way Q: If a unit moves to a fortification, that one board as indicated. Units that precludes the opposing player does it cost him a movement fac- must set up in whole or half hexes from entering the board, even by tor to enter under the fortification that belong to that particular board overrun attack? counter rather then just sit on top alone. Example: The opposing player of it? must enter anywhere along the a A: There are no movement penalties Q: If victory conditions require Hexrow of Board 3. The defend- for moving onto or under a fortifi- units to be on a particular board, ing player sets up one unit in cation counter. During a turn units, Imaginative Strategist 11 PanzerBlitz Q&A each hex of Hexrows a and b of Q: For victory conditions do you Note that only the Sd Kfz 251/2 Board 3, thus preventing entry. count trucks and wagon units? can fire indirectly at any range, A: Nothing happens, no battle, no A: Yes, unless the victory conditions the rest can only fire indirectly at victory for either side, despite what of the situation specifically excludes greater than half range. the victory conditions say for the them. However you do not count situation in question. counter which contain no men such Q: Why can’t the Russian artillery as blocks, mines, or forts unless the units 76.2mm how, 122mm how, Q: What happens when the game victory conditions of the situation 152mm how, and 160mm Mortar is set up and one player refuses to specifically includes them. use Indirect Fire? attack. A: Russian indirect fire techniques A: Again nothing happens, no battle, were less advanced than the Ger- no victory for either side. In essence, Optional Rules man ones and it took far longer if the game is set up but the attack- for these artillery pieces to set up ing player has neither moved or fired, Q: Must a cp unit be unloaded to for indirect fire. Russian tactical there is no battle and therefore no observe? doctrine thus required that they be victory to be gained by either player. A: Yes! used in a direct fire role in mobile If however the attacking player has battles such as those presented in fired or moved at least one of his Q: Does a unit using Indirect Fire PanzerBlitz. units towards the defending play- have its af halved against targets on er’s units, then battle is considered slope and hilltop hexes and against Q: On the optional rules concern- to have started and the situation’s armored targets? ing Panzerblitz Assault, must the victory condition apply. In a meet- A: Yes! However if the firing unit is infantry unit attack the enemy unit ing engagement where both players on a hilltop hex it would not have being overrun or can it attack any are the aggressors, either player can its af halved against non-armored adjacent unit? refuse to move or fire. targets on other hilltop hexes. It A: It must attack the unit being would still be halved against ar- overrun. Q: When the victory conditions mored targets and targets on slope state that a side must be in control hexes though. One should note that Q: What new units that have been of an objective at the end of the an indirect firing unit could have its introduced in the PanzerBlitz sys- game such as a town or hilltop, how af halved twice for any combina- tem cannot use the Intensive Fire is this accomplished? tion of the above mentioned situ- rule? A: Each hex which comprises the ations (i.e. an armored target on a A: German - Nebelwerfer; Russian objective must either be physi- slope hex). - m-13. cally occupied by a friendly unit or have been last passed through Q: Using the Indirect Fire rule, may by a friendly unit. Enemy wrecks a friendly unit call in artillery fire do not deny friendly control of a even though a friendly cp unit does hex. Friendly units may overrun en- not see the enemy unit? emy units in an objective hex and A: No - unless using the Experi- if they destroy them, are considered mental Rules. to have passed through the hex for control purposes. Friendly units Q: What other units that have since which close assault enemy units on been introduced into the Panzer- an objective hex on the last turn of Blitz system use Indirect Fire. the game and destroy them are not A: German - 75mm how, 105mm considered to control the hex since how, 150mm how, 170mm how, they are not able to enter the hex Nebelwerfer, and Sd Kfz 251/2 spm. before the game ends. Russian - m-13. Imaginative Strategist 12 PanzerBlitz Q&A Experimental At the beginning of the game play- factors when loading or unloading. ers may assign a specific halftrack An mg unit may not unload on the Rules unit to each cp on the map. cp’s may turn that the halftrack uses its af only spot from those specific half- in an overrun attack. (This repre- These are rules which have been al- track units. (They are carrying the sents the Russian attempt at mak- luded to in the Campaign Analy- radios linking them to the artillery ing a better combination spaa and sis book in the game, in the article units.) cp’s may still spot while dis- ground support unit than the Zis- “Beyond Situation 13” and a few of mounted. (They are carrying back- 42-aa unit that they started the war my own. These are not to be con- pack radios.) When spotting while with.) fused with the many variant rules mounted, the halftrack unit may that have appeared through out the not move in that turn. cp’s cannot Emplacing Minefields years. spot on turns which they mount or dismount. cp’s may still be trans- This rule is for emplacing mine- Experimental Indirect Fire ported by other vehicle units, even fields during the course of cam- by halftracks not assigned to them, paign game and not during a situa- The following Russian units may but may not spot while on these tion, although that is possible given now use indirect fire; 76.2mm how, other vehicle units. enough time. Note that minefields 122mm how, 152mm how, and Halftracks assigned to cp’s may that are included in situation cards 160mm Mortar. They may fire in- not transport any other type of unit are already set up on the board, they directly under the following condi- during the game. Any German for- do not have to be emplaced. Engi- tions: mation may use this rule. Only Rus- neers may emplace minefield coun- sian formations with the Guards ters during a game assuming that a) These units must start the game designation may use this rule. (This time is available in the game to do set up on the board. If these units represents the mobile forward ob- so. Minefield counters are carried enter the board then they cannot server units that both sides used on the board by a truck or wagon use indirect fire during the game. during the war in their mechanized unit like any other unit. To emplace b) Only cp’s may spot for these units. forces. The Germans had them dur- a minefield counter, use the follow- Russian Guards infantry units may ing the entire war but the Russians ing procedure: not spot for them. only had them in the latter part and c) If these units are loaded and/or only with the Guards units.) a) Have the minefield counter dis- moved in any way during the game mounted on the desired hex to be they lose their ability to use indirect Experimental Mounted MG mined. The minefield counter is fire for the remainder of the situa- Fire inverted when unloaded. Any hex tion. This includes switching loca- that the transporting unit can move tions between from being under and The Russian mg unit may now fire into may be mined. on top of a fortification counter. while mounted on a halftrack unit. b) Engineer units emplacing the d) The 160mm Mortar may fire in- While mounted its attack and range minefield counter must occupy a directly at any range, the others may factors become the attack and range hex adjacent to that of the inverted only fire indirectly at greater than factors for the halftrack unit. Thus counter during the entire time of half range. (This represents the in- the halftrack carrying the mg unit emplacement. It takes one engineer direct fire use of these units from would have an af of 6 and a range unit 16 turns to emplace a minefield positions where they had already factor of 6. The halftrack may use counter, two engineer units 8 turns, spent the long required time to pre- these factors when performing di- and three engineer units 4 turns. register their weapons for indirect rect fire and overrun attacks. The Minefield counters may not be em- fire.) mg unit may not fire on the turn placed any faster. The turn in which that it is either loaded or unloaded, the minefield counter is unloaded cp’s may now spot for indirect fire though the halftrack unit may use does not count towards the time of while mounted on halftrack units. its own printed attack and range emplacement. Imaginative Strategist 13 PanzerBlitz Q&A c) At the end of the last player turn Units of the emplacement, the minefield counter is turned up and becomes This sections deals with the capabil- effective. ities of certain units in the Panzer- d) During emplacement the en- Blitz system, both those that came gineer unit may not engage in any with the game and those which other task or attack. If the engineer have been introduced since then. unit is dispersed while emplacing, the emplacement is temporarily Q: What are the capabilities of cav- stopped. This is true even if there alry units? are other undispersed engineer A: Cavalry units are classified as units emplacing the same minefield non-armored targets on the wec. counter. When the engineer units They have a movement factor of 3 with a movement factor of one may becomes undispersed the emplace- and are classified as vehicular units use either bridge. Bridges may only ment resumes on the same turn it in terms of movement and for tec be emplaced on streambeds in ei- stopped in. If an engineer unit is purposes. They may cross green hex- ther clear or woods hexes. Bridges destroyed and there is no other en- sides unlike other vehicles. They may are transported in the same way as gineer unit engaged in emplacing not enter swamp hexes except on minefield counters. The procedure the same minefield counter, the em- roads and they may not stack with for emplacing bridges is the same as placement must start all over again other vehicular units on swamp/ that for emplacing minefield coun- when a new engineer unit moves road hexes. They must move before ters. The “B” bridge requires 2 engi- adjacent to the inverted counter. any non-vehicular units move. They neer units and 10 turns to emplace. e) During the emplacement of the cannot make overrun attacks, but The “J” bridge requires 4 engineer minefield counter the minefield they can make cat attacks, even units and 15 turns to emplace. counter makes no attacks during against units in swamp hexes. Cav- Once the procedure is finished the time it is inverted if any unit alry units cannot be transported the bridge transforms the hex into moves into the hex containing the nor can they transport other units. a ford hex in all aspects except for inverted counter. (If the rules look (Cavalry units are in reality infan- movement of armored vehicular familiar to Panzer Leader players try mounted on horses. They fight units through a “B” bridge hex who it is because the rules for emplac- as infantry, using the horses only as would have to treat the hex as a reg- ing minefield counters in that game transport. While there have been ular streambed hex. grew out of these rules.) rules published for cavalry charges Temporary bridges may be volun- in PanzerBlitz, these are variants tarily destroyed in the same manner Temporary Bridges (Man- and thus remain outside the main as other friendly units but require Made Fords) rules of the game.) an engineer unit to be adjacent to them on the turn of destruction and (This rule is for employment of Q: What are the capabilities of ar- the engineer unit may not move the two bridge counters which are mored cars units? or fire or perform any other activ- included in the Campaign Analy- A: Armored car units are classified ity on that turn. Upon destruction sis book in the game. Again these as armored targets on the wec. Even the bridge counter is removed and rules would be used in a campaign though they are wheeled vehicles, the hex returns to being a stream- game and not during a situation al- they are treated as regular armored bed hex. (Again if these rules look though that would be possible given vehicles for movement purposes familiar to Panzer Leader players enough time.) There are two types on the tec and not as trucks. (Ex- it is because the rules for emplac- of bridges, “B” class bridges are used ception: The Russian ba-32a and ing temporary bridges in that game for trucks, cavalry, and wagons and ba-64b armored cars are treated as grew out of these rules.) “J” class bridges are used for all ve- trucks on the tec.) They may make hicular units. Dismounted units overrun attacks but those armored Imaginative Strategist 14 PanzerBlitz Q&A other rules pertaining to vehicular units.

Scenarios

This section deals with corrections to situations both those in the game and those in the article “Beyond Situation 13” which have become the second dozen official scenarios for PanzerBlitz. Granted many of the corrections were included in later editions of the game and oth- ers were altered before being in- cluded but the original answers are recorded here. Those corrections will be so noted. cars with I class weapons may only greater than half range. It cannot Q: What happens in Situation 1 if 3 overrun non-armored targets. They transport other units. It follows all German units are destroyed? follow all other rules pertaining to other rules pertaining to vehicular A: Decisive victory (a printing er- armored vehicular units. units. ror). Q: What are the capabilities of mo- Q: What are the capabilities of the Q: In Situation 1, may all of the cp’s torcycle units? German Sd Kfz 251/2 unit? be placed in one fort or A: Motorcycle units are classified A: The Sd Kfz 251/2 unit is clas- may two be placed in one fort or as non-armored targets on the wec. sified as an armored target on the only one be placed in each fort? Even though they are wheeled ve- wec. Being a halftrack mounted A: All three may be in one fort, but hicles, they are treated as regular ar- system, it is treated as a regular ar- the fort, as stated, must be on a hill- mored vehicles for movement pur- mored vehicle for movement pur- top hex (one with six Orange hex- poses on the tec and not as trucks. poses on the tec. It may not make sides). They may make overrun attacks but overrun attacks. It can use the In- only on non-armored targets. They tensive Fire rule. It can use indirect Q: In Situation 1, if the German may not make cat attacks. They fire at any range. It cannot transport players sets up all of the forts in may not transport other units. They other units. It follows all other rules Bednost and surrounds the town follow all other rules pertaining to rule pertaining to armored vehicu- with mines and blocks, then piling vehicular units. lar units. all of his units either inside or on top of the forts, the Russian player Q: What are the capabilities of the Q: What are the capabilities of the has no chance of victory. What can Russian m-13 unit? Russian zis-42-aa unit? be done to remedy this? A: The m-13 unit is classified as a A: The zis-42-aa unit is classified A: Place one fort on the hilltop hexes non-armored target on the wec. as a non-armored target on the wec. on each hill and place the third fort Being a truck mounted weapons Being a truck mounted system, it at least three hexes away from one system, it is treated as a truck for is treated as a truck for movement of the other two forts. This spreads movement purposes on the tec. It purposes on the tec. It may not out the German defense and gives may not make overrun attacks. It make overrun attacks. It can use the Russians a chance of victory. cannot use the Intensive Fire rule. the Intensive Fire rule. It follows all (Corrected in later editions in an It can use indirect fire but only at altered form.) Imaginative Strategist 15 PanzerBlitz Q&A Q: In Situation 3, if the Russians A: No. It means that the cp’s must indicator should be pointed to the set up their mines and blocks in a be within 4 hexes of the 120mm left (towards Board 2). (Corrected in line across the width of Board 2, the Mortars to spot. later editions in a different form.) Germans cannot win. What is the remedy for this? Q: In Situation 9, the card calls for Q: In Situation 12, the card calls for A: Remove the mines and blocks four Russian 120mm Mortar units. six German wagons, but there are from the Russian set up. (Cor- Is this correct? only four provided for in the game. rected in later editions in a different A: No, they should only have three How many do they receive? form.) 120mm Mortar units. (Corrected in A: They get four wagon units. (Cor- later editions.) rected in later editions.) Q: In Situation 5, do all German units have to move off the east edge Q: In Situation 10, may the Germans Q: In Situation 12, the Wespe and of Board 2? win a marginal victory by destroy- Hummel units cannot move. Can A: No. But before any given unit ing all 12 Russian units on Board 1 they be transported by trucks or can count towards the victory con- without even entering Board 3? wagons? ditions, it must leave and stay off for A: Yes, but if the Germans have not A: Yes. In this situation those units three turns. entered Board 3 by the last turn, represent towed divisional artillery then the Russian may move their units. Alternately, players may re- Q: In Situation 6, the Russians have units onto Board 3 on their final place the Wespe and Hummel units no chance of victory given the cur- player turn, regardless what the with the equivalent towed artillery rent German set up with mines and rules say, and win a decisive victory. units provided for in the Campaign blocks. What can be done? Also note that there is an error in Analysis book in the game. A: Remove the mines and block this situation, the north direction counters from the German set up. (Corrected in later editions.)

Q: In Situation 7, the “meeting” oc- curs on the 11th hex of the Russian 2nd Turn. What is the movement situation from that point? A: The Russian column stops its movement and beginning on Turn 3 units of both sides may leave the road and proceed at full speed in their respective turns. Remember that there is a time/space ratio to be satisfied here. If a column moves at the set rate of 12 hexes per 6 minute turn, it must of necessity use 11/12 of its movement capabilities by the time it reaches its 11th hex.

Q: In Situation 8, it states that cp’s may only spot for 120mm Mortars within four hexes. Does this refer to the enemy within 4 hexes of the 120mm Mortars? Imaginative Strategist 16 PanzerBlitz Q&A Q: In Situation 14, the card says 4. The Russian Partisan units may winning. What can be done to cor- that the Germans enter on the west set up inside town hexes. rect this? edge of Board 2 on Turn 1. Is this 5. Russian Partisan units must set A: The Russian force that enters on correct? up at least two hexes away from the the south edge of Board 3 on Turn A: Yes. Just treat Board 3 as if it is nearest German unit. (At least one 1 now enters on the south edge of not there on Turn 1, but after that empty hex in-between them.) Board 1. In addition, add to this turn it is considered to be playable 6. Neither player may self-destroy force one Recon unit and one truck board. the cp unit. (As these represent sup- unit. plies and are much too valuable to Q: In Situation 15, are there any ad- destroy when in one’s possession.) Q: In Situation 18 is the north di- ditional special rules that were left rection indicator pointed in the off the scenario card due to lack of Q: In Situation 16, is Route 61 con- wrong direction? space? sidered to be the entire east-west A: Yes, it should be pointed to the A: Yes. Here they are: road running from the east side to left (towards Board 2). (Corrected the west side of the board or just in later editions.) 1. Germans set up first. the section of the road that is on 2. The Russian player may choose Board 2? any five of the seven villages (towns) A: The entire east-west road is con- Conclusion on the board, regardless of whether sidered to be Route 61. the villages have German units in It is my hope that these rule clari- them or not. Q: In Situation 17, if the Germans fications and questions and answers 3. Only one set of each Partisan set follow a particular strategy as out- help those PanzerBlitz players who (one Recon and one wagon) may set lined in The General Vol. 20, No. 3, have had to struggle with question- up within three hexes of each of the the Russians have no chance of able rules definitions over the years five chosen villages (towns). with the game.