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Unoffical Players Guide to Panzer Grenadier Edited by the CSW Crew Document Version/Date: 3/1/2010. Additions and wording changes since 1 Jul 2009, are in Red. Optional Rules are now listed in Green. Table of Contents: I. 3 rd Edition Series Rules II. Terrain/TEC/Miscellaneous III. Specific Games/Modules IV. Optional Rules V. Appendix: Examples VI. Flowcharts and Tables Editor’s Introduction: This file contains both FAQ, errata items, samples of play, optional rules, internet links and everything related to Panzer Grenadier. Originally the point of this file is to be as thorough as possible in, but avoiding redundancies and wordiness. It has evolved into an unofficial player’s guide and looks to continue with new ideas related to the game system. Please don’t let the length of this document turn you away from the game. It is offered purely as an optional reference for players everywhere. If there are revisions that you feel are need please posting them to one of main Panzer Grenadier forums. This will allow you ideas to be seen, reviewed and most likely added to this document. If you feel that you need to get an official rules view please email Avalanche Press directly and you will get an answer from the gurus. Remember to post on the forums for all to see and so it can get added to this document. This has been made possible by all the players that visit the Consimworld, Boardgame Geek, and Yahoo groups websites. Thanks to all for you contributions. Special thanks for Peter McCord for starting this document as FAQ’s, Doug McNair for answering all the emails and clarifiying the rules and Avalanche Press for producing the Panzer Grenadier game system. Panzer Grenadier Forums Consimworld Panzer Grenadier http://talk.consimworld.com/WebX? [email protected]@.ee6d2ce/20025 Consimworld Panzer Grenadier Strategy http://talk.consimworld.com/WebX? [email protected]@.ee6fd1c/3633 Boardgame Geek http://www.boardgamegeek.com/wiki/ page/Panzer_Grenadier_series Yahoo Groups http://games.groups.yahoo.com/group/ panzer_grenadier/ I. 3rd Edition Series Rules Presented in major case heading order. Definitions: Hex Control (errata) Hex Control. The definition of hex control should say “last combat unit or units of one player that solely occupy a hex controls it. Solely means no enemy combat units are present at that moment.” When setting up a scenario, hexes are controlled by the side setting up closest to them with combat units. If one side begins entirely off board, they control no hexes at start, and will physically have to move through hexes to control them. If both sides are in a hex with combat units, as is common in 1 Players Guide
Transcript
Page 1: Unoffical Players Guide to Panzer Grenadier.doc

Unoffical Players Guide to Panzer GrenadierEdited by the CSW Crew

Document Version/Date: 3/1/2010. Additions and wording changes since 1 Jul 2009, are in Red. Optional Rules are now listed in Green.

Table of Contents:I. 3rd Edition Series RulesII. Terrain/TEC/Miscellaneous III. Specific Games/ModulesIV. Optional RulesV. Appendix: ExamplesVI. Flowcharts and Tables

Editor’s Introduction:This file contains both FAQ, errata items, samples

of play, optional rules, internet links and everything related to Panzer Grenadier. Originally the point of this file is to be as thorough as possible in, but avoiding redundancies and wordiness. It has evolved into an unofficial player’s guide and looks to continue with new ideas related to the game system.

Please don’t let the length of this document turn you away from the game. It is offered purely as an optional reference for players everywhere.

If there are revisions that you feel are need please posting them to one of main Panzer Grenadier forums. This will allow you ideas to be seen, reviewed and most likely added to this document. If you feel that you need to get an official rules view please email Avalanche Press directly and you will get an answer from the gurus. Remember to post on the forums for all to see and so it can get added to this document.

This has been made possible by all the players that visit the Consimworld, Boardgame Geek, and Yahoo groups websites. Thanks to all for you contributions.

Special thanks for Peter McCord for starting this document as FAQ’s, Doug McNair for answering all the emails and clarifiying the rules and Avalanche Press for producing the Panzer Grenadier game system.

Panzer Grenadier ForumsConsimworld Panzer Grenadier

http://talk.consimworld.com/[email protected]@.ee6d2ce/20025

Consimworld Panzer Grenadier Strategyhttp://talk.consimworld.com/[email protected]@.ee6fd1c/3633

Boardgame Geekhttp://www.boardgamegeek.com/wiki/page/Panzer_Grenadier_series

Yahoo Groupshttp://games.groups.yahoo.com/group/panzer_grenadier/

I. 3rd Edition Series RulesPresented in major case heading order.

Definitions: Hex Control (errata)Hex Control. The definition of hex control should say “last combat unit or units of one player that solely occupy a hex controls it. Solely means no enemy combat units are present at that moment.” When setting up a scenario, hexes are controlled by

the side setting up closest to them with combat units. If one side begins entirely off board, they control no

hexes at start, and will physically have to move through hexes to control them.

If both sides are in a hex with combat units, as is common in assaults, then neither side controls the hex (this usually matters for victory).

Note: the rule doesn’t say anything about morale, so technically a demoralized unit could seize control of a hex, as long as it is fleeing/recovering legally.

Components: AFVs and LeadersFor nationalities that have limited numbers of AFV leaders (see 6.8), recording the tank leaders is not possible in modules where ID letters do not appear on the tanks. In this case, “orient” the tanks that contain leaders sideways in their stack, but don’t allow them to be specially targeted by firing enemies. Firers may still target a type, (eg a T-34) but within that type roll randomly to see which one gets hit if some have leaders and some don’t. Alternatively, create your own tank leader counters. Some have been posted to CSW.Components: APCs [Errata: German SPWs in Eastern Front Deluxe should have a printed armor factor of 0.]The following units are APCs:

German SPW 250, SPW 251,KTZN. Soviet M3. U.S. M3, M39. British Bren. Indian ACW is an APC, but pays motorized movement costs as an exception.

All APC’s share the following: Move using mechanized costs No inherent leaders (they are not AFVs). You need

an infantry leader, same or adjacent hex (if leader is not disrupted) or an armor leader (same hex) to activate them for combat movement.

They stack like transports. They are “combat units” for the purposes of denying

movement, hex control, fleeing, etc., if they have a DF or AT factor.

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They are not combat units for the +1 stacking modifier (4.4).

They function as transports (can transport units, guns, as the movement/transport rules say).

Since they are not AFV’s they don’t give you +1 column shift in assault if accompanied by infantry.

All APCs may dig in (whether or not they have a combat factor).

Components: TrucksNote that Trucks can be fired at as armored targets, by AT weapons: you treat the truck as if it were armored with a rating of “-1”. That’s negative 1.

Components: Portees(Applicable only to Desert Rats, Afrika Korps and South Africa. Possibly later UK modules may see more): Portees move like trucks and are targeted like trucks,

but they are not transports, which means they can’t carry anything else besides the gun, and they stack as a combat unit. Each Portee unit is a gun and a truck combined. When listed in OOB, they come together, in addition to any trucks listed in that scenario. A Portee assaults with the same restrictions/leadership requirements similar to an APC.

Components: Prime MoversPrime movers are Mechanized, and can only carry artillery, anti-tank and anti-aircraft units (not mortars or any infantry, MGs, etc.). They may carry leaders. 1. The German Skdfz 9 is unarmored and treated like a

truck (armor value minus 1), except for the above. 2. The German Skdfz 7 is armored, and treated as an

truck, except for the above, and the fact that it is armored (at 0).

3. The Soviet KMS is armored and has a combat value, so treat it as an armed APC, but adding the prime mover limiations above.

4. The Slovak Praga is a Prime Mover.

Components: Wagons1. Wagons move on the TEC as “foot” units (not

motorized).2. However many scenarios have river crossing

numbers for “wheeled” units: this includes wagons.3. So even though wagons aren’t motorized, wagons

cross major rivers as “wheeled” in scenarios that use that term.

4. Wagons cross minor rivers as “foot.”5. Wagons are transports.

Components: Open-Topped Vehicles1. Open-topped vehicles suffer from 7.61 (they are still

immune to M/M1/M2 results from DF or IF, but X and greater results will cause them to take step losses).

2. The following units are considered open-topped: All APCs of all nationalities, and, all Prime Movers of all nationalities, both of which are included in the

following list of AFVs/APCs/PMs that are open-topped.

Soviet Su-76, M3, KMS. German Wespe, SdKfz 7, SdKfz 9, SdKfz 222, SdKfz 234/3, SdKfz 234/4, SdKfz 251/10 AA, Wirbelwind, SPW 250, SPW 251, Marder III, Kubelwagon, 150 IG SP, Karl Mortar 40, Karl Mortar 41, KTZN,Marder II, Nashorn, SPW 250/7. U.S. M3, M7, M8, M15, M16, M18, M36, Scott, M3/75, LTV, M39,M10,T28. British Bren, M3, Achilles. Italian Semovente 90.

Note: contrary to the written module rules, the German SdKfz 234/2 (Puma) is not open-topped.

Components: Tank DestroyersTank Destroyers are AFVs but do not give a +1 in Assault for combined AFV/Inf assaults. The following units are considered Tank Destroyers.

Soviet Su-100, Su-101, Su-76i, Su-85. German Hetzer, Jagdpanther, JpzIV/70, PzJgr I, Marder III,Marder II, Nashorn. U.S. M18, M36, M10. British Achilles, Archer.

Additionally the German Wespe and Wirbelwind do not count as AFVs for the assault bonus, but they technically are not TDs.

Components: Armored CarsArmored Cars are motorized (not mechanized) and have inherent leaders regardless of year or nationality. The following units are considered armored cars:

German SdKfz 222, P204f, SdKfz 234/2, SdKfz 234/3, SdKfz 234/4, SPW 222, SdKfz 231/6, SdKfz 231/8. Soviet FAI, Ba-6, Ba-10M, Ba-64. U.S. M8,M20. British Humber, Rolls Royce, MHII, MHIII,Stag,Daimler I. Italian AB40, AB41, Lancia, Fiat 611.Slovak OA.30

Components: Mortars/Limbering/StepsQ: Is an 81 mm mortar a 1-step or a 2-step unit? A: Only one step. The back is for limbering that will allow faster cross country travel. See 5.1, 5.62 and 5.63.

Q: I’m confused on how mortar units move and limber/unlimber? Can have a mortar on its unlimbered (firing side) and simply flip it to the unlimbered side and move 2 hexes? And how about the reverse? A: With all weapons, mortars or guns, you can either move, fire or flip over (limber or unlimber) in one turn. Of course you can’t fire when on the wrong side of the counter. Yes, this makes mortars slow...but note they don’t have to flip to load onto a transport, like weapons do. (5.62)

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Q: Does a Mortar have to be limbered to be transported?A: No.

Q: Mortars: they can be carried by transport units. Is this understanding correct? A: Correct--for transport Mortars are personnel. See the glossary for personnel units (they don’t transport as “weapons” in other words).

Q: Is a gun without a ”T” on the limbered side allow to transport limbered?A: No, all guns need to be limbered to move. A gun with a ”1” is allow to move 1 hex without a transport, but must be limbered.

Sequence of Play/Activation/InitiativeQ: Can I activate just some units in a stack?A: Yes. 3.11. The rules say “stack”, but do not mandate you must activate every single unit in the stack. When the word “all” appears, it refers to all the units you choose to activate in that stack or activation. In other words, you may create your own substack and activate just some units. You must declare this in advance (as with all activations...who is moving, who is firing, assaulting, etc.).

Q: When calculating initiative differences, do all results get rounded up or just the 1/2 to 1 mentioned in (3.0); i.e., how many initial activations does a side get that wins the initiative roll by, say, 7 to 4? A: All results are rounded UP. So, 7-4 = 3. Divide this by 2 = 1.5, round UP = 2 activations for this side prior to other side.

Q: If a previously activated unit or units is present in a hex, can the remainder of the units in that hex activate as a group? A: Yes. Or individually.

Q: A hex has a regular leader, an infantry platoon and a tank (with a tank leader). In 3.32 (3rd ed) it says “However and non-AFV units or regular leaders stacked in the tank leader’s hex can activate at the same time as the tank leader if the stack self-activates.” is this one or two activations?A: One. See 3.1 for activation and 6.8-6.85 for tanks, APCs and Armored cars, and combining with infantry.

Q: A leader activates a stack of 3 units. My interpretation the rules seems that, the units move one at a time, so only one of the 3 units can combat move with him toward enemy unitsA: A unit can move forward if it’s activated by a leader. It does not have to move with the activating leader.

Q: Are Waffen-SS leaders allowed to activate (or assist) regular German army leaders/units and vice versa. Are Luftwaffe leaders allowed to activate (or assist) regular leaders/units and vice versa? Are Soviet Guard leaders

allowed to activate (or assist) Red Army leaders/units and vice versa?A: Yes to all—although scenario special rules may over-ride this on occassion. If they don’t prohibit it, then you can do this (often the prohibition is the beginning of the supplement book, not the scenario itself)

Q: If you activate a leader, and you have adjacent stacks of units that you activate with that leader, can each stack do different things? A: Yes. Each unit may conduct different actions.

Q: If a single element of an activated stack fires, does every element of that stack count as having fired? A: No

Q: If a leader activates, and he activates with stacks adjacent to him (under his command), but those stacks PASS, can those stacks still perform opportunity fire? A: When a leader activates he does not have to activate adjacent units. If you do activate them, they are finished for the turn.

Q: If a leader activates and wants to also activate an adjacent stack, he doesn’t have to activate any leader in that stack (unless he wants to daisy chain to yet another stack)? A: Yes, he doesn’t have to activate them. Subordinate activation is voluntary.

Q: Can a single, good order unit activate and move without a leader?A: Yes 3.1. Except that it can not conduct combat movement (see 5.4).

Q: Armor leaders can’t activate other armor leaders. Can they activate an AFV that contains a leader?A: Yes. The leader in that second AFV goes along for the ride, but cannot activate anyone himself.

Stacking4.1 You CAN have 3 loaded transports/APC and 3 combat units, all in one hex. The penalty for forced unloading (5.66) that results in over stacking is elimination of the over stacked units, chosen by opponent at end of turn.

MovementQ: Can I move units as a stack?A: Not combat units/trans/AFVs/APCs/ACs. Only leaders move with other units. Except for leaders, all other units move individually.

Q: A unit is moving along a road; the road passes through a town/road hex. The unit pays 1 MP, rather than 1/2 MP?A: Yes. There are no hexsides on the TEC, only hexes, and you pay MPs to enter a hex. Town hexes are thus slower than roads.

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Clarification: entering a town using a road hexside ==> road movement cost

entering a town not using a road hexside ==> town movement cost

moving from one town hex to another town hex ==> town movement cost

Q: Can a disrupted unit load onto a transport?A: No. 5.66 should make this explicit, but inferring the correct answer is no.

Movement: Major Rivers and Engineers:Q: The rules indicate (5.75) that units assaulting into a major river hex are penalized by a two-column shift on the first round if neither side has an ENG in the hex. The combat chart indicates that this shift only applies if the defender does not include an ENG unit. Which, if either, of these applies? A: The chart is in error and the rule is correct.

Leaders: ModifiersQ: If I have a squad in a hex with a leader with zero morale modifier. Next to this hex is a leader with a 2 morale modifier. Can I use the leader adjacent to modify the squad if they get a morale check combat result?A: Yes. You can add the modifier from any leader you want. However you can only add the modifier from a single leader, and you may do so from the same hex or adjacent for morale checks as well as assisting recovery. Disrupted leaders can only activate/assist morale

checks/assist recovery within their own hex, not adjacent hexes (3.12 and 6.53).

Note: Leaders don’t have to activate to assist morale checks, but they do have to activate to assist recovery.

Q: Can a leader attempting morale check “aid” his own morale check? A: No, but a higher ranking leader could.

Q: Can more than one leader assist a morale check with is morale modifer? or for recovery?A: No (6.52). In all morale situations, only one leader may apply his modifier, not two or more.

Q: Are Leaders stacked with artillery subject to +1 shift on DF/BF tables?A: None of the unit-specific mods would apply to the leader since he's not a mortar or an artillery unit. There are no special mods that apply to leaders; the only mods that apply to leaders are those that would apply to everything in the target hex (-2 for target hex being a town, +1 for target hex being swamp, etc.)."

Leaders: while being transportedQ: When leaders are loaded in a transport, could they :

1. assist moral check in their own hex? 2. assist moral check in adjacents hexs? 3. if they are loaded on APC, add their combat modifier

if the APC fire? 4. if they are loaded on APC, combine fire value of

differents hexes? 5. assist in a recovery attempt (own hexs and/or

adjacents hexes)? 6. activate units in their own hex and/or adjacents

hexes?A: Yes to all. Assuming the leaders are not disrupted or demoralized, the answer is "yes" to all six questions. In each case recall that loaded units cannot fire, but the APCs can fire, and the leaders may direct them, whether the leader is loaded or not.

Leaders: Non-Armor and Armor: Q: May a regular (non-armor) leader may use his morale modifier to help AFV units passing moral check in his own hex or any adjacent hex ? A: No. 6.81-83 should be more clear on this.

Q: A regular leader activating with a tank leader may use his moral modifier to help AFV units in his own hex to recover from disruption/demoralization ?A: No. 6.84 allows for leaders of mixed type to activate (and possibly assault or combat move) together, neither type affects units outside of its type in any other way. Armor leaders don’t have morale values, but if they did, they wouldn’t affect infantry. Regular leaders can’t assist with AFV recovery.

Combat: Mixed attacking direct fire stacksQ: What is the modifier for DF when some units are adjacent and some are not?A: With mixed attacking direct fire stacks (some adjacent, some not) or (some three hexes away, some two), you always take the worst modifier. Thus it is usually better to just take separate shots. If you want the +2 for adjacent all firers must be adjacent. If you don’t want the -1 for 3 hexes, then all must be less than 3 hexes.

SpottingQ: An AT gun and an artillery unit are in a town...the Artillery unit fired and is now spotted but the AT gun is not. On an attack into the town does the unspotted AT unit still suffer the column shift as the ‘target’ is actually the artillery unit?A: First, because the hex is spotted it can be fired upon. Secondly, all units in the hex are potentially affected (depending upon fire type: IF and DF affect the whole hex, AT targets a single unit). Third, each unit applies its own target shifts as nessary when taking fire.

Q: Is the spotting limitation of 3 hexes for hills/elevations absolute or relative to the height of the unit attempting to spot?

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A: Absolute. Any unit on a hill or elevation hex is in limiting terrain and can only be spotted at 3 hexes or less.

Q: Units occupying swamp may not be spotted by enemy unit’s more than one hex away. Does the rule about being spotted automatically when firing overrule this?A: Yes. You get a spotted marker when you fire. You lose the marker by moving out of the hex.

Q: Do units in assault hexes become spotted to units outside? A: Yes.

Q: Can a leader in an assault hex spot units outside of the hex, given normal spotting ranges and terrain restrictions?A: Yes.

Q: If a unit fires from a hill, can it be spotted from more than 12 hexes due to the “increased range” rule? A: No, but the unit on a hill would spot a ground unit at increased range by 8.41.

Q: Spotted in Limiting Terrain: 8.22 indicates that to ‘hide’ after being spotted, a unit needs to move to another hex. Does a unit which has it spotted, get a chance to fire at it in the new hex before the Spotted marker is removed? A: Only if it is otherwise spotted in that hex. Opportunity fire is per the entered hex (not leaving) and you aren’t spotted in the entered hex (or maybe you are, it depends on terrain and other markers there)

Q: A unit in woods fires. No enemy is within 3 hexes, but a couple of AFVs are at 5 hexes, so it becomes spotted. It moves to an adjacent Woods hex, the AFVs still have a line of site and are close enough to fire on it. Do they get opportunity fire before the moving unit ‘hides’ again? A: No (It would be “yes” only if the new woods hex was within 3 hexes.)

Q: Can leaders that are being transported spot for artillery? A: Yes.

Q: Does the provision in Deluxe Eastern Front that woods and towns extend up one level from their base elevation (for the purposes of blocking LOS) extend to all other boards and modules?A: Yes. In other words, woods and towns are the same height, and block LOS equally. Towns have the advantage detailed in the next question.

Q: 8.42 says that town hexes are considered 20m higher than their base hex elevation for spotting and LOS purposes. Does this mean that units can spot, achieve LOS and fire as if they were 20m higher?

A: Yes, Yes, and no. In other words you can’t fire from the higher elevation, only spot/achieve LOS. Thanks to Paul Aceto.

Combat: Bombardment (and Off Board Artillery)Q: I am playing A Rotten Morning in which the Germans have six off board artillery units. Can they all be activated in the same action segment as long as no more then three fire at the same hex and each hex is spotted by a leader?A: No, 1 activation allows for only 1-3 off board elements to fire 1 shot (total). So you could use 2 activations firing 3 each time, or 6 activations firing 1 each time.

Q: If I have more than one Off-Board Bombardment Value, can I attack more than one hex in a single Action Segment (as long as I meet the other criteria)? That is, each targeted hex is attacked by no more than three combined Off-Board Bombardment Values, and each target has a spotter. If the answer is yes, can one spotter call in OBA to multiple targets or does each target need a separate spotter? A: No. See the previous question. There will only ever be one spotter for one off board fire in one activation. The only question is whether you commit 1, 2 or 3 off board elements to that fire, which will always be against one spotted hex.

Q: Can bombarding units fire without leader assistance? A: Yes, self activation by a bombarding unit or stack.

Q: Can an already activated leader spot for artillery?A: Yes. Leaders are not activated to spot for artillery, so a leader, activated or not, can spot as often as they want in a turn.

Q: Is “bombardment” the same as “indirect fire”? A: Yes.

Q: According to 13.0 units with bombardment strength may not make an opportunity fire attack with its bombardment strength? A: Correct. All opportunity fire is Direct Fire, or AT fire (never bombardment). Combat: Direct FireQ: In a direct fire attack some of my units are adjacent to the target and some are not do I get the +2 adjacent modifier? A: No. With mixed attacking direct fire stacks (some adjacent, some not) or (some three hexes away, some two), you always take the worst modifier. In the first case, 0. In the second, -1. If you want the +2 for adjacent all firers must be adjacent. If you don’t want the -1 for 3 hexes, then all must be less than 3 hexes.

Q: When you halve the firepower of a disrupted unit (14.2), do you round up or down?

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A: Round UP - see 1.2, Definitions; Fractions

Q: Does the diagram and rule in 10.1 apply if the firer has height advantage?A: Yes and no. ALL unit types (not just those listed in 10.1) can fire over friendly units at a lower elevation, however, there must STILL be one clear-hex per 10.1.

Q: Does height advantage negate intervening friendly units which might otherwise block fire through their hex?A: Yes, except the that the clear-hex provision of 10.1 still applies.

Q: Do hill/elevation modifiers apply if the firer is also on a hill/elevation of equal or higher height than the target?A: No. You only earn a -1 when the target is higher than the firer. (applicable to both Direct Fire and AT fire).

Combat: AT FireQ: A US 57 mm AT-gun fired at a German Panther tank. The gun is strength 3, the tank armor strength 6, giving the gun a -3 DRM, leaving it with no chance to damage the tank. Can a shot like that be used to set up cross-fire (11.12 )?A: Yes.

Q: If you have a spotted AT and another non-spotted combat unit in concealing terrain, the attacker can fire at the AT and even get a +1 modifier, but if an X is scored, the defender can choose to take the step loss from the non-AT unit? A: Yes.

Optional AT Gun Efficiency: Allow AT guns to fire with efficiency (twice) if they are 50mm or less. Thanks to Alan Sawyer.

Combat: AssaultQ: Are leaders and transports considered units for column shift modifiers? A: No, only combat and weapons units are considered units for column shift modifiers, leaders and unarmed transports do not count. In other words, leaders do not count for the +1 modifier for all units that are demoralized, or for the morale level modifer (nor do unarmed transports).

Q: 3 U.S. platoons of 5 direct fire point each and one leader with no DF bonus assault two German platoons of 6 DF points each and a leader with no DF bonus. The Germans are in a town. The Americans are in a field next to the town and a hedgerow runs between the field and town (combat effects for hedgerows are “-1 for direct fire, first fire (12.43) for assault.” All U.S. units want to attack into the town.

Q1: as the U.S. units move into the town, does the German get to use opportunity fire?

A: No, you cannot opportunity fire into an assault hex.

Q2: Rule 12.43 only lists dug-in or entrenched units for first fire, so I assume that the Germans in the town are not conducting first fire? A: No. The hedgerows in ‘Airborne’ give the Germans first fire.

Q3: Assume that all U.S. units get into town in good order. The Americans attack with 15 DF points and the Germans get a two column shift in their favour for being in town?A: Germans will have first fire, so they conduct their assault roll first and resolve all their effects before the U.S. units can fire back. The U.S. assault will get a -2 column shift as the Germans are in a town.

Q4: in the same turn, after the American assault, the Germans counter-assault. Do the Americans also get to take advantage of the town modifier since they are now in town? A: Yes.

Q5: Assume that one American platoon is disrupted. It can still assault at half strength, correct? A: Correct. Or it can attempt to rally for its activation (and not lend its half strength to the assault total) while the other guys in the stack assault.

Q6: Assume that one American platoon is demoralized by first fire. It can still assault at quarter strength? A: No. Demoralized units can only defend at quarter strength.

Q: If I have a German 75mm ATG and a German 88mm AA in the same hex and they spot some infantry, can the 75mm and the 88mm ATG can combine for a direct fire attack – or must one must attack using direct fire and the other bombard? A: No, the latter. You cannot add different fire types.

Q: If negative modifiers move you off the assault combat table what do you do? A: Rule 12.42 Minimum Strength, column modifiers cannot reduce a column below 1.

Q: Is a unit allowed to make attempts to dig-in in an assault hex, provided the unit is not interrupted by becoming demoralized or disrupted or participates in the assault as the attacker (section 16.21)?A: Yes

Q: If multiple friendly regular leaders are participating in an Assault, do you earn a +1 column modifier for each or is this capped at a total of +1? A: It is capped at a total of +1 - see 6.43:”...Additional friendly leaders do not give additional column shifts”

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Q: What happens to the defensive status of dug-in units or units in entrenchments after they initiated an assault against enemy units in the same hex?A: If dug-in units initiate an assault they won’t have the first fire when they attack, but the dug-in/entrenchment marker is not removed. They will get first fire again as defenders.

Q: If you have multiple stacks that are adjacent to an enemy that you wish to assault, can these multiple stacks combine to attack the same enemy? (Even if the assault move would violate the stacking rules?) A: No. When you assault you actually enter the hex, and 4.1 does not allow voluntary overstacking. Stacking rules still apply in an assault hex, so you can only have 3 units attack. Note: you could also have 3 APC which could be armed, in addition to your 3 non-transport units.

Q: How does infantry assaulting tanks work? Do you just use the assault tables and normal assault rules? A: Yes. Assault is the same for tanks

Q: Dug in Status and Assaults: Later in a turn, the earlier ‘defenders’ activate and assault. Do they get ‘first fire’ even though they’re now attackers? On the next turn, if the original attacker’s assault again, does the defenders still get first fire? If not, are they considered not dug in any more for all purposes, or just for first fire purposes? A: No. Yes. Still Dug in. Conceivably it could work like this: Attacker Assault (def first fires). Defender assaults back (simultaneous fire). Attacker Assaults again next turn (def first fires), etc

Q: What happens when a leader is left alone in an assault hex with enemy combat units (because all of the leader’s combat units were destroyed)?A: First the leader takes a casualty check and an M2. If he survives that then you apply the 9+ rule for moving into a leader’s hex. If he survives that he is free to be displaced per that rule.

Q: The wording for 12.3, especially the second sentence, is confusing. Does 12.3 allow me to combine units entering an assault hex with units already there, in one bigger assault?A: Yes, but only if those units could otherwise activate per normal rules. Pay close attention to the first sentence in 12.11 and 12.51 for how leaders work. Recall how mixed AFV and infantry activations are handled under 6.8.

The practical effect is that an Infantry leader IN an assault hex can’t activate a tank outside of his assault hex to come in and combine with in-hex units, all in one activation. He could, however, bring in other outside infantry units. The only way for a tank to join an in-hex assault for a combined attack immediately would be if an armor leader were in the assault hex and activated.

See the appendix for a comprehensive example.

Q: Can infantry with no AT values assault tanks. A: Yes, they can.  Per rule 7.25, "Armor gives noprotection on the assault table (for example, M =morale check for all assault targets including AFVs)"

Q: Are tanks in towns more susceptible to AT fire from infantry. A: Yes there is a modifier, see the Assault Combat Chart, second to last modifier in the right column: "+1 assault against enemy AFV(s) in town or woods without any enemy infantry of any kind present (enemy HMGs and enemy infantry loaded on APC/transports do not count)".

Q: Should the -2 modifier for assaulting in towns be ignored if the defender is a pure tank force?A: No, modifiers are cumlative. -2 for town and +1 for tanks only.

Q: Can infantry with short range AT use them on tanks that are leaving an assualt?

A: No, the infantry MUST be activated to use the short range AT. Note – this applies for defending units as well.

Optional/House Rule: when assaulting enemy guns (AA, ART, AT, Mortar) with no other (non-gun) armed defenders, give any non-gun attacker a +1 shift.

Combat: Opportunity FireQ: If a leader is moving with a unit that takes Opportunity Fire, do Fire results affect BOTH the combat unit and the Leader? A: Yes, both. The leader would check morale first and if he passes could use a morale bonus to help the unit it is moving with.

Q: An infantry unit moves through a stack of 2 infantry, and takes Opportunity Fire in that hex with a result of X2. Does the rest of the stack, that was not moving, need to make a morale test?A: No. Opportunity fire only targets the moving unit. No effect on anyone else in the hex.

Q: Can loading/unloading, limbering/unlimbering. Digging-in trigger opportunity fire?A: No. 13.11 ‘a moving unit may be attacked in a hex(es) within range that it ENTERS along its movement path.

Q: With armor efficiency can a unit take one opportunity shot and then later in the turn take one regular shot?A: No. An efficient armor unit can take two AT opportunity shots or two AT activation shots in a single turn, but can’t take one of each.

Q: If an armor unit w/Armor Efficiency undertakes opportunity fire, killing its target with the first shot and has no more targets, does it get to “bank” its second shot for later possible opportunity fire?

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A: Yes. Airborne 1ed had special opportunity fire markers. I recommend marking all “shot-once” units with a spotted marker, and then flip it to fired/moved when they take their second shot.

Q: Units can fire twice using “Opportunity Fire” during a turn. They can only “Direct Fire” once. A unit cannot Direct Fire and then use Opportunity Fire and visa-versa in the same turn. Is this correct?A: Yes.

Q: Can a leader take part in and/or modify opportunity fire? A: Yes, as long as they were inactive beforehand, or had previously only contributed to one other opportunity fire, if/when they are entitled to two shots (13.0). This includes adding their combat values and/or directing fire from multiple hexes if their combat values allow.

Morale: RecoveryQ: I have a Disrupted German leader (morale mod of 1) and a Demoralized reduced Gren platoon in the same hex. I activate both the unit and the leader (to assist their recovery roll - which he can even though he is disrupted because he is in the same hex) Can the leader also make a Recovery roll for himself- or is his activation “used up” by supporting the Recovery of the unit?A: Yes. A disrupted leader may recover and assist recovery in the same activation (in the same hex). A demoralized leader may not. (He’s unable to assist recovery 6.53 - he is unable to activate units in his own hex 3.12 and only units activated by a leader may benefit of this leader moral modifier for recovery 6.52).

Q: In an assault hex I have a Demoralized Gren unit and a Disrupted Leader. In the German activation I activate the hex with the leader supporting the unit in Recovering. The unit fails to recover and so has to flee from the combat. The leader has to flee with them as he assisted their recovery, correct? A: No you have to choose. (see 6.52) If the leader is good order he may choose to move with the unit. If he’s disrupted he can move with the unit but must become demoralized.

Q: If a unit is demoralized, and is suffers another direct fire attack, which forces another morale test, if they successfully pass the new moral test, do they become disrupted, or stay demoralized?A: In your example if the demoralized unit passes the moral check it stays demoralized. It will have to successfully make a rally during its activation to try and improve morale to disrupted.

Q: If a stack with a leader in it becomes disrupted, can that same leader attempt recovery? Or does another leader have to do it? A: Yes, although a disrupted leader would be limited to applying his leadership modifier to the hex he is in. Good

order leaders can apply this to his hex and the 6 surrounding hexes.

Q: Stack A has a Captain and adjacent Stack B has a Sergeant, who happens to have a better morale modifier. Stack A is hit and everybody needs to take a morale check. Can the infantry in Stack A use the morale modifier of the Sergeant in Stack B? A: Yes. The infantry can use the sergeant’s modifier as long as he isn’t disrupted or demoralized.

Q: Units that suffer a casualty do not undergo a Morale Check as well?A: No, units that suffers step loss has to take a morale check at the new, reduced morale. See the results explanation to the right of the fire table

Q: Can a unit flee “forward” (towards an enemy unit that may cause harm) if that hex is a safe hex (for example, into a swamp where it can’t be spotted)?A: No. A unit must always flee laterally or away from harmful units. The spirit of the rule is a panicking unit, not one carefully selecting alternatives or having total knowledge of when fleeing forward might be better.

Q: Does decapitation (6.72) and Catastrophic loss (6.73) apply to leaders that desert (14.44)?A: Yes, even more important that it applies to desertions as this would cause other troops to think twice about the battle.

Morale: FleeingSkip the text and refer to the last page for a diagram.14.3 FLEEING FLOWCHART

1) Safe Hex Definition a. Any hex that is out of LOS (or) unspotted (or)

out of range of an enemy that possesses the correct fire type (either AT or DF) and range to harm this unit.

b. Indirect Fire is NOT a factor.c. (note: this means at night or in low visibility

scenarios there will be a lot of safe hexes)

2) Priority destinations when fleeing to a safe hex (Ed. I added Bunkers and Entrenchments to priority rules in 14.31). These are not in order, you may choose among them. They are not necessarily safe hexes, but priorities that must be moved towards when fleeing toward any safe hex:a. Townb. Woodsc. Entrenchmentd. Bunker

3) Demoralized units attempt to recover:a. If you recover (roll LESS THAN your current

demoralized morale) you remain in place and are upgraded to disrupted.

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b. If you roll a natural 2 you recover to good order (not disrupted).

c. If you fail (roll equal or greater than your morale) you flee. Go to step 4, 5 or 6 to flee.

4) Fleeing unit already in a safe hexa. remain in placeb. marked as activatedc. still demoralized

5) A Fleeing unit NOT in a safe hexa. must flee if it has MPs remaining (and is

eliminated if it has a movement allowance of 0 or T, 14.34). (EXCEPTION: a unit in an entrenchment does not have to flee ( 14.31). Go to 4b. (optional rule: bunkers get the exception too)

b. must not move toward an enemy combat unit that could harm it (as per 1a)

c. must move away from and out of range from a combat unit that possesses the ability to cause harm (in range, in LOS, spotted, correct fire type (AT or DF, but not IF), not demoralized itself, activation status doesn’t matter). (14.31 and 14.33). Units in Assault hexes must always flee (go to 6.)

d. lateral moves with respect to a possible harming unit are OK, but ONLY if no other moves are possible to satisfy c. (14.33)

e. among the hexes possible that satisfy c. or d., you must move towards a priority hex (see 2.)

f. if you can’t satisfy c. or d., you must stop in place...goto 4b.

g. if you are still unsafe and out of MPs there is no penalty, stop there. You may choose amongst equally distant unsafe hexes. (You don’t have to speculate as to which route is potentially more safe, nor do you have to consider how next turn’s potential continued fleeing might be impacted by this choice...but you must have tried to obey the priorities in 2, you must take the shortest route).

h. if you reach a safe hex you must stop (Going to ground, 14.32)...goto 4b.

6) Fleeing unit in an assault hexa. must leave that hexb. may only move one hex (per assault rules)c. may take assault fire as it exits, if there is no rear

guard and enemy is not demoralized.d. since no adjacent hex is likely to be safe, simply

seek out a priority hex (2). e. if the enemies in the assault were demoralized,

then all six adjacent hexes may be (temporarily) safe hexes for your fleeing unit.

f. goto 4b.

Special Unit Types: AircraftQ: If I have more than one aircraft unit can I attack more than one hex in a single Action Segment?

A: Yes, 15.11 says “The owning player selects the target HEXES.” Editor’s Note: I find this one a little strange.

Q: Do aircraft attacks receive the +2 column modifier for the target being adjacent to all firing units?A: No.

Q: On the aircraft counters - What do the little numbers inside a black circle mean?A: These are AT values.

Q: How do you handle aircraft spotting?A: The chance of spotting an enemy unit is included in the probability of successfully hitting a target (in other words, aircraft always attack from above, within whatever the spotting range of the defence hex is).

Q: Can limbered AA guns cause the -1 shift on attacking aircraft?A: No, only unlimbered guns since limbered guns can't fire.

Special rules: Cavalry 15.31 "target hex for the charge must be spotted by the charging unit".

Special rules: Digging InQ: Some scenarios appear to allow units to setup Dug In in Towns/Woods, which is generally not allowed. Can you setup this way?A: If scenario special rules allow for it, then yes. If the setup instructions (only) seem to allow for it, assume it is an error in the setup wording and you cannot setup dug in in terrain that prohibits digging in.

Q: Can a leader dig-in?A: Yes. Leaders may also assume dug in status with combat units they are stacked with, so generally they won’t need to dig in by themselves—but they may do so.

Q: May a leader remain dug in if all the combat units in his hex are destroyed?A: Yes, for what that may be worth. He may not, however, confer that dug in status to a combat unit. Combat units must either setup dug in, or go through the two turn process.

Special rules: SmokeQ: In the rules, it mentions that in some scenarios, smoke may be available. It then goes on to describe the kinds of units that can produce smoke. I have yet to run across any scenarios that explicitly say that smoke is available so I’m surmising that as long as the scenario has units that can produce smoke, that smoke is available in the scenario? A: No, scenarios specials rules must explicitly state that one side may fire smoke. Very few scenarios give this opportunity.

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Q: If a unit reinforces entrenched friendly units in an assault hex, do they receive the defensive advantages of the entrenchment immediately? I know this is not the case with dug-ins, but I’m not quite sure about entrenchments.A: With Dug In you never benefit from some one else being dug in (you have to dig in yourself). With entrenchments, you benefit from them as soon as you enter the hex. Entrenchments are there for all occupants of the hex to enjoy...Dug In is a status each unit achieves (or sets up in) by itself (exception: leaders may join a Dug In unit, in which case, they benefit upon moving in).

Special Rules: Night and SpottingSome scenarios set the night visibility to be 2 (instead of 1). Such turns are still night turns for the purposes of 5.5, 8.21, 8.41 and 17.4. In Arctic scenarios where “midnight sun” special rules set the visibility to be higher than 2, night rules do NOT apply. Similarly, dusk or dawn turns where visibility is greater than 2, night rules do not apply. In scenarios where the Night Visibility is 1, dawn or

dusk turns with visibility 2 are not considered night.

Special Rules: WrecksClarification for 16.3: if you are in a hex with 2 wrecks and you create a third through AT fire or assault, that's OK. You can still push them out via the above rule, and/or exit the hex per regular rules. You just can't enter any hex with 3 wrecks.

Special Rules: MinefieldsClarification: Demoralized ENG units cannot impart the benefit of 16.73.

II. Terrain/Miscellaneous

3rd Edition TECQ: In the 3rd Edition TEC, the movement cost for Roads is listed as INF: 2/3, MOT: -, MECH: -. What are the costs for MOT and MECH units?A: 1/2 for both. New charts are available for download from the APL website:http://www.avalanchepress.com/pdf/PG3TEC.pdf

Elevation and Town/WoodsAs per the EFD special rules, and 8.42, all town and all woods hexes (including every type of woods/light woods, etc., and hedges and hedgerows) extend upward from the base height to 20m. Essentially all town/woods then are a 20m obstruction, which means you’ll need to be 20m higher than their base height to see over them to lower terrain. Example: A unit on a 40m hill can see over (and down to 0m) a town based on 0m terrain (even to the hex just behind the town), but could not see over and down to 0m a town based on a 20m hill. Example: A unit on a 20m hill could see over a town on 0m to another 20m hill.

Major Rivers and Engineers (cross listed here as there is a chart correction):Q: The rules indicate (5.75) that units assaulting into a major river hex are penalized by a two-column shift on the first round if neither side has an ENG in the hex. The combat chart indicates that this shift only applies if the defender does not include an ENG unit. Which, if either, of these applies? A: The chart is in error and the rule is correct.

Woods, Light Woods, Light Forest, Heavy Forest (Clarification)1. Light Woods appears graphically in Battle of the

Bulge maps only, and has unique effects explained in those rules.

2. Light and Heavy Forest (in Arctic Front and other scenarios) are different. Light Forest is the same as “Woods” and Heavy Forest is explained in Arctic Front. These only appear via scenario special rule—there is no special graphic. See “Arctic Front” below.

Q: Is digging in allowed in Light Woods?A: Yes.

Q: Is it true the only impact on combat for light woods is the -1 column shift for direct fire? When doing assaults and AT fire there are modifiers for "woods" but I'm assuming those only apply to regular woods, not light woods. A: Per Bulge rules, the modifer states -1 direct fire. There is nothing stated about assualts or AT so it shouldn't apply.

Q: Since a unit can see through two light woods hexes, does the defender get the light woods -1 DF shift ifhe's in clear terrain but has a light woods hexbetween himself and his attacker?A: Only light woods terrain IN the target hex can cause column shifts.

Railroad Embankments (On Airborne Map 13)Q: Are all railroad/road hexes that go through swamps considered embankment hexes?A: Yes.

Q: Is there a difference between roads and railroads for movement purposes?A: Yes, the units travelling along the roads, and not the railroads, receive the road travel rate

Q: Can you use road movement through embankment hexes? If so, do those units still get the blocking and direct fire embankment bonuses? Are they also still considered to be in the swamp for combat effects and spotting purposes?A: Movement per above answer. When a unit occupies a hex with an embankment it receives the combat and spotting bonuses of the embankment terrain.

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Q: Since embankment hexes co-exist with swamps, do you use both sets of combat modifiers or just one, and if so, which one?A: Per above use the embankment

Note: The Fronte Russo module has its own RR Embankment rules.

Motorcycles and Cavalry Leaders1. Some Scenarios don’t specify special leaders for

these units. In such cases allow at least 1 leader for every 5 (round up) such units to move at that unit’s movement rate (usually 5 for Cavalry and 12 for Motorcycles). Players may randomly choose all their leaders first, then select from those whichever ones they want, within these limits, to be either Cavalry or Motorcycle Leaders.

Tiger TanksTiger Tank counters are labeled in the PG series:

Tiger I’s:

PzVI, Heroes of the Soviet Union & Red Warriors Tiger I, in Sinister Forces PzVIE, in Easter Front Deluxe Tiger, in Road to Berlin PzVIe, in Beyond Normandy

Tiger II’s:

Tiger II, in Road to Berlin & Elsenborn Ridge: Battle of the Bulge

Tiger III’s:

Tiger III, in Secret Weapons.

Frozen Rivers/Lakes1. In Scenarios that use these features, follow the

scenario special rules for fire modifiers (usually +1). However in all cases, units may not setup in these hexes dug-in, nor may they attempt to dig-in such hexes during the scenario.

Hedgerows (Airborne, both editions)Q: Is LOS traced along a hedgerow “spine” of a hex blocked?A: Not merely by the spine itself. Using 8.31 you might be able to see past a spine hexside. Examples from board 13:0803 can see 09020408 can see 0605 (and 0704)0905 can see 0705 (assuming the defender is spotted, and the defender gets a modifier)0705 can see 0905 (but the defender won’t get any benefit to fire or spotting range)

0906 can NOT see 0506 (you can see past the spine 0805/0806 but not across either hexside adjacent to 0706)

III. Specific Games/Modules

General FAQTrucks: a vast majority of scenarios say “trucks don’t count” as step losses for initiative (and quite often for victory as well). Take that at face value. In other words, if such a phrase does not appear, then trucks do count for either initiative or victory, as the case may be.

Beyond Normandy Clarifications1. All British AFV units have inherent tank leaders and

are efficient. 2. Hedges provide a -1 column shift for direct fire and a

-1 drm for anti-tank fire. 3. The note about hills and increased spotting range on

the back of the scenario book is wrong. Each elevation level adds six hexes for spotting (as correctly stated in the special rule for hills).

4. All woods hexes in Beyond Normandy are light woods. The values on the back of the scenario book are correct.

5. The maps are not numbered: Map #1 has the towns of Tourville, Gavrus and Coeville. Map #2 has Hill 112 & the towns of Fontaine-Etoupefour & Versoz. Map #3 is the small map with St Mauvieu on it.

6. SS 105mm guns should have white, indirect fire values.

7. German halftracks have an armor value of 0. 8. British Bren carriers should all have a movement

value of 7. 9. Terrain effects are not cumulative for Towns/Woods

hexes. Use the Town effects. 10. SS PZIVH tanks should have a movement of 8. 11. Scenario 15: The British off-map artillery value chart

should be the same as in Scenario 14.12. Scenario 1: The OOB calls for an SS 50mm but no

such counter exists. Use the non-SS 50mm.13. Counters: The British trucks have the same DF

values as the British APCs, 6-5. It is a typo, use normal truck values.

14. On map 3 there is a bridge symbol on the hexside between 1609 and 1709 that is incorrect.  The bridge should be rotated 90 degrees so it crosses the river, not the road.

Q: In Beyond Normandy, is a unit behind a hedge considered to be in limiting terrain? Is a unit at a higher elevation considered to be in limiting terrain if a unit at a lower elevation is trying to spot it? A: Yes and yes.

Heroes of the Soviet Union1. All Scenarios: References to “T-34a” are to the “T-

34/76a” tank units and reference to “T-34/76” are to the “T-34/76b” tank units.

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2. 81mm for German counters & 82mm for Russian counters.

3. Scenario 18: Red Parachutes: Bukrin Bridgehead, the German setup unit; 1 x 75mm self-propelled, should be a 1 x 150mm self-propelled counter.

Airborne (First Edition!) 1. Map: There is no number “13” on the map. It should

be in hex 0201. 2. Counters: The StuG IIIG counter should have an AT

value of “6-8” in lieu of “5-8.” 3. Special Rule 3. Strong points receive no intrinsic

defensive benefits and are eliminated if forced to flee.

4. Scenario 9: Replace Special Rule 3 with the following: The Germans were shaken by their sudden change in fortune. The American player may ask the German player to surrender at the beginning of any turn. When asked, the German player rolls two dice, subtracts his or her current initiative value and adds the current number of German eliminated and demoralized units (not steps) AND leaders. If the result is more than the morale values of the highest ranking German leader (or more than 6 if all German leaders have been eliminated), play ends. If the result is greater than the leader’s morale, the Germans do not surrender, German initiative increases by one and play continues.

5. Scenario 10: German reinforcements should enter the map through hexes 0114-0217. US forces should enter the map through hexes 1206-1209. Add “1 x Jeep” to the US forces.

6. Counters: Wagons have 3mps, not 8.7. Terrain: Hedgerows are -1 for direct fire (not -2).

Spotting Range is 1 hex (in other words, you must be adjacent to see the other side of the hedgerow, unless the unit fires and gets marked as spotted…then normal daylight or night spotting ranges apply).

Afrika Korps0. Units: The British Rolls Royce is an Armored Car.1. Counters: The Italian General should have a morale

of “9” and a modifier of “0” instead of the other way around.

2. Counters: Four Italian M13/40 counters (1502-1506) have the incorrect NATO symbol (infantry in lieu of armor). This has no effect on play.

3. Counters: Two British infantry have their full-strengths printed on the reverse side. They should both be “2-3.”

4. Counters: The two German Pzjg 1 counters have their full strength printed on the reverse of the counter, and reduced strength on the front.

5. Special Rule 3. Surrender: This rule is correct. British/Australian tanks can trigger a surrender roll in a stack of undisrupted and undemoralized Italian units when this rule is in effect.

6. Special Rule 4. Terrain. Salt Marsh: In the fourth sentence replace “Subtract two from...” with “Add two to...”

7. Special Rule 8. Bush Artillery: The second to last sentence should read “On a result of 11 the unit is removed from play.”

8. Scenario 2: Giarabub Garrison set up. In the third sentence replace “1610” with “1510.”

9. Scenario 3: Setup: IT in 2616. That hex is off map. It is do to the map being reduced by 2 hexrows. It should now be 2416.

10. Scenario 6: Other: In the last sentence replace “##13” with “##08.”

11. Scenario 12: In the Italian set up replace “3 x L3/35” with “2 x L3/35” and replace “7 x L3/35” with “3 x L3/35.”

12. Scenario 13: Other: Replace “1923” with “1922.”13. Scenario 21: Replace “2603” with “2403” in the

setup.14. Scenario 22: The Allies should have “5 x 13” off-

map artillery instead of 3.15. Scenario 24: In the 8th Machinegun Battalion leader

list replace “5 x LT, 1 x SGT” with “3 x LT, 3 x SGT.”

16. Scenario 25: Other: Delete instructions and add “None.”

17. Scenario 46: Other: In the first sentence replace “Map 2” with “Map 3.”

18. Scenario 47: In the map graphic the lower map should be Map 2 not 3. Wadi hexes are 2012 and 2212.

19. Surrender Rule. Certain units listed in the special rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive player must roll two dice, and if the dieroll is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the dieroll is lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not.

So, that means that a moving tank (or other moving unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires).

Battle of the Bulge

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1. Counters: The German Wespe self-propelled artillery unit (1201) should have an armor defence value of 1 on the front and back of the counter.

2. The “16-31” fire values on the two German 105mm units (1204 and 1205) should be indirect fire values (white text).

3. German Sergeant #1614 has morale and combat modifiers of “8”. Both should be “0”.

4. Scenario 28: Replace the German “SPW250/9” unit with a “234/2.”

Q: Are the trees lining the roads considered a terrain feature? Or are they there for aesthetic purposes only? A: They’re just there to be pretty, and so the U.S. Army can march in the shade.

Q: In some scenarios, the wording “luftwaffe” is used, in other scenarios “para”. Are those different wordings for the same unit-type? A: Yes, use the light blue pieces.

Q: Are the different formations in a scenario fixed formations or can they be mixed up during play? A: Unless the special rules say otherwise (applies to most modules, actually).

Q: In Beyond Normandy infantry have AT ability in assault but not in Bulge of the Bugle.  A: That's because the rule for infantry AT weapons inassault combat hadn't been invented yet when Bulgecame out.  Go ahead and use the same infantry AT rulein Bulge that's in Bulge 2: Elsenborn Ridge and inNorth Wind.

Airborne (Second Edition!)1. Swamp: The Airborne TEC for swamp contradicts

the series TEC for swamp. Use the 3rdedition series TEC for swamp (and disregard the swamp combat effects at the bottom of the back page of the rules). In general, when in doubt, the 3rd edition TEC should over-rule scenario terrain for swamp.

2. Hedgerows are -1 for direct fire (not -2). Spotting Range is 1 hex (in other words, you must be adjacent to see the other side of the hedgerow, unless the unit fires and gets marked as spotted…then normal daylight or night spotting ranges apply).

3. Scenario 18: "No units may setup in to enter hexes ##12 or ##02". But the US setup specifies in hexes in or adjacent to 1202. The setup instructions should have a parenthetical note at the end saying "(except as noted in setup instructions)." The units that are specifically allowed to setup in the otherwise prohibited hexes may do so, but may not re-enter those hexes once they move out of them.

4. Scenario 18: The setup for the 505th Para and the 325 Glider specifies hex 1202 or adjacent hexes. With all the units for both regiments they will not fit

in 5 hexes. Add hex 1103 as a hex they may setup in or adjacent to.

5. Scenario 18: The total number of Para platoons for the entire scenario (17) exceeds total number in the game (16). Delete one reduced PARA platoon from the US reinforcements (make it 2 x PARA (reduced) instead of 3).

6. Scenario 18: The total number of US Para Captains (3) exceeds the total for game (2). Delete one CAPT from the OB of the 505th.

7. Scenario 18: The total number of US Para 1st Lieutenants (3) exceeds the total for game (2). Delete one 1st Lt. from the OB of the 505th.

8. Scenario 18: The 70th Tank battalion enter turn 34 (1930) but the time 19:30 occurs at turn 45 based on an 8:15 start. They enter on turn 1930, which is turn 45 (the numbers must have gotten transposed to 54).

9. Scenario 19: There aren’t enough PARA CPTs and 1st LTs in the counter mix to fill out this scenario. It uses 4 CPTs (where only 2 exist) and 3 1st LTs (only 2 exist). Remove the 2 CPTs and 1 LT from the reinforcement group (official). Unofficially I’d say let the American player choose where to trim the OOB of leaders, as the official ruling really cuts into the reinforcement group.

10. Scenario 8: Use SdKfz222 for the SPW251 counter.11. Scenario 8: There is not enough PARA units for the

scenario, use INF with PARA values for the reduced PARA units.

12. Scenario 10 - Leaders may enter with any reinforcements.

13. Scenario 10 - If both sides achieve a victory, the result is a draw.

14. Scenario 11 - Leaders may enter with any reinforcements.

15. Scenario 11 - Visibility on turns 1-6 is 1 hex.

Q: What happens when a strongpoint (alone in a hex) takes a step loss on a “1” Assault result -- is it eliminated? A: Yes, since it is a single step unit.

Q: Does a defender in the hedgerow hex get the first fire option for assault each time he is attacked or is it only applicable to the first time an attacker enters the hex? A: The first time the attacker enters accross a hedgerow hexside.

Q: After the initial phase/turn when the attacker entered the hex, the attacker, now a defender, is attacked by the original occupants (whose phase/turn it is) of that hedgerow hex. I played where this new defender could also use first fire.A: No, starting with the second instance of either player assaulting in this example, neither would get first fire.

Q: If that does not apply in this situation, what about when the attacker sends reinforcing units to join the original occupant in a counter-attack?

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A: Reinforcing units would suffer the first fire hedgerow effects if they assault by themselves. If, however, the reinforcing units and the existing attacking units activated together, in one combined assault, there would be no first fire then.

Sinister Forces1. Scenario 2: The setup instructions should read: the

Russians can setup anywhere east of the river, and the Romanians setup anywhere west of the river outside of Russian direct fire range.

2. Scenario 3: The scenario is 10 turns, not 12.3. Note: SF Special Rules indicate SS do NOT get

inherent tank leaders. Add the following:a. Scenario #27- 6 German Tank Leaders b. Scenario #28- 4 German Tank Leaders c. Scenario #29- 2 German Tank Leaders

4. Scenario 15: change the Germans' set-up restrictions to "two combat units per hex". Allow partisans to keep their movement at 2 in spite of the snow.

Q: Can the SS and NKVD leaders command all units of their respective sides? That is, can NKVD leaders command regular army units? Can regular army leaders command NKVD units? A: Unless there’s a scenario special rule forbidding it, yes. There are sometimes for German Army-SS combinations, I’m pretty sure there are none for the Soviets, if so not often, and I think partisans always have NKVD leaders. It’s not the same social dynamic on each side of the line.

Red Warriors1. In scenario 2, Add 2 tank leaders to the Soviet OOB.2. In scenario 20, The Bloodiest Fight, the Soviets

only get VPs for exiting RKKA units from the 81st Tank Army (the units that set up at the southern end of the map.)

Deluxe Eastern Front1. A few scenarios appear to have used the old 1d6

system for river crossings (the 3rd Edition rules use 2d6). You can tell because the number for AFVs is “1”. You can’t roll a 1 or less on 2d6. Whenever the river crossing numbers are 6/2/1 or 5/2/1, you are rolling just one d6 (and trying to roll equal to or less than those numbers, by type, Foot/Motorized/AFV). The scenarios affected are 22, 26, 27.

2. A large number of scenarios have river crossing numbers and major rivers, but no engineers! (see 5.7: major rivers can only be crossed at bridges or with engineer assistance). The scenarios affected are 4, 8, 11, 12, 14, 26, 32, 46, 48, and 65. For these scenarios only, let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (In scenarios where you DO have an engineer, you can’t invoke this rule, you

must use the engineer when you have them per 5.7 of the series rules...bigger rivers, tougher to cross, etc.).

3. Scenarios 37 and 73 don’t have rivers listed. In both cases they are minor rivers.

4. Scenario 24: The Soviet 1st Motorized Division enters anywhere along the east edge.

5. Scenario 8: lists the 1st turn as 2030 but the special rules list visibility for 2000. Scenario should start at 2000.

6. Scenario 112: The modifier for Tiger movement is a negative die roll modifier (not positive). In other words, moving off-road is more difficult, not less.

7. Scenario 1: Instead of using boards 8/3/1 use boards 8/3/2. The scenario lists the Soviets as 1xLTCOL, 4xCPT, 3xLT, but the correct listing should read 1x LTCOL, 3xCPT, 4xLT.

8. Scenario 11: Romanians have no wagons. Set up is correct.

9. Scenario 90: Setup: Map 8 should be Map 2.10. Scenario 56: Correction: Soviets receive victory

points for exiting the WEST (not east) edge.11. Are the Countersheets "4" from Road to Berlin and

Eastern Front interchangeable? Yes.12. All SS 75mm IG guns are direct fire weapons, not

indirect as the counters specify.

Blue Division1. Free bonus Eastern Front scenario, “Red Fury and

Spanish Blues”: give the Soviets Two Tank leaders. Editor’s Note: APL took down the online link. Scenario is a VERY small chunk of the massive scenario found in Blue Division, #15 Las Tropas me Abandonan (which has its own, correct number of tank leaders).

2. Scenario 18: add two Soviet tank leaders.3. Some scenarios require Soviet Penal units. These are

available in Red Warriors and/or Heroes of the Soviet Union.

4. Scenario 11: Remove the scenario special rule #2 saying the Soviets lose 1 level of initiative for every seven steps lost. Their initiative starts at 0.

South Africa1. Scenario 3. (which uses pieces from Desert Rats):

The Italian setup lists a 75mm Portee and a 77mm. There are no 75mm’s listed under Desert Rats’ Portee rules, and there are no 77mm units either (they exist only in Afrika Korps). If you don’t own AK, substitute a 47mm Portee and a regular 75mm, respectively. If you do own AK, use the units as the scenario indicates.

2. Surrender Rule. Certain units listed in the special rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive

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player must roll two dice, and if the dieroll is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the dieroll is lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not.

So, that means that a moving tank (or other moving unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires).

Fronte Russo1. Tankettes=AFVs. There’s no game rule for

“tankettes,” they’re treated as AFVs. 2. Scenario 6: The Fall of Peritrovka: give 9th Pasubio

one tank leader.3. Scenario 7: Special Rule 3 should read: "Visibility

turn/hexes: 12/10, 13/8, 14/6, 15/4, 16/2, 17/4, 18/6, 19/8, 20/10." (thus, for turns 21-26, visibility reverts to 12).

4. Scenario 40: The CSIR Motorcycle units in Fronte Russo are 5-3/3-3. When using pieces from Afrika Korps or Desert Rats (for the extra 6 Motorcycle units that appear as reinforcements), remember that they’re flipped strength should really be 3-3 (not 2-3 as in those other games).

5. Scenario 45 & 42: (online bonus scenario): Board 12 should instead be board 21.

6. Scenario 24: Delete the note that says to treat all river hexes on board 2 as gullies.

7. Scenario 10: That is Soviet Troops CAN NOT set up in the town on Board 2. Only outside. This is to represent the 80th (who are not on the board in counters) holding the centre of the town. During the game. The Soviets can only enter town hexes on board 2 that are edge of town hexes.

Tank Battles1. Mars Scenario 14: This actually took place by the

village of Teniko not Rhevz. The victory conditions first sentence should read to the west of the Nacha River (not to the east of the Nacha River)

2. Mars Scenario 17: All references to board 9 should be to board 8. There is no board 9 in the scenario just boards 2 and 8.

3. Mars Scenario 22: 21xKV-1 should be 2xKV-1. 4. Mars Scenario 9: Russian at start forces-enter on

game turn 1 as follows: 100th Tank Brigade: enter on the east side of board

6 on turn 1

o 4xBM-13, 3xBa-10, 5xKV-1, 7xT-34a, 3xM3”stuart”, 2x SMG

o Leaders: 6x Tank,1x COL Elements, 31st Tank Brigade-Enter game turn 1 on

the east side of board 6o 3xMatilda, 3xT-34a, 6xBT-7, 3x SMGo Leaders: 5x Tank,1x LT.

5. Mars Scenario 10: in the initial Russian set up under 247th Rifle Division should be 2 Bm-13 not 12.

6. Mars Scenario 11: Board 3 should be to the right of board 4a with the number in the bottom right hand corner.

7. Mars Scenario 25: Luchesa River Blues III: The Bloody Nose. In the initial German setup eliminate all units of the 5th Panzer Regiment and elements, 605 Panzerjager Battalion. Also in the initial Russian set up it should be 3xBM-13 not 5.

8. Mars Scenario 13: Soviets Enter on Turn 1 on West Edge (entrance rules are missing)

9. Little Saturn Scenario 3 - The setup rules say "Play area limited to any hexes East of xx09". The orientation should be West not East.

Desert Rats1. Scenario 48: The scenario requires 12 Grants. Two

numbers were transposed in this scenario. 2nd Armored Brigade should actually have 7 Crusader I and 6 Grants, not the reverse.

2. Scenario 5: Libyan Defiance. The victory conditions on sentences one and two contradict each other, ignore the second sentence.

3. Scenario 9: Like Scenarios 10 and 11, setup requires two sets of counters (or AK counters).

4. Scenario 3 add 4xBritish Tank leaders5. Scenario 40: add the following to the German victory

conditions “Or no British units remain on the map.”6. Scenario 35: Hill in 2005/2006 should be 2006/2007.7. Surrender Rule. Certain units listed in the special

rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive player must roll two dice, and if the dieroll is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the dieroll is lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not.

So, that means that a moving tank (or other moving

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unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires).

Jungle FightingNo entries.

Semper Fi: Guadalcanal1. There’s a typo in Scenario #2 (Tulagi) in

Guadalcanal. In the victory conditions the Americans are required to control hex 1706 and 2311, but both are all-sea hex. Correct Hex is 1709 and 2309.

2. If a loaded landing craft in an all-ocean hex becomes disrupted or demoralized, the unit(s) it is carrying suffer the same fate but do NOT unload (they wish to avoid drowning). This is an exception to rule 5.66.

Q: Can the Japanese armor units cross the Matanikau River? I'm not sure how the river-crossing rules would translate to river hexsides. A: You can only cross the river with your Japanese Tanks at the Sandbar Heside, +1 to cross, it is on the back of the Guadalcanal scenario book.

Q: Do Japanese units in caves get the first fire in an assault on the cave? A: Yes, they are treated just like Entrenchment plus they get one additional -1 column shift. See Caves rules on the Guadalcanal scenario book for more details

Road to Berlin1. Scenario 8: Soviets have only 8 (not 9) SMGs. The

first 4 turns are visibility=1, which means night rules are in effect for those turns. The Soviet player still gets air support on those turns.

2. Scenario 54: All Russian units are Guards. 24xRIF should be 24xINF. Use RKKA units where there aren’t enough Guards units to fill out the scenario.

a. Likewise all Guards “RIF” in the following scenarios are actually “INF”: 13, 25, 47, 73

3. Counters: one of the Guards JS-2 tanks in RtB has an AT value of 9-9 printed on its front side, instead of the standard 8-8. 9-9 is a typo, use the standard 8-8 like the rest of the JS-2's

4. Scenario 75: Contrary to the setup instructions, units may NOT set up Dug In in Towns or Woods.

5. Scenario 27: In the German setup, 9 INF should be 9 GREN.

6. Are the Countersheets "4" from Road to Berlin and Eastern Front interchangeable? Yes.

7. All Guards T34/85 should have AT values of 7-7 on the front and back of the counter.

Edelweiss1. Counters: German H38 tanks should have an anti-

tank value of 2-4.

Edelweiss Expanded (Second) Edition

No Entries.

Arctic Front1. Terrain Clarifications (also apply to Edelweiss and

Lions of Finland): "Light Forest" is just another name for Woods (in other words, no change). "Heavy Forest" has the same combat effect(s) as "Light Forest" (ie Woods). But spotting is 1 hex (instead of 3) and movement is 3 for foot (instead of 2) and prohibited to vehicles (instead of 4 or 5).

2. Scenario 5: Christmas Morning has one Finnish Tank Leader, but there are not any tanks in this scenario, so the tank leader is ignored/not used.

Arctic Front (Expanded Edition)1. In scenario #36, Warranty Revoked, the Finns should

receive 3 tank leaders.

Lions of Finland (the precursor to Arctic Front)No entries.

March On Leningrad2. Scenario 10: The missing German information

should read: Morale 8/7, Initiative 4, Off board artillery 3x16.

3. Scenario 2: I see there are 2 x 88mm Flak Guns but only 1 x prime mover shown. Should there be 2 x sdkfz prime movers instead? Or should there be only 1 x 88mm?Add 1 prime mover to the German OOB.

Seige of LeningradNo entries.

Eastern Front (First/Second Edition—i.e. not “Deluxe”)1. All reference to a German 82mm should read 81mm. 2. Scenario 1: Delete “1xHMG” under the Soviet setup. 3. Scenario 27: Soviet “4xSGT” should read “1xSGT” 4. Scenario 29: is only 24 turns long. 5. Scenario 35: delete “2x82mm” from the German

setup. 6. Scenario 41: Maps are, left to right, 1 (number in

upper right corner), 8 (number in lower left corner).7. Scenario 51: 50th Rifle Division Setup: A maximum

of 15 and a minimum of 10 (not counting trucks and wagons) must begin the scenario on Board 8. The remainder begin play on Boards 2 and 3: 12 x INF 6 x INF reduced, 4 x HMG,

2 x HMG reduced, 3 x 82mm, 1 x 120mm, 1 x 37mm, 4 x 45mm, 3 x 76.2mm, 9 x wagon, 1 x BA-10m

Leaders: 1xCOL, 1xMAJ, 2xCAPT, 3xLT 8. Scenarios #14, 18, 26, 27, 28, and 31 have major

rivers but don’t list river crossing rolls in the special rules. In the above scenarios the major river cannot be crossed except at the bridge.

Iron Curtain

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1. Scenario Book Rule #6: Open-Topped AFV's. SU-76 is open-topped. The SU-76i is closed-topped.

White EaglesQ. White Eagles contains units called Taczankas which

are HMGs mounted on wagons. The rules say they are treated as one unit so does that mean they are not susceptible to the 1 column shift during bombardment for shooting at a loaded wagon?"

A. Correct.

1. The map graphic for Scenario 19 of White Eagles is wrong. It should be four maps setup in a vertical rectangle as follows: Top: 18 and 19, both upright Bottom: 17 and 15, both upright

North Wind2. In scenarios that use the American M18, Players

should feel free to use the M18 special rule from Battle of the Bulge, which reads: “A two-step M18 unit can fire one anti-tank shot and move on-half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions…is the player’s choice.”

3. Scenario 1. Use the standard victory margin from other scenarios. +1 to +10 is a minor win, +11 or more is a major. 0 is a draw.

4. Scenario 2. The standard VCs don’t give the Americans a lot of options, and might favour a draw too heavily. If you feel that way, try these:Optional VCs:German: same US: Modify the stated Minor Victory to “German step losses count double for this purpose (tanks quadruple).” Additionally, give the US a minor win if they have a non-demoralized combat unit on each North-South road at the end of the game.

Alaska’s War1. Scenario #1: Special rule #5: Cruiser Guns. “At the

Start of each turn ending in 00 OR 30,” not 00 of 30.2. In scenario 1 it says both sides are to refer to

special rule 5 for off-board artillery however Special rule 5 only addresses the Japanese. The OBA line for the US should read "none".

3. Scenario 6 has the opposite problem. The OBA line for the Japanese in scenario 6 should read "none" as well.

First AxisNo Entries.

Battle of the Bulge II: Elsenborn RidgeNo Entries.

Cassino ‘44No Entries.

Secret WeaponsNo Entries.

Campaigns & CommandersThe Service Record charts can be downloaded from the following link:http://www.avalanchepress.com/campaigns_and_commanders_preview.php

Page 9 is misprinted. Half way down the left column the text shifts to the top of the right column down to the Nine Live section at which it shifts back to the left side.

Panzer Lion

1. module rules, #7, the JSU-152 is not an Open-top AFV.

Kokoda Trail

1. With the role playing leaders, replace “you can only substitute your leaders for those of equivalent or lower rank in a scenario” with “you can only substitute your leaders for those of ANY rank in a scenario”

2. Q. One of the medals the Australians can get in Kokoda requires that a unit the leader activates in an assault destroys a tank step. Unless I missed something, there are no tanks in any of the Kokoda campaign scenarios, so it looks like this medal isn’t achievable. Is there an alternate way to get the medal?

A. Good catch! I copied that straight out of The King's Officers, since the medal is available for all British Empire leaders. Since the deadliest thing in Kokoda Trail is probably HMGs, say you can get it for destroying an HMG step.

Aachen 1944: Germany Invaded

1. The M10 should be listed as an open-top AFV.

1940: Fall of France1. There are three types of fields, examples are2. Motorcycles cannot enter roadblocks, they must

dismount and change to INF platoons to enter a roadblock hex. Once dismounted they cannot remount.

3. Scenario 13 Lords of Steel, French Major should be a Commandant.

4. Scenario 20 Early Montcornet, French Major should be a Commandant.

5. Scenario 23 Unstoppable Force, French Major should be a Commandant.

6. Scenario 28 They Shall not Pass! should have a PzIVa instead of PzIIIa

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7. Scenario 6 First Armor Clash add a German Leiuteneant for an artillery spotter.

IV. Download Links

These are download links from the Avalanche Press website. They are current as of the document date.--- Soviet

http://www.avalanchepress.com/pdf/tank_leaders.pdf (Please see my corrected attachment)

http://www.avalanchepress.com/pdf/BorrowedTanks.pdf

--- US

http://www.avalanchepress.com/images/2007/U.S._Strongpoints.pdf

http://www.avalanchepress.com/pdf/GuadalcanalNaval.pdf

http://www.avalanchepress.com/pdf/guadalcanal_lvt.pdf

--- German

http://www.avalanchepress.com/images/2008/Alternate_Tigers.pdf

http://www.avalanchepress.com/pdf/EdelweissNewCtrs.pdf

http://www.avalanchepress.com/pdf/french_ss.pdf

http://www.avalanchepress.com/pdf/BulgeCtrs.pdf

http://www.avalanchepress.com/pdf/DAF_M39.pdf (also Dutch counters)

--- Italian

http://www.avalanchepress.com/pdf/fronterusso_italians.pdf

http://www.avalanchepress.com/images/2008/Blackshirt_Counters.pdf

http://www.avalanchepress.com/pdf/Wagons.pdf

http://www.avalanchepress.com/pdf/FascistTanks.pdf (needed for Divisione Corazzata)

http://www.avalanchepress.com/pdf/IronCoffin.pdf (needed for Divisione Corazzata)

--- British

http://www.avalanchepress.com/pdf/17-Pdr.pdf

http://www.avalanchepress.com/pdf/UpgunnedFirefly_BN.pdf

http://www.avalanchepress.com/images/2008/Achilles.pdf

--- Romanian

http://www.avalanchepress.com/pdf/RomanianAir.pdf

http://www.avalanchepress.com/images/2007/Romanian_transport.pdf

--- Spanish

http://www.avalanchepress.com/images/2008/Blue_Division_Wagons.pdf

--- Finnish

http://www.avalanchepress.com/pdf/Finnish_Strongpoints.pdf http://www.avalanchepress.com/pdf/arctic_front_artillery.pdfhttp://www.avalanchepress.com/pdf/ArcticFront_Finns.pdf

--- South African

http://www.avalanchepress.com/images/2008/S_Africa_Trucks.pdf

--- Austrian

http://www.avalanchepress.com/pdf/austrianleaders.pdf http://www.avalanchepress.com/pdf/hopeless_artillery.pdf

--- Dutchhttp://www.avalanchepress.com/daf_m39.php

---Peruvianhttp://www.avalanchepress.com/pdf/Peruvian_markers.pdf

--- Multinational & non-national

http://www.avalanchepress.com/pdf/Soviet_Polish_Strongpoints.pdf (Soviet, Polish)

http://www.avalanchepress.com/images/pdf/PG_Cav_Leaders.pdf (Soviet, German)

http://www.avalanchepress.com/pdf/trucks_of_berlin.pdf (Soviet Guards, SS)

http://www.avalanchepress.com/images/2008/More_Strongpoints.pdf (German, Romanian)

http://www.avalanchepress.com/images/2007/Desert_Rats.pdf (Italian, Italian Colonial, German AK, New Zealand, Indian)

http://www.avalanchepress.com/pdf/BeyondNormandyNewCounters.pdf (British, SS, German)

http://www.avalanchepress.com/pdf/Airborne_Tanks.pdf (US, British)

http://www.avalanchepress.com/pdf/BritishArtillery.pdf (New Zealand, Australian, Indian, US Marine)

http://www.avalanchepress.com/pdf/elsenborn_artillery_markers.pdf (US, SS, German)

http://www.avalanchepress.com/pdf/guadalanal_artillery.pdf (US Marine, Japanese)

http://www.avalanchepress.com/pdf/desert_rats_artillery.pdf(German, Italian, British, Indian, New Zealand)

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http://www.avalanchepress.com/pdf/1940_markers.pdf(German, French)

http://www.avalanchepress.com/pdf/wires_and_ditches.pdf

http://www.avalanchepress.com/pdf/Pontoon-Bridges.pdf ( http://www.avalanchepress.com/Pontoon_Bridges.php )

http://www.avalanchepress.com/pdf/pg_supply.pdf ( http://www.avalanchepress.com/panzer_supply.php )

http://www.avalanchepress.com/pdf/zpfile001.pdf ( http://www.avalanchepress.com/PG_AssaultVariant.php )

http://www.avalanchepress.com/images/2009/Berlin_markers_front.pdfhttp://www.avalanchepress.com/images/2009/Berlin_markers_back.pdf

http://www.avalanchepress.com/images/2009/PG_desert_markers.pdf

http://www.avalanchepress.com/pdf/bluediv_fronterus_artillery.pdf

http://www.avalanchepress.com/pdf/beyond_normandy_artillery.pdf

http://www.avalanchepress.com/pdf/panzer-grenadier-artillery.pdf

http://www.avalanchepress.com/pdf/PG_markers.pdf

http://www.avalanchepress.com/pdf/PG_woods_markers.pdf

http://www.avalanchepress.com/pdf/AK_civilian_markers.pdf

http://www.avalanchepress.com/pdf/PG_swamp_markers.pdf

http://www.avalanchepress.com/pdf/Cassino_Player_Cards.pdf

--- Campaigns & Commanders record sheets

http://www.avalanchepress.com/pdf/C_C_German_Service_Record.pdf

http://www.avalanchepress.com/pdf/C_C_Soviet_Service_Record.pdf

http://www.avalanchepress.com/pdf/C_C_Polish_Service_Record.pdf

http://www.avalanchepress.com/pdf/Personalized_leaders.pdf

http://www.avalanchepress.com/pdf/Personalized_leaders2.pdf

http://www.avalanchepress.com/pdf/Kokoda_leaders.pdf

--- David Jackson's Battlegroups ( http://www.avalanchepress.com/Battlegroups.php )

http://www.avalanchepress.com/pdf/battlegroups_counters.pdf

http://www.avalanchepress.com/pdf/bg_us_army_mat2.jpg

http://www.avalanchepress.com/pdf/bg_soviet_mat2.jpg

http://www.avalanchepress.com/pdf/bg_germans_mat2.jpg

Bonus Fronte Russo scenarios:

http://www.avalanchepress.com/FR_ScenarioXLII.php

http://www.avalanchepress.com/FR_Scenario43.php

http://www.avalanchepress.com/FR_Scenario44.php

http://www.avalanchepress.com/FR_Scenario45.php

http://www.avalanchepress.com/FR_Scenario46.php

http://www.avalanchepress.com/FR_Scenario47.php

Alaska

http://www.avalanchepress.com/Kiska_Evacuation.php

V. Optional Rules

Fog of WarThis optional rule (17.4) is highly recommended. Instead of rolling 3d6 (for 16+) you might instead roll a d20 (with the turn ending only on a 20), if you feel that saves time or dice rolling.

When using Fog of War if you have any un-activated demoralized units, you may not pass. You may activate other units first, but you can’t pass as long as you have demoralized units eligible for a recovery activation.

Strategic Movement (and other optional rules):For a variety of reasons I strongly recommend not using optional rule 17.3. It doesn’t work in most scenarios—it can usually only be invoked at times where it breaks scenario balance or historical accuracy. If you want to experiment with movement rules, see these rules below or linked here at APL:http://www.avalanchepress.com/PG_Options.phpI modified the FM/HPM version of that link as follows (the below supercedes the link)

Easy OptionAn option that has proven popular with players is to simply play all vehicles with a movement rate of 1.5 times (or 50% higher than) their printed movement allowance. Such moving units suffer an additional +1 to Direct Fire opportunity fire

against them while moving (essentially +2 then) a +2 to AT Opportunity fire (essentially changing the

-1 for moving to +1)

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to reflect the fact that faster moving tanks are usually taking roads or high ground or are operating with the hatches open, etc.

More Difficult Options (FM/HPM)

High-Profile Movement Before a good-order armored vehicle moves, the player may declare he is using high-profile movement. The vehicle may increase its movement by up to 50% (round fractions up). During this movement, all direct-fire opportunity fire directed at the vehicle gets an extra +1 column modifier in addition to other modifiers, and all opportunity AT fire earns an extra +2 column modifier in addition to other modifiers. High profile movement may not be combined with Strategic Movement.

Forced March Movement Before moving a good-order infantry unit or leader, the player may declare a forced march. The unit adds 1 to its movement allowance for the turn but suffers a +1 column modifier on all opportunity fire directed at it during movement. Forced March movement may not be combined with Strategic Movement.

Units using Forced March/High Profile Movement (FM/HPM) must obey these as well:

1) Allow units to use (FM/HPM) whenever they declare movement as their activation, but they must declare it up front. The only penalties are the fire modifiers, and:

2) When using FM/HPM only one stack may activate per activation, and all activated units in that stack must use FM/HPM--and they must have been activated by a leader of their unit type (either armor leaders for AFVs or regular leaders for infantry, APCs can use either type of leader for this rule. Armored cars always have their own leaders).

3) You can’t use FM/HPM on the first or last turn of any scenario.

Ammunition Limits

If a player rolls a “12” when conducting any type of fire combat, all currently-firing good-order units run low on ammunition and become disrupted. All currently-firing disrupted units run out of ammunition and become demoralized. If offboard artillery is currently firing, one factor runs out of ammunition.

Units that become disrupted or demoralized due to this rule can recover normally and suffer no other ill effects after recovery. If an offboard artillery factor runs out of ammunition, the owning player must make morale recovery rolls for that artillery factor on future activations, using the normal, full-strength morale value

for the owning side. The artillery factor may begin firing again on the turn after it recovers.

Artillery Spotting

At the beginning of a scenario, each unit (off-board and on-board) with bombardment fire values must be assigned to a leader. The owning player writes the ID number of each leader and each bombardment-fire unit he can spot-for on a piece of scratch paper. Only the assigned leader may spot for the units or offboard artillery factors to which he is assigned. Such assignments must further satisfy potential scenario limits, such as paratrooper leaders that cannot spot for U.S. Army artillery in Airborne.

If an assigned artillery-spotting leader is killed, or if a player wishes to assign a single bombardment unit, an individual stack of bombardment units, or up to three offboard artillery factors to a new leader, then the owning player simply activates the new leader.

The leader and the units or offboard artillery factors rolled-for may not move, fire, or perform any action except rolling two dice to request the reassignment. If the die-roll result is less than or equal to the activated leader’s morale, then the reassignment is successful and the leader may spot for the assigned unit(s) or offboard artillery factor(s) on future turns. Write down the reassignment. The unit(s) or offboard artillery factors rolled-for may not fire on the turn in which their spotting leader is reassigned.

Failing the reassignment dice roll has no effect other than to waste the rolling leader’s activation. The unit(s) or offboard artillery factor(s) rolled-for may fire normally that turn.

Solo Hidden Units

There are several optional rules developed by CSW players. Below are a few examples:

Lemandre Rule

Deploy all units on map but put a smoke marker on all hidden units/stacks. You can't fire on an hidden unit until you've spotted it. When an ennemy unit come in spotting range (1/4 of the normal spotting range see 16.6) of the hidden stack, roll on die :

1-2 : The stack is spotted, remove the smoke marker.

3-5 : The owner of the hidden stack may displace the stack one hex (or some units in the stack, they don't have to stay together, they don't have to be displaced in the same hex) . That's not a movement and that's mean you can displace the stack in the ennemy hex, and the

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ennemy have to assault you.

6 : Same as 3-5, but you can displace your stack 2 hexs away.

Heath Rule

1. If the Japanese are allowed X hidden units, choose the units you'd like to start hidden and give them X identical additional units.

2. Before play, fish out 2X minefield tokens - X real numbers and X decoys (if you don't have enough decoys, use decoys & 1's or decoys and 2's...)

3. Shuffle the minefield tokens face down, and place them under your chosen JPN units (& their clones), these are now all treated as "hidden units"

4. Play rules-as-written with respect to revealing hidden units, and once revealed (or once attacking/attacked) check the counter underneath - if it's a decoy that unit is removed from play and was never really there, if it's not then carry on.

Links to Daily Content optional rules:

Supplyhttp://www.avalanchepress.com/panzer_supply.php

Isolation http://www.avalanchepress.com/pg_isolation.php

The Laskas Rock-n-Roll Varianthttp://www.avalanchepress.com/Panzer_Laskas.php

Battlegroupshttp://www.avalanchepress.com/Battlegroups.php

Pontoon Bridgeshttp://www.avalanchepress.com/Pontoon_Bridges.php

Tank-killing artilleryhttp://www.avalanchepress.com/Tank_Killers.php

Assault varianthttp://www.avalanchepress.com/PG_AssaultVariant.php

Fast Combathttp://www.avalanchepress.com/BlitzCombat.php

House rules on PG Yahoo Groupshttp://games.groups.yahoo.com/group/panzer_grenadier/files/House%20Rules/

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Appendix One: Examples of Play

1. Activation

Types of Activations

Single Unit – It is the only unit to activate for an action phase.

Stack – All units may activate for the action phase, including AFV’s.

Leader A – May activation himself and INF platoon but not the AFV.

Leader B – May activate himself and INF platoon stacked together. In the adjacent hexes he my activate the ENG, ING, HMG, Truck and AT gun but not the AFV.

Subordinate Leader Activation

In one action, the Lt. Colonel can activate all the units through subordinate activation.

AFV Leader

Leader A in the PZ38t can activate all AFV’s stacked in and in adjacent hexes.

Leader B in the PzIIIG can activate the PzI, PzVIE and the SPW251, but not the Major, HMG or AT Gun.

2. Unit Actions

Movement

All the above actions require activation and will get a Move/Fire marker for these actions.

Fire

All the above actions require activation and will get a Move/Fire marker for these actions.

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Opp Fire Action

Enemy INF initiates movement, HMG fires first opp fire at INF. If the INF does not break it continue to a second hex and the HMG can take a second opp fire. Note two Move/Fire markers track the first opp fire shot and one symoblizes all opp fire is complete for the turn.

Offboard Artillery Action

The Romainian HMG is hit by offboard artillery during an action. The spotting Lieutenant and INF are not, nor can they be activated from the offboard artillery activation.

SpottingNote - In all examples both units are consider NOT to have fired and “blown their cover”.

Both the German and Soviet unit are in limiting terrain, hill hexes, but they can spot each other becuase they are with 3 hexes of each other.

The German and Soviet units are both in limiting terrain, hill hex for the Soviet and elevation line for the German. They are 4 hexes apart so they cannot spot each other.

The German is in a clear ground hex and the Soviet is in a hill hex. They are 5 hexes apart so the German cannot

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see the Soviet unit due to limiting terrain, but the Soviet can see the German in the clear ground hex.

The German unit is in a clear ground hex and the Soviet is in an elevation line which is limiting terrain. They are 6 hexes apart. The German unit can see the Soviet unit due to limiting terrain, but the Soviet unit can see the German unit in the clear ground hex.

The German unit is in clear ground level terrain the Soviet unit is on an elevation line, limiting terrain. LOS passes through a hex that is higher than both the German and Soviet unit so both units cannot be spotted.

The German and Soviet units are in hill hexes, limiting terrain. They are 5 hexes apart. Both cannot see each other as they are in limiting terrain.

The units A and B are in "limiting terrain" (woods). Unit A and B are spotted by unit D because A and B are within three hexes from D. Unit B is spotted by C because B has a “spotted” marker. Unit A is not spotted by C because A is not within three hexes range from C.

Units C, D and E are not spotted by B (20 meters level) because LOS is blocked by the woods. The woods extend up one level from their base elevation. Nevertheless units D and E can be spotted by unit A because A is on 40 meters level. Unit C is not spotted by A because C is in “limiting terrain”, has not “spotted” marker and it is not within three hexes from A.

Unit C is spotted by A and B because the LOS is not blocked. A and B are on 80 meters level, unit C is on

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ground level and the town is on 40 meters level (+ 20 = 60 meters). Unit B is spotted by C because B has a “spotted” marker. Leader A is not spotted by C because A is in “limiting terrain” and it is not within three hexes range from C.

The LOS between A and B is blocked. A and B are on 60 meters level. The town is on 40 meters level, but we must “treat the town hex as being 20 meters higher than the terrain it sits on”. Therefore the town hex blocks LOS in this case.

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FLEEING FLOWCHARTSAFE HEX DEFINITION (see 14.31): Any hex where a unit could not be harmed by any potential enemy firer with the appropriate fire type, either AT or DF (but not IF), within range, LOS and spotting abilities. It does not have to be a town or woods hex, but those hexes are a priority destination while fleeing.

STARTDemoralized unit rolls for recovery

2d6< demoralized moraleUnit Recovers to DisruptedRemain in hexSTOP

2d6=2Unit Fully RecoversRemain in hexSTOP2d6>= demoralized morale

Unit Flees(2d6=12 eliminates leader)

Fail

Pass

Unit tries to flee one hexToward a safe hex

Away from enemy units that could harm it (the units currently making the hex not safe)

laterally with respect to harming unit if that is only choicePriority: toward Town, Woods, Entrenchment or Bunker

(but can ignore if these don’t exist, or moving toward them would violate 1a or 1b)

Unit Remains in HexDemoralizedSTOP

YES

Does the unit have 0 or T as its printed movement value?

Does the unit have unused movement remaining?

Unit is eliminatedSTOP

YES

NO

YES

Is the unit in aSAFE HEX?

Unit ends activationin hexDemoralizedSTOP

NO

Is the unit in a Bunker or Entrenchment?

NO

NO

YES (but may opt to follow NO)

Did unit just exit an assault hex?

Unit may take assault fire if no rear guard

Remain in new hex

DemoralizedSTOP

YES

NO

either 1a or 1b is possible (unit moves into the hex that satisfies 1a first, else 1b. Obey 2 if possible)

both1a AND 1b are not possible(unit does not move)

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Game / Module Cross Reference


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