PanzerBlitz Situation Cards

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Situations Introduction USING THE SITUATION CARDS (On each Situation card, players wil find small reproductions of the means that that player gets that quantity of that particular unittype. ‘When no number sppeat, take only ONE of that particular typo. ‘Set_up the mapboard in the arrangement shown, by the map ‘configuration diagram found on each card. Use the ‘0 indicate which edge of the board is “north.” Use the “turn” counter ‘to indieato what turn is being played by placing it in the approp box on the card's Turn Record strip. Players are advised to store the many different kinds of counters in ‘small envelopes or plastic bags in ordar to keep them segregsted by type ‘and side and to speed subsoquent sattingup ofthe game. HOW TO USE THE GAME SITUATIONS Each of the 12 gime situations is complete game. Each game recreates an actual batle that occurred in Russia between 1941-44, “The battles are not, of course, recreated exactly. It was impossible to ‘obtain precise data on both sides for 12 battles. Most detailed accounts ‘wore only detailed for one side. Also, we had to use the same mapboard {or all the battles, although the uso of 2 geomorphic board improved ‘his situation somewhat. In order to got more out of this format we chow 12 situations which portrayed different tactical. situations. “Tactical warfare is, if you ean possibly ignore the pain and loss of lite, something of a mechanical exercise. The situations that arse fall into ‘lafications which can then be dealt with sing 8 known and tested “solution.” The Germans wore most adopt at this and taught their ‘roope the “solutions” before commiting them to combat. The Gormans alto made something of an ort of studying various tactical situations in order to doviso Improved solutions. The Russians, not having the military tradition and depth of training of the Germans, ‘wore forced to learn these same lessons the hard way. But thoy ‘eventually learned. One of the chiot functions of PANZERBLITZ is to allow you to lear for yoursalf these same lessons ino bloodless ‘manne. In doing this you can gain a greater understanding of what ‘went on during the largest land war in history. Each of the 12 game situations presents a different tactical “problem.” ‘The “solution” fs up to tho two playors. The principal variable isthe skill of the two players. All other aspects of the two armies have been built into the game. We have not given the “correct solutions” to each ‘of the situations as thesa “solutions” were largely dependent on the manner in which oath side's commander reseted. Basically, each situation is “balanced,” although some might appear unbalanced until ‘you have played and studied thom’ few times. Actually, both the Russians and (more frequontiy) the Gormans used games “similar” to PANZERBLITZ to train tecteal commanders and for developing new oF improved tacties. the date and the type of setion it involved as well es afew notes. Then the forees avalable for eoch sido are given, as well as instructions on ‘which of the three bords cach sde sats up oF enters on. Usually the Germans move first, but in some situations the Russians do, and this data is given in the “order of battle” section aso, Finally, the “victory conditions” are givon for each side. Usually they are defined as “Marginal” “Tactical” or “Decisive” for each side. Obviously, © ‘marginal victory earries las weight than a decisive one {im many eases tls possible for both players to achlova a level of victory in the same game. In that caso, the player with the highor level of vietory is declared the winner. If both achieve the same level of victory, the game is declared a Draw. Players may concede a Decisive victory to ‘an opponent before the game ie setally over. Keop tho Situation card in viow at all times Abbrevietions are sometimes used. For exampl iv-Division, BgdeBrigede and so on. The major components of the Unite are given when known for sure. The data on Russian units is scanty, whichis why their detailed organization Is not given. Unless stated otherwise in a given Situation: all units enter game on Turn1 and may not be witheld or with= drawn from the board. This card-sot incorporates REVISED situations effective 9/15/71 Introductory Game TO GET YOU INTO THE PLAY OF THINGS PANZERBLITZ Ianto that complicated once you've played a fow games. However, the fist {game oF two can be something of @ drag whil You try to put all the places together at the ame time, To ease this introductory phase we hhave concocted an INTRODUCTORY GAME. Make things eoslor on yourself and use it PANZERBLITZ uses @ rather unique game system with which you ere probably Complotely unfamiliar, So alittle caution and forethought will probably pay off ia your boing able to get into the game more quickly Using the Introductory Game. INTRODUCTORY GAME: MODIFICATIONS. Basically, the Introductory Game consists of two elements. Fist, certain basic game rules aro not Used. Secondly, You are urged to use the lower number game situations (which are somewhat easier 10 handle than’ tho higher number ones) lgnore the Following Rules for the Introductory Game: OVERRUN ATTACK CLOSE INFANTRY ASSAULT GULLIES AND STREAMBEDS ‘SPOTTING RULE ‘TARGET ELEVATION TABLE lif anything is in the way you can't hit your target) By not using these rulot the gome will, of ‘course, take on a diferent fol. But the point Is to help you learn it. ntreduee the ignored rules during the play of the gome. After one or ‘0 gomes you should have no trouble. “Situation 13” maxine your own struations ‘One of the most interesting aspects of PANZERBLITZ isthe a ‘ovis your own situations, or to reereate ones that actualy occurred. Given in the Campaign Analysis booklet are charts showing you how ‘you ean form most of the combat units used In the East during the war. These include not only the ones actually given in the game situations but also many others. You will notice that the organizations given in ‘the booklet are for fll strongth units (less service and support unit) During mort setione during the war units wore not at fll strength. This has boon reflected in the situations given. But at last you'l now know what each unit was supposed to have. Also given are division size organizations. It Is not recommended that you play this game with division size unite unless you are. prepared to go to considerable amount of extra effort and expense. For ono thing, there are not fnough units included in the game for building of divisions. Additional ets of counters may be purchased from Avalon Hil, as well as ‘ditional boards. Again, we are not encouraging the use of the game as hhigh a8 the division level. By using your imagination you can easly fexpand the game as it now exist You will notice that many units Included in he game (JS I, JS IIL, SU 100, 1SU 122, JgPz V, JoPz V1 PeKw Vib, ete} wore not included in any ofthe situations given. This ‘was mainly due to the production of most of those more modern ‘wospons naar the ond of the war. There were many situations in which these weapons were used, but none of them wore as representative of the most erucil periods of the war at the ones actully given in the game. When putting together your own situations from sctual battles you should fist rolize that it will be impossible (in most instances) to ‘obtain detailed data on what each side sctually had. Therefore you must take what data you can dig up and put together as accurate an “order of battle” as you can. You will learn more about what each side “probably” had after playing out the situation. Also important is the layout of the boords (which, of course, can be modified considerably) ‘and the victory conditions. ‘The time limits on our games usual from 48 to 72 minutes. The on-board ammunition carried by mobile Lunite did not allow for actions much longer than that. There was also a problem of individual stamina. Thore wore, of cours, certain types of fetions that would drag on for hours. But these would require rathor complex ammunition supply rules as well as more boards to give the ‘unite sufficient room for manouver. Thus you can see that the sltuation® included in PANZERBLITZ have been somewhat restritod. ‘You must work under the same restritions when designing new situations. The numbers in the hexagons indicate the movomant factor cost incurred when moving into thet hex. Note the ‘los of roadmavement rate when ‘the Wreck. Note the additional 2 factor cost when moving out of the Gully. NORMAL COMBAT (MULTIPLE ATTACK. TECHNIQUE): Ger Lynx attacks Russ halfirack (with passenger) The Lynx's attack factors doubled duo to range and target yp Odds are 4 to 2 (2 to 1). Ger Marder unit at tacks Russ T-34c. Marder AF Is normal due to type. Ger 150mm Howitzer ick order to bring the. ‘Odds up to (and over) the required 1 t0 1 for Multiple Attack. Howit Use its full attack factor. The odds are 3210.9 Blot Is close enough to Lynx lls a"1"on the die forits attack, which 8 the halftrack (and its passenger 1d, Howitzor-PLUS-Marder get a “4 dievoll which means Ruse T-24e Is ispersed (lipped over, Security units must be treated 25 one combined defense factor (a total of 10, DF. Rus armored units combine their atack factors (total of 26). Tho odds are 26 to 10 (2 10-1). The odds ore raised to 3 to 1. Rus role 2.2" on the di, which is reduced to 4 "O" Result: Security units are destroyed. NOTE: The Russ armored units MUST stop on their respective Exit hexes. The EXIT HEX MUST "BE DIRECTLY OPPOSITE THE ENTRY HEX!

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