by Andy Lavis, Tom Olson, and Jim Snellen
We've decided it's time to clue some of you dedicated wargamers in on a fantastic, playable adaptation of PB. We know it is playable, because we've been using it exclusively, and extensively, for a year now. We know it is learnable because we've taught it to six of our friends. They all agree that it makes PB truly realize its great potential. Our desire is for a simultaneously moved, yet playable game. To do this, minimum movement on each round is essential. We've broken each turn of regular PS into 16 "increments." According to the chart below, units spread their movement factors (MFs) evenly across the 16 increments. For example: scout cars move one hex across open terrain each increment (they are our base, and the reason for choosing 16 increments); but, a Panther moves only on increments 1, 2, 4, 6, 7, 9, 10, 12, 14, and 15 - it still moves one full hex each of these increments, but there are only 10 opportunities to move in any given full turn, as the normal MF would allow; likewise, a T34c moves on increments 1, 2 4, 5, 7, 8, 9, 11, 12, 14, and 15; a JgPz VI moves only on increments 3, 6, 9, 12, 15; and so on. The increments that each particular unit may move on are called its "movement increments" from now on. Along roads, units move at the rate of two hexes per movement increment. Any unit that has entered a hex at road movement is considered to be on the road. Consequently, no other unit may enter that hex at road movement, although any unit may enter it at normal movement rate, modified according to terrain. If you wish, on the subsequent movement increment, the unit may "pull off the road" (while physically remaining in the same hex), allowing units behind it to advance at road movement rate. This is especially useful for advancing units quickly through a column along road hexes. For example, if a JgPz VI enters a road hex at road movement on increment 12, a Panther may not enter the same hex at road movement on increment 14. If, however, the JgPz VI spends another movement increment on that road hex, increment 15, it may be considered off the road and the Panther may pass, also on increment 15. at road movement. Hexes which require multiple MFs to enter (slopes) or exit (gullies) are handled as follows: move the counter to the new hex, put a piece of paper on it with the number of the increment on which it will arrive there. When the proper increment arrives, remove the paper at the end of the movement. We have found it convenient to make up a set of counters labeled individually 1 through 16 for this specific purpose. For example, a Panther moves out of a gully to open terrain on increment 2. It will arrive on increment 7. Move it onto the open terrain hex on increment 2, place a marker labeled "7" on it, and at the end of movement on increment 7 remove the marker. If two opposing units both enter a hex on the same increment, possession of the hex must be settled before the game proceeds any further. The two units (or groups of units) contesting the hex fire at each other (no other units may participate in this combat); each player then has the option of withdrawing from the hex in the direction from which he came, or continuing to contest the hex. If both players continue to contest the hex, then they repeat the procedure until one either concedes and withdraws, or is destroyed. With the exception of overruns, no unit may enter a hex already occupied by an enemy unit. However, a unit may attempt to move into an occupied hex in order to detect concealed units or to occupy the hex if enemy units should move out of it on the same movement increment. Finally, it takes one movement increment for a transport unit to load or unload passengers. For example, a truck may load or unload units on increments 1,2,3,5,6,7,9,10,11,13,14, and 15 only. Fire Fire works like this: there are five fire increments - 4,7,10,13,16. No change in odds computation is made, but it takes four "hits" to kill a unit. An "X" on the normal chart is a full hit, a "DD" is a half hit. When a unit is damaged by fire and then close assaulted on the same fire increment, the effects of the close assault are raised an "X" becomes 1 1/2 hits, "DD" becomes a full hit, and a "D" becomes a half hit. Records of these hits must be kept, since hits are cumulative. However, we have found it quite easy, since generally you are only keeping track of 3 or 4 units at any one time. The unit identification codes are used. All units which have fire capability may fire on every fire increment. Any unit which fires, however, must give up its next movement increment (stationary artillery gives up the next movement increment of its transport). Finally, odds over 4-1 are broken into the maximum number of 4-1s, with the remainder forming the residual 3-1, 2-1, etc. For example, a 15-1 becomes 3 4-1s and 1 3-1; a 16-1 becomes 4 4-1s. This means units can be, and often are, destroyed on one fire increment. THE ULTIMATE - HIDDEN MOVEMENTThis system works best under hidden movement conditions. Each player has a station in a different place and has a board and his units. A referee tells each player what he can see, using common sense spotting rules. First, spotting ranges are set - e.g., 15-10-5. The first number indicates the maximum range at which a unit may be seen. At this range one can detect movement in the open. In the middle range transport, tanks, and infantry (as well as howitzers and guns) can be distinguished from each other. The short range indicates where definite identification is made. Units in a town, or the woods, can be detected only when you are adjacent. Obviously, hills and other obstacles as defined in the basic PB rules block units from sight. The LOS is best determined by using a string from center to center. Outside of maximum ranges, no reports of movement are made at all. Infantry and unarmoured guns, if they are under cover, can be seen only if you attempt to enter that hex, until then they are concealed. Vehicles that are not dug in (see "dig in" below), but are under cover (woods and towns) cannot be spotted until an enemy unit is adjacent to the hex. The spotting ranges can be adjusted for each game - we've used 15-10-5, 12-8-4, 9-6-3, even 3-2-1. It changes the complexion of the whole game. MOVEMENT VARIANTS Tanks and Assault guns may move thru a green hex side at a cost of three MFs, but trucks, half tracks, and armoured cars may not penetrate a solid green hex side. Slope movement is adjusted as follows: It costs two MFs to enter and two MFs to leave a slope hex. Movement between slope hexes costs 3 MFs as always. Trucks, obviously, move all non road hexes at one additional MF - eg, slope movement for them is now 3 and 4 respectively; open terrain costs two MFs. Trucks may not be used to block the road to enemy tanks (if they try, they are shoved aside). DIG IN A vehicle may "dig in" (conceal itself) in towns and woods. It costs two increments (not MFs, just increments) to do this. An enemy may only spot a dug in unit by trying to enter that hex. Such concealed units are used either for ambush or reconnaisance. AMBUSH Units under cover may pinpoint in advance one hex as an "ambush hex." If an enemy unit enters that hex, the ambushers may attack at full effectiveness on that increment, regardless if it is a fire increment or not. the unit ambushed cannot fire back until the next fire increment. It take two increments to set up an ambush. The maximum range of an ambush is two hexes. Once a specific ambush has been thrown, the position is exposed, and the ambush may not be thrown again unless it is set up again by waiting two increments without being spotted. TOWN DEFENSE To reduce the defensive potency of towns, units may be attacked individually, but 2 is added to the die roll instead of 1. 4-1 CORRECTION To remove hair-tearing frustration from the game, 7 and 8 on the 4-1 Combat Results Table become "DD" instead of "-". MINES A 2-1 is thrown immediately upon landing on a mine. Do not take terrain into account. You must then retreat from whence you came on the next movement increment. Each fire increment you remain on the mine means another 2-1 attack. A unit on a mine field may not fire at anyone, although it may receive fire. Engineers may roll a die every fire increment to attempt to clear a mine field. 4-1s are required to clear it. BURNERS (WRECKAGE) Burners may be removed from roads and bridges, etc., by tanks or assault guns only, at a cost of 3 MFs. A burner blocks a road, but not a ford. If a unit was specified as being off the road when it was blown up, it does not block the road. Deployment on burners is allowed as follows: 1 German or Russian unit may deploy on I Russian burner. 2 German or 1 Russian unit may deploy on 1 German burner. 1 German or Russian unit may deploy on 2 German burners. No units may deploy on 3 German or 2 Russian burners. LINE OF FIRE (LOF) A unit may not fire through more than one Russian or two German units when engaging targets with direct fire. Units on slope or hilltop hexes may, of course, fire over units that are below them. The sides of a hex containing 2 Russian or 3 German units are considered to be blocked hex sides in terms of the LOS as measured from the center of the firing unit's hex to the center of the target hex. You can fire at a unit if you can trace an unobstructed LOS to the target hex. In this case, however, if the LOS passes along a blocked hex side without passing through the blocked hex itself, the LOS is considered to be unobstructed. INDIRECT FIRE Is handled per optional PB rules Indirect Fire and Experimental Indirect Fire with a few exceptions Any Russian unit except empty trucks can perform the function of a CP. INDIRECT fire onto a hill top hex is not halved. All howitzer units can use indirect fire, at more than half range. Mortars are always halved again armoured targets since they always fire indirect. They can fire indirect at any range. DISCRETIONARY FIRE Any hex that can be engaged with fire if spotted can be fired on unspotted at the normal effect (the referee computes and rolls this fire). If a hit(s) is scored on a vehicular unit, the attacking player is informed that there were secondary explosions. The attacker can confirm destruction or exact damage to a unit only by spotting it. SCENARIO DESIGN The most important part of hidden movement to truly make it realistic is this, you must design your own scenarios. Most of the PB scenarios do not adapt well to this gaming system. The best way to do this is to specify one person as referee. He designs the scenario - assigning units, tasks, and victory conditions. He will be the only one totally aware of the happenings of the game. This is when hidden movement PB reaches full fruition. You are moving simultaneously, you see only units that you could see under realistic conditions. You do not know the enemy's strength, his objectives, or even where he is. This style of Panzerblitz is the wargamer's dream come true. One caution, though, to you budding designers. Panzerblitz is a tactical game, and it does not play well with large scenarios. 10-30 units on a side seems about optimum. Good luck and happy wargaming! Back to Table of Contents -- Panzerfaust #63 To Panzerfaust/Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1974 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |