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Panzer

Kids e
Del u x

Easy Wargame Rules for Quick Tank Battles


With Optional Rules & Source Material
By Peter Schweighofer
(order #10106871)
(order #10106871)
Panzer Kids Deluxe
Easy Wargame Rules for Quick Tank Battles
With Optional Rules & Source Material
By Peter Schweighofer

“Prepare for the unknown by studying how others in the past


have coped with the unforeseeable and the unpredictable.”
—General George S. Patton, American tank commander (1885–1945)

© 2016 Peter Schweighofer, Griffon Publishing Studio

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Panzer Kids Deluxe Rules

Table of Contents
What Is A Miniature Wargame? ............ 4
What Will I Need To Play? .................. 4
Where Do I Find Pieces? .................... 5
Setting Up A Skirmish ....................... 6
The Board .................................. 6
The Pieces.................................. 7
Tank Card ...................................... 9
Turn Sequence ................................ 10
1. Movement ............................. 10
2. Combat ................................. 12
3. Casualties .............................. 15
Mind Your Manners ......................... 16
Optional Rules ................................ 17
Wrecks .................................... 18
Flanking Shots ........................... 19
Damage Effects .......................... 20
Close Range .............................. 21
Hull-Down Deployment ................ 22
Hull-Mounted Guns ..................... 23
Anti-Tank Guns .......................... 24

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Elite Units................................. 25
Roads ...................................... 26
Mine Fields ............................... 27
Objectives ................................. 28
Moving Objectives ...................... 29
Micro-Scale Panzers ......................... 30
World War II Tanks ......................... 31
Germany .................................. 31
Italy ........................................ 37
United Kingdom ......................... 38
France ..................................... 42
Soviet Union .............................. 45
United States ............................. 49
Research Your Own tanks .................. 54
Panzer Kids Scenarios ....................... 58
Tetrarchs in the Forest .................. 59
Vichy’s Last Charge .................... 61
Rommel at Arras ........................ 63
Hellcats at the Bulge .................... 65
World War II Timeline ...................... 67
Tank Stat Cards............................... 71
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Panzer Kids is a simple wargame played with miniatures to simulate


small tank skirmishes from World War II. These rules present
guidelines for playing tabletop tank battles with figures in 15mm
scale—about two inches long and an inch wide—starting with simple
rules simulating battlefield conditions. The first 16 pages cover the
basic rules for fights between tanks only. Advanced options offer
rules for attacks at close range, mission objectives, anti-tank artillery,
hull-down positions, and other concepts familiar to experienced
wargamers. Begin with the basic game; as players gain more
experience and familiarity they can then agree which optional rules
to add for greater depth of play.

What Is A Miniature Wargame?


A miniature wargame has components and rules like many other
familiar games. The “board” consists of a large space set up much
like a museum diorama, like a large piece of felt, blanket, or tablecloth
covering a table or floor space to represent the base terrain. Additional
props help to visualize forests, hills, rocks, swamps, and buildings.
The board changes depending on the mission, historical period, and
location.
Players take turns moving and attacking with their pieces, maneuvering
around and sometimes even hiding in the terrain to gain an advantage
over opponents.
These by no means serve as detailed simulation rules for World War
II tank engagements. They offer basic guidelines to provide newcomers
to historical miniatures wargaming—including kids seven years old and
up—a chance to quickly and easily enjoy the hobby.

What Will I Need to Play?


Like any board game you’ll need some components. For the board
you should use a large, clear space like a dining room table or a large
area of the floor. Here you can spread a cloth to represent the overall
terrain: green for temperate areas or tan for desert environments. Terrain

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pieces provide obstacles and cover. You can use plastic aquarium plants
from your local pet store can represent woods or an oasis. Building
blocks can serve as ruins. You can even make your own terrain from
construction paper or other craft supplies.
You’ll need some six-sided dice just like the ones found in many
board games. Markers like pennies, glass beads, or cotton balls can
serve to mark hits on tanks. Panzer Kids requires players to measure
distances to move their tanks or shoot at targets, so you’ll need a ruler,
yard stick, or tape measure with inches clearly marked.
You’ll also need some pieces in the form of appropriately sized tank
models....

Where Do I Find Pieces?


Tank models come in different sizes, from large plastic models to
smaller, unpainted miniatures. This game provides information for using
a popular scale: 15mm, or 1:100 to modelers. A tank at 15mm scale
typically measures two inches long and one inch wide. Many wargaming
companies manufacture 15mm scale tanks, most of which come unpainted;
gamers give them paint jobs that range from a basic coating of olive
green or desert tan to historically authentic color schemes and detailing.
The most popular manufacturers include Battlefront, which publishes
the Flames of War game (www.flamesofwar.com), and Old Glory, which
makes miniatures for the Command Decision game
(www.oldgloryminiatures.com). Hobby specialty stores often carry
miniatures for the games mentioned above, as well as prepared scenery
and other terrain pieces. Online web stores also allow people to order
miniatures and accessories for those seeking a more realistic look to
their games. Panzer Kids introduces the basic concepts behind these
more intricate wargames. If you need tank pieces you can make your
own counters on one-inch by two-inch cardboard. You might also find
toy tanks at this size in the die-cast car section of your local toy
department. You can also check out JuniorGeneral.org, a website for
young wargamers that provides a host of historically accurate “print-
and-play” pieces in both “top down” counter format or “stand-up”
configuration.

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Setting Up A Skirmish
“One does not plan and then try to make circumstances fit
those plans. One tries to make the plans fit the
circumstances.”
— General George S. Patton, American tank commander (1885–1945)

The basic Panzer Kids rules focus on tank battles in North Africa in
1941–1943. These skirmishes pit the major Axis powers of Germany
and Italy against the Allied forces of America and Great Britain. You
can also use these rules to simulate tank skirmishes on other fronts where
all-tank battles occurred, such as the Russian Front. Players choose
opposing sides and a number of tanks to command, typically the same
number on each side. If you want a more even fight, match the total
“cost” listed for the tanks as closely as possible. In the example below,
for instance, two Panzer III tanks cost 16 (8 each), fairly even with the
cost of three Crusader II tanks (5 each for a total of 15).
Example: Amy and Bill sit down for a game of Panzer Kids. Amy
wants to command two German Panzer III tanks, so Bill chooses
to field three British A15 Crusader II tanks.
Two opposing players can easily fight a tank skirmish, but additional
players can join in the action, too. Sometimes two players on the same
side command separate tanks or groups of tanks (called a “platoon”),
giving everyone a chance to play. The total number of tanks on each
side, however, shouldn’t change. For instance, two players each
controlling a German tank platoon (three tanks each) would face off
against one player controlling two British platoons (six tanks). During
World War II a platoon consisted of three to five tanks. Single massive
tanks like the German Tiger often formed their own one-tank platoon.

The Board
Miniature wargames use a table decorated with terrain props on which
players fight skirmishes. Sometimes players set up a mat on a large,
clear space on the floor. The size varies depending on available space,
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A sample set-up for a Panzer Kids game. Three British A 15 Crusader IIs
in the foreground face off against two distant German Panzer IIIs with
two stands of palm trees in between providing potential cover.

but an area of 4x6 feet works well. The play area typically consists of a
colored cloth or felt simulating the terrain type (tan for desert, white for
winter, green for temperate climates) with several props like hills, trees,
houses, walls, and other environmental and man-made features. Desert
operations typically include low, rocky hills, sand dunes, oases, and
small villages.
Players agree on 2–4 appropriate terrain pieces for a given environment
(for instance, no European villages in the desert…) and take turns placing
them around a center line dividing the table between sides. Make sure
they allow space for tanks to move and shoot around them.

The Pieces
Players determine among themselves or according to a pre-set mission
the number and types of tanks they’ll field in a skirmish. Players can

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assemble their forces based on available tank models, evening out each
side as best they can based on the total tanks available.
Example: Amy and Bill have amassed a collection of five German
Panzer III tanks and six British A15 Crusader II tanks. For their first
game trying out these rules, they decide to play with two Panzer III
tanks and three A15 Crusader II tanks as suggested in the rules
below. After playing the game several times with these squadrons
they feel ready to command larger forces. They agree to increase
the number of tanks to three Panzer IIIs and five A15 Crusader IIs.
Looking for quick ideas on tanks to use in a desert skirmish? Use one
of these combinations along with your own models or pieces. These are
typical of the tanks used in the North African desert during the campaigns
of 1942 and early 1943 as the British—and later American forces landed
during Operation Torch—battled the German armored units of the
infamous Afrika Korps.

Axis vs. Allies


2 Panzer IIIs vs. 3 A15 Crusader IIs
3 Panzer IVs vs. 3 M4 Shermans
1 Tiger vs. 3 A15 Crusader IIs
3 Panzer IIIs vs. 2 T-34s
3 M 13/40s vs. 3 A15 Crusader IIs
2 Panzer IVs vs. 3 M3 Stuarts
Players start with their pieces placed along their own edge of the
board, frequently opposite each other. (For an added challenge, deploy
forces in opposite corners of the table.)
Example: For their first skirmish, Amy places her two German
Panzer IIIs at the center of her side of the play area, each only
several inches apart. Bill, commanding three British A15 Crusader
IIs, spreads his forces out, placing one in each corner and a third
in the center of his side of the board.

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Tank Card
Each tank type in Panzer Kids comes with several values defining
a tank’s capabilities on the battlefield. The back of this book includes
a few cards already filled with values and blank cards to fill in stats
from the “Tanks of World War II” chapter.
Speed: This number represents the maximum inches a tank can
move during the movement part of a turn. You don’t have to move
the tank the entire distance if you don’t want to, but you cannot
move it farther
than this distance.
Range: The num-
Panzer III
ber listed here Speed 9”
shows the maxi-
mum inches a tank
Range 24”
can shoot. A tank Attack +4
has no chance to
Defense 7
hit targets beyond
this range. Cost 8
Attack: The plus
sign before this number indicates it’s added to a single six-sided die
roll to determine whether a tank hits its target. Regardless of this
number, rolling a 1 always misses and rolling a 6 always hits.
Defense: This number reflects a tank’s armor. To score a hit the
sum of an opponent’s die roll added to her tank’s “attack” value
must be higher than this number; if she rolls a 6 she scores an
automatic hit regardless of the target’s defense number and if she
rolls a 1 the shot automatically misses regardless of the attack total.
(Cost: This number allows players to easily compare tanks’
capabilities. The higher the number, the more powerful the tank.
Players use cost in advanced games to more carefully balance their
forces, making them as close as possible to make sure every player
has a fair chance of winning.)

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Turn Sequence
Once players set up the board and place their forces they’re ready to
begin the game. Each turn consists of three different parts played through
in order:
1. Movement: Everyone takes turns moving their tanks one at a time.
2. Combat: Everyone takes turns shooting with tanks that have targets
in sight and in range.
3. Casualties: Players remove any destroyed tanks from the field.

1. Movement
“The engine of the tank is a weapon just as the main gun.”
— General Heinz Guderian, German tank commander (1888–1954)

Beginning with the Allied player, each side takes turns moving one
tank until all units have moved. Lay a ruler or tape measure against the
tank’s front edge and move the piece so that edge comes up to the proper
value for its “speed” number (or any other distance less than the allowable
movement value). The player may turn it to face any direction but cannot
change its facing until the next time it moves.
Once one player completes a move for one tank, the other player gets
to move one of her tanks.
A player may decide a tank is not moving that turn. Instead of moving
it, he points to it and declares it’s not moving; this counts as his “move”
and his opponent gets to move one of her tanks next. If a player declares
that a tank is not moving he cannot go back later in the movement turn
and suddenly decide it’s moving.
Continue taking turns moving tanks (or declaring they’re not moving)
until all tanks have had a turn.
Example: Bill and Amy begin their first turn by moving their
tanks. Bill has three British A15 Crusader IIs with a 10-inch
movement score and Amy has two German Panzer IIIs with a
9-inch movement score. Bill, as the Allied player, moves one

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A German Panzer III can move 9 inches. Measuring from the front of the
tank, place the figure so the front of the tank is 9 inches in the desired
direction of movement.

of his tanks 10 inches first, moving toward Amy’s forces. Amy,


as the Axis player, moves second, bringing one of her tanks 9
inches onto the battlefield. Bill moves his second tank only 6
inches; Amy continues moving her second tank the full 9 inches.
Bill, however, decides to hold his last tank in reserve and—
pointing to it—tells Amy he’s not moving it this turn. Amy
acknowledges it and, having no more tanks to move herself,
moves on to the combat turn.
Tip: Try moving tanks so several can fire on one enemy tank in the
turn. Concentrate firepower to knock out enemy tanks quickly
and reduce their own ability to strike back.
Players may not move tanks through terrain features such as hills,
buildings, oases, minefields, or tank obstacles; they must move tanks
around these obstructions as far as their movement score allows. Tanks
ending their movement touching the edge of certain terrain that offers
cover from enemy tank shots—such as buildings, hills, and oases—gain
a “cover bonus” to defense scores during the combat phase.

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Example: An oasis stands in the direct path of one of Amy’s tanks.


Rather than moving 9 inches straight through the oasis, Amy must
turn her tank to go around the obstacle, preventing it from moving
forward toward enemy tanks as much as she would have preferred.
Tip: Ending a tank’s movement touching a terrain feature gives it
cover and a +2 bonus to its defense value if fired upon.

2. Combat
“Don’t fight a battle if you don’t gain anything by winning.”
— General Erwin Rommel, German tank commander (1891–1944)

Like the movement portion of the turn, the Allied player takes the
first action in combat. Each player takes turns shooting with one of their
tanks. A player chooses one of her tanks with a target in range and line
of sight, rolls a die and adds her tank’s attack value, trying to exceed the
target tank’s defense score and claim a hit.
Range: A target tank must be within the attacking tank’s range to come
under fire. For instance, a Crusader II has a range of 24 inches; any

The German tank A has a clear line of sight to British tank B, so it can
shoot it during the combat turn (and the British tank can shoot back).
Tank A cannot shoot tank C since the palm tree oasis blocks the line of
sight (and tank C cannot shoot tank A).

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German tank A is out in the open and does not gain a +2 cover bonus if
British tank B shoots at it. Tank B is considered in cover nestled against
the piece of terrain and gains a +2 bonus to its defense value if it comes
under fire from any tank.

enemy tanks within that range are valid targets, but tanks beyond 24
inches are out of range and cannot take fire from this particular tank.
Line of Sight: A target tank must also be within the attacking tank’s
“line of sight,” a straight line between both tanks uninterrupted by
obstacles including terrain features with any degree of height (buildings,
hills, oases) or other tanks. If you can see any part of a target from your
tank, you can shoot it.
Cover: A target next to cover (with at least one side touching the cover
terrain) yet still within line of sight gains a +2 bonus to its defense value
when under fire.
To fire on an enemy tank the shooting player rolls a six-sided die and
adds the result to his tank’s attack score. The total must exceed the target
tank’s defense score to hit. Rolling a 1 always misses and rolling a 6
always hits regardless of attack or defense values. To indicate a tank has
taken a hit, place a marker like a penny, glass bead, or cotton ball
behind the damaged tank.

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Players continue taking turns firing their tanks at valid targets until
all tanks on each side have taken their shots. Although each tank only
gets one chance to fire, target tanks can take hits from more than one
tank within range and line of sight
Example 1: As the Allied player, Bill gets to take the first shot
during the combat turn. He chooses one of his tanks nearest one
of Amy’s panzers. He measures the distance between the two to
make sure the target’s in his own tank’s range of 24 inches. Bill
makes sure the target tank’s within a clear line of sight of his own
tank, without any obstacles in the way. He notes that Amy’s tank
is not touching any obstacle that might provide cover (and hence
a bonus to her defense score). Amy’s Panzer III has a defense of
6, Bill’s A15 Crusader II has an attack bonus of +3; so he rolls
one die and gets a 5, adds the +3 for a total of 8, and beats the
panzer’s defense of 6. To indicate the hit Amy places a hit marker
just behind her tank.
Example 2: It’s Amy’s turn to shoot back at the tank that shot
her! She knows she’s within range (24 inches) and line of sight
to Bill’s tank; but during the movement turn he maneuvered his
A15 Crusader II next to an oasis, giving that tank a +2 cover
bonus to his defense value of 5...now Amy needs to beat a 7 to
hit Bill’s tank. She rolls one die, gets a 3, and adds her panzer’s
attack bonus of +4 for a total of 7. Since she doesn’t beat
Bill’s modified defense value of 7, she does not score a hit
against his tank.
Tip: If one tank can shoot another, the target tank has a clear line of
sight if it shoots back (but check for range and cover).

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3. Casualties
“You have only to play at Little Wars three or four times to
realize just what a blundering thing Great War must be.”
— H. G. Wells, writer (1866–1946)

Each tank can sustain up to three hits before it’s knocked out of the
game. At the end of each turn remove any tanks that have taken three or
more hits. Those with only one or two hits remain on the battlefield and
keep their hit markers in the next turn.
If each side still has tanks on the board at the end of the turn, start the
sequence again in a new turn, resolving movement, combat, and
casualties. If all tanks on one side have been eliminated, the surviving
side wins the skirmish!
Example: At the end of the first turn Amy’s Panzer III has one hit
marker on it...so it remains on the battlefield. If, however, it had
three hit markers, Bill would have destroyed it and Amy would
remove it from the table.

Tanks B and D each took one hit, which tank D adds to its tally of two hits
from a previous turn. During the casualty turn remove any tank with three
hits; players would remove British tank D, but tanks A, B, and C remain,
even though tank B has one hit. Tank B keeps its hit into the next turn.

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Mind Your Manners


“Always be tactful and well-mannered.... Avoid excessive
sharpness or harshness of voice, which usually indicates the
man who has shortcomings of his own to hide.”
— General Erwin Rommel, German tank commander (1891–1944)

Games of any sort assume players follow certain common-sense


courtesies to make sure everyone sees what’s going on in the game and
that nobody feels like someone’s cheating. When it’s your turn take
your time and communicate your intentions and actions to other players.
Point to the tank you intend to move and state clearly which of your
tanks is attacking a particular enemy tank. Declare how far your tank
moves as you measure for its movement. Make sure everyone agrees on
line of sight and range before making any attack rolls. State your tank’s
attack value—and ask your opponent to verify her tank’s defense value—
before rolling the die to determine whether you hit. Roll dice on a clear
portion of the table away from other tank pieces or terrain features; re-
roll any die skewed against anything on the table and re-roll any die that
skitters off the table. Leave rolled dice visible for a moment so all player
feel satisfied seeing the results.

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Optional Rules
The optional rules below offer small additions to the basic Panzer
Kids rules to reflect historical issues on the battlefield and enhance the
game. Some play important roles in the scenarios provided later. Once
new players have mastered the basic rules above, start by adding one
optional rule at a time to see how it affects the gameplay and battlefield
strategy. We’ve presented the optional rules below in order of how players
might best integrate them into their games. Players should both agree
which optional rules to use before they begin a game. Use them all or
use only a few.
Most optional rules also apply to self-propelled guns and anti-tank
guns (added within these optional rules themselves) except in a few
notable cases. Most optional rules naturally work well with others, though
a few exceptions exist. For instance, “Flanking Shots” against anti-tank
guns do not gain a bonus since they’re dug in. They’re also not subject
to “Damage Effects,” though such effects can still influence performance
for tanks and self-propelled guns.

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Wrecks

Instead of removing a destroyed tank, leave the miniature on the


table with some kind of marker (like cotton-ball smoke or a blast token)
to indicate it’s now a burning wreck. The wreck functions as an obstacle
to movement and a terrain feature blocking line of sight; any tank adjacent
to a wreck gains a +2 defense bonus for using it as cover.
Example: Amy destroys two of Bill’s British A15 Crusader tanks
in one turn. Bill leaves them on the battlefield with smoke markers
indicating they’re destroyed; his sole remaining tank can now use
those (and the nearby oases) as cover if he moves alongside them.

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FlAnking shots
Shooting a tank from behind the target model’s leading edge reduces
the target’s defense value by 2. The attacking model must be completely
behind the target model’s leading edge to gain this advantage.
Historically tank armor was weaker on the sides and rear, more so on
self-propelled guns, with the most armor reinforcing the front to better
survive head-on confrontations with other tanks.
Example: Two of Bill’s A15 Crusaders have clear shots on one of
Amy’s Panzer IIIs. British tank A in front of the Panzer III shoots
against the target’s standard defense of 9; British tank B behind
the front edge of the Panzer III must beat a defense value of 7 with
its attack roll since it is attacking the flank or rear of the enemy
tank where its armor is weaker.

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DAmAge eFFects

When tanks take damage their capabilities gradually decrease.


Upon taking its first hit, a tank suffers a –2 penalty to attack rolls
(though a die result of 1 still misses and a 6 always hits).
After taking its second hit, the tank’s speed is reduced by half (rounded
up); so a tank with a 9" speed with two hits suffers a –2 penalty to attack
rolls and only moves 5".
As complex combat machines, tanks had to stay in excellent working
condition to function. Damage sustained in battle often caused machinery
to malfunction, limiting the effectiveness of guns and engines.
Example: One of Amy’s Panzer IIIs takes a hit; the damage reduces
its attack value of +4 to +2. The next hit will reduce its speed
from 9" to 5"; its attack value remains reduced at +2.

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close rAnge
Tanks within 6" or less gain a +2 bonus to their attack value; any
hits they make inflict 2 points of damage instead of 1. Remember tanks
with three hits aren’t removed until the casualty phase after everyone’s
had a chance to attack.
Example: Amy and Bill’s tanks each have one hit and are 4"
apart after they’ve moved. Each can now take a shot at the other
with a +2 bonus to their attack values. Amy rolls a 1 and
automatically misses even though her total attack value (+4
plus the +2 bonus +1 from the roll) beats the defense value of
5 for Bill’s tank. Bill rolls a 3 and beats Amy’s tank’s defense
value of 7 (+3 for his tank’s attack value plus the +2 bonus and
+3 from the die roll), inflicting 2 hits, enough with the existing
hit to destroy it.

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hull-DoWn Deployment

During set-up a player may choose to place a tank in a prepared


position offering cover, known as being “hull-down.” The tank must sit
behind some kind of temporary terrain feature offering cover yet still
allowing for a line of sight for attacks, such as a trench or sandbag
marker. As long as such hull-down tanks do not move, they gain a +4
bonus to their defense score when attacked. They lose this bonus the
moment they move from the hull-down position, though they can use
other terrain features to gain a +2 defense bonus later.
Although tank battles in North Africa frequently ranged over the
desert terrain, opposing forces sometimes dug in along defensive lines.
Here tanks used hull-down positions to support other defenses, leaving
them the option to quickly advance or retreat if necessary. In Northwest
Europe German tanks on the defensive sometimes used such prepared
positions in forests or ruined towns.
Example: Bill wants one of his A15 Crusader tanks to start in a
hull-down position. He places this tank on the battlefield with a
simple marker simulating sand bags along its front edge. As long
as that tank doesn’t move, it’s normal defense value of 5 becomes
9. Should Bill move the tank, that tank loses the +4 hull-down
bonus and it cannot return to hull-down status.
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hull-mounteD guns
Self-propelled guns and a few tanks (notably the M3 Lee) have guns
mounted in the hull instead of a fully rotating turret. These weapons
have a field of fire limited to enemy units in front of a line extending
from the vehicle model’s leading edge; enemy units to the sides or rear
cannot come under fire from that gun.
As the war progressed armies deployed heavier, hull-mounted guns,
particularly as tank destroyers. Unfortunately the large size of such a
weapon prevented it from sitting within a turret that could traverse the
entire 360-degree arc of fire, limiting targets to those in front of the self-
propelled gun.
Example: Bill is fielding an M3 Lee tank with a 37mm gun in a
turret and an impressive 75mm gun mounted in the hull. Two of
Amy’s Panzer III tanks are within range, tank A in front of the M3
Lee and tank B behind the forward edge of Bill’s tank. He can
shoot German tank A in front of him with the 75mm gun, but can
only use the the 37mm gun against German tank B behind him...and
he can only make one attack. He chooses to shoot the more powerful
gun at German tank A and hopes tank B behind him misses.

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Anti-tAnk guns

Players may deploy non-moving anti-tank guns to provide additional


defensive firepower during a game. Place such guns behind sandbag or
entrenchment markers to indicate that they benefit from cover and “hull-
down” positions (these bonuses are already factored into their defense
stat). Such guns have a field of fire limited to enemy units in front of a
line extending from the gun model’s leading edge; enemy units to the
sides or rear cannot come under fire from that gun. (Some British anti-
tank guns make an exception to this field of fire rule; see “Tanks of
World War II” below.) Enemies shooting at the anti-tank gun from
behind this line get no bonus using the optional “Flanking Shots” rule.
Like tanks, anti-tank guns can take three hits before they’re destroyed.
Example: Bill has deployed two 6 pounder guns. They can fire at
any targets ahead of their forward edge, including German tank
A; however, Amy has maneuvered German tank B behind their
forward edge, so they cannot target that tank.
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elite units
Some tank units—either individual tanks or entire groups—gain
bonuses to their attack and/or defense values based on their past battlefield
experience. Elite tanks gain +2 to attack, +2 to defense, or +1 to each
value. These bonuses add to the “cost” so players can use elite units to
more closely match forces for a skirmish. Make sure units with elite
bonuses are clearly marked on the table with a token or other marker
indicating the bonus. Elite crews for anti-tank guns can only take the +2
attack bonus since they cannot take advantage of mobility in evading
enemy fire. A tank or self-propelled gun’s elite +2 attack bonus does
not factor into rolls for traversing mine fields (see “Mine Fields” below).
During the war some tank commanders gained fame leading units
and destroying numerous enemy tanks.
Example: Amy is fielding 3 German Panzer III tanks for a total
cost of 24 (each has a cost of 8). Bill has 4 British A15 Crusader
II tanks for a total cost of 20 (each as a cost of 5). To more closely
balance out these opposing forces they agree that two of Bill’s
tanks are elite; he chooses to give both a +2 attack bonus and
puts a special marker next to two of his tanks to remind everyone
of their bonus.

+1 +1
Attack Defense

+2 +2
Attack Defense

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roADs

Tanks beginning the turn on a road may traverse the road at double
their speed value as long as they move along the road. Tanks do not gain
this bonus if they enter or leave the road partway through their movement
or if they cross it.
Example: Bill’s trying to move his two A15 Crusader tanks across
a battlefield with a road cutting through it. British tank A is on a
road and tank B is not. Tank A may move along the road up to
20" (double its usual 10" speed), but it may not leave the road.
Since it does not start the turn on the road, Tank B can only move
10" even if it crosses the road or makes part of its move along the
road.

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mine FielDs
Instead of treating mine fields as impassable terrain features, players
may choose to allow tanks to travel through designated mine field areas.
During the movement phase, players roll one die for each tank spending
any part of its movement in the mine field; they must roll greater than or
equal to that tank’s unmodified attack bonus or suffer one hit (with a
result of 1 always incurring a hit and a result of 6 allowing safe passage
through the mine field).
Mine fields, especially in North Africa, served to limit movement
across the desert, particularly in front of defensive positions.
Example: Amy’s German Panzer III with an attack value of +4
ends her move inside a minefield. She rolls a die and gets a 5,
greater than or equal to her tank’s attack value, and does not take
a hit; however, because she stopped in the middle of the mine
field, she must make the roll again the next time that tank moves.
Bill’s British A15 Crusader II with an attack value of +3 moves
across a mine field, beginning and ending his turn just outside its
boundaries. He rolls a die and gets a 1; because it’s less than his
attack value and an automatic failure, that tank takes one hit.

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objectives

To make games more interesting give one side an objective marker to


place no closer than 12" from their end of the game table. The player
defending the objective gets one extra anti-tank gun to place no closer than
4" from the objective. To capture an opponent’s objective a player must
maneuver a tank or self-propelled gun alongside the marker and remain
there without moving or shooting for one full turn before winning the game,
regardless of how many tanks remain on each side. Objectives include
ammunition dumps, fuel depots, command posts, bridges, or particularly
important terrain features. Use markers or terrain pieces 1–3 inches on each
side. Since these serve as useful battlefield objectives for both sides (either
to capture or defend), simply destroying them is not an option. If a unit fires
on a tank alongside an objective and rolls a 1, it destroys both the tank and
the objective; in this case capturing an objective becomes impossible and the
game ends in a draw; neither side can declare victory.
Example: Bill uses an objective in his next game. He selects a fuel
dump to place 12" from his side of the table, then picks a British 6
pounder anti-tank gun to place 5" in front of the fuel dump. Amy
attacks with her regular compliment of German tanks and Bill defends
with his British tanks. After several turns one of Amy’s Panzer IIIs
maneuvers behind the anti-tank gun’s forward fire arc and moves
alongside the objective. She captures the objective and wins the
game if that tank survives the next turn without moving or firing.
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moving objectives
Instead of using a static objective, use one that moves. Give one side
several transports to place no closer than 12" from their end of the game
table and along one side; the defending player also gets one additional
tank to add to his forces. During the game the trucks must move from
their starting side across the battlefield and off the opposite side. The
defender gains one point for each truck he evacuates while the attacker
gains one point for each truck she destroys. Trucks may move 14" each
turn and have a defense value of 3; like other units they take 3 hits
before they’re destroyed.
Truck
Speed: 14" Range: – Attack: – Defense: 3 Cost: –
Example: British forces are evacuating an oasis in the face of
German armored advance. Bill sets up his trucks 12" from his
end of the table on one side; he must move the trucks off the other
side of the table across the path of the German attack. He deploys
his A15 Crusader IIs to delay or stop Amy’s German Panzer IIIs
while his trucks dash for safety.

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Micro-Scale Panzers

Panzer Kids Deluxe assumes players are using 15mm scale tank models
or pieces. Sometimes this takes up too much space for play and storage.
Micro-scale tanks (about 6mm) can operate on a much smaller playing
field—three feet to a side—and offer the same kind of enjoyment as a
15mm game. They’re much easier to paint, so fielding several tank units
doesn’t seem so daunting. All the same rules for Panzer Kids Deluxe
apply, just read measurement values in centimeters (cm) rather than
inches. For instance, a German Panzer III with a move of 9" and range of
24" would instead have a move of 9cm and a range of 24 cm. Micro-scale
tank miniatures can function on their own or glued to a slightly larger base
for easier handling. In this case use the base edge for measuring movement
and range, finding the leading edge for hull-mounted guns and anti-tank
guns, and for determining whether a tank can fire at a target by line of sight.
Finding 6mm micro-scale tank miniatures might prove challenging.
Perhaps the most popular manufacturer of such figures is GHQ
(ghqmodels.com). They make an extensive range of miniatures
categorized by nationality. For around the price of one 15mm tank model
players get five at 6mm scale. CinC (pfc-cinc.com ) also makes micro-
scale tank miniatures in packages of 3–6 vehicles at affordable prices.
Searching the internet or inquiring at hobby stores might provide other
resources for micro-scale tanks.

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World War II Tanks


The basic rules provided four Axis and four Allied tanks on cards to
cut or print out and reference (also included in the deluxe edition). Here
you’ll find a list of the primary tanks, self-propelled guns, and anti-tank
guns of World War II fielded by the major combatants. You can use the
blank tank cards at the back of this book to fill out cards for tanks based
on these stats for handy reference at the game table. You can also find a
sheet of blank tank cards you can print and trim at the Griffon Publishing
Studio website, griffonpubstudio.blogspot.com.
Most tank models often had slight variations as new developments
improved performance and armor; each tank listed here represents the
generalized capabilities available during the war. Stats provided reflect
the most numerous versions of a weapon produced during the war;
additional notes indicate stat adjustments for significant variants. The
dates after the tank name in the stats indicate the years it was actively
used on the battlefield (though sometimes they saw earlier service).

Germany
Nazi Germany started re-arming itself after Hitler came to power in
1933 and began quietly circumventing prohibitions against rearmament
established by the Versailles Treaty after the great war of 1914-1918. In
the years leading up to World War II German industry concentrated on
further improvements on tanks with an eye toward the blitzkrieg strategy:
military attacks coordinating infantry, armor, and aircraft in lightning
strikes against enemies. Early focus on rearmament enabled German
manufacturers to engineer new tank designs throughout the war, often in
response to enemy weaponry.

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Panzer III
One of the early mainstays of the German armed forces, the Panzer
III took part in the invasions of Poland, France, and Russia and saw
action in North Africa. It was quickly surpassed in performance by the
Panzer IV but still saw extensive service. The stats here represent the
models released after June 1940; for Panzer IIIs used in engagements
before then reduce the attack value to +3 for the 37mm gun.
Panzer III (1938–1943(
Speed: 9" Range: 24" Attack: +4 Defense: 7 Cost: 8

Panzer IV
This tank formed the backbone of German armored forces, especially
against the more powerful tanks the Soviet Union fielded on the Eastern
Front. It saw extensive action in all theaters. The version below accounts
for the additional armor plating or “skirts” around the sides beginning in
1943; reduce the defense to 7 for earlier models.
Panzer IV (1938(
Speed: 11" Range: 30" Attack: +5 Defense: 8 Cost: 11

Panzer 38(t(
When Germany annexed all of Czechoslovakia in 1939 it took control
of the nation’s arms factories, including those producing tanks. It
redesignated the Czech light tank LT-38 as the Panzer 38(t) (the “T”
denoting tschech, or “Czech”) and put it in German service. The basic
chassis served as the basis for a line of German panzers manufactured in
the annexed nation, all with the “38(t)” designation. It saw combat service
in the invasions of Poland, France, and Russia. Later models (after 1940)
possessed more front armor, increasing the defense stat listed below to 6
and the cost to 7.
Panzer 38(t( (1939–1942(
Speed: 10" Range: 24" Attack: +3 Defense: 5 Cost: 6

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Panzer VI Tiger
Perhaps the most formidable and feared German tanks of World War
II, the Tiger fielded an impressive 88mm gun on a heavily armored hull.
The stats provided here reflect the earlier model Tigers; for versions
released in 1944 and afterward, dubbed the Tiger II or Königstiger (“King
Tiger”), use a defense value of 15 and a cost of 19.
Panzer VI Tiger (1942(
Speed: 8" Range: 36" Attack: +6 Defense: 12 Cost: 17

Puma
This eight-wheeled armored car sported a turret fitted with a variety
of weapons. Although faster than tracked tanks it lacked substantial armor.
The stats below reflect its most common armament, a 50mm cannon;
however, after the Allied invasion of Normandy Hitler ordered it fitted
with a 75mm gun (with an attack value of +5 and a cost of 7) as a fast
tank hunter.
SdKfz 234 Puma (1942(
Speed: 18" Range: 24" Attack: +4 Defense: 5 Cost: 6

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Panzer V Panther
Designed to stand up to more powerful Soviet tanks, the Panther was
a medium tank that served with both the Panzer IV and the Tiger tank
during the mid and late war years. Although designated as a Panzer V,
it became operational after the Panzer VI Tiger.
Panzer V Panther (1943(
Speed: 11" Range: 30" Attack: +5 Defense: 10 Cost: 13

Self-Propelled Guns
Marder
When German armies began the invasion of the Soviet Union in June
1941 (Operation Barbarossa) Russian tanks proved more than a match
for Panzer IIIs. The Marder self-propelled guns were built on converted
tank chassis to meet this threat. Unlike later purpose-built tank hunters,
the gun was housed in a open-topped armored superstructure.
Marder (1942–1944(
Speed: 10" Range: 24" Attack: +5H Defense: 5 Cost: 7

Nashorn
A more formidable mobile anti-tank weapon than the Marder, the
Nashorn (“rhinoceros” in German) fielded an 88mm gun in the same
style of vulnerable, open-topped armored superstructure. It saw extensive
use on the Eastern Front against more formidable Russian tanks.
Nashorn (1943(
Speed: 10" Range: 36" Attack: +6H Defense: 6 Cost: 11

“ III
Sturmgeschutz
Originally intended as an infantry support assault gun, the
Sturmgeschütz III filled the role of a tank killer later in the war, first on
the Eastern Front against the daunting Soviet tanks and later on the
Western Front against invading Allies. The model here represents the
version modified for the tank-hunter role.

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Sturmgeschutz III (1942(


Speed: 10" Range: 24" Attack: +5H Defense: 8 Cost: 11

Jagdpanther
Built on the imposing chassis of the Panther, this tank used its 88mm
gun to move around the battlefield and take out other tanks. The sloping
armor and lack of a vulnerable turret helped make this one of the most
successful tank hunters of the war.
Jagdpanther (1944(
Speed: 11" Range: 36" Attack: +6H Defense: 9 Cost: 14

Jagdtiger
Although far less numerous as its Jagdpanther cousin, this tank’s
128mm gun was one of the largest weapon the Germans could effectively
field in tank-to-tank combat.
Jagdtiger (1944(
Speed: 8" Range: 36" Attack: +7H Defense: 16 Cost: 22

Anti-Tank Guns
Pak 36
This earliest of the German anti-tank guns (“Panzerabwehrkanone”)
first saw action in the Spanish Civil War, where it performed well; but
the 37mm gun wasn’t powerful enough against British and French tanks
during the invasion of France in May, 1940. It saw some service in the
initial invasion of the Soviet Union and was soon replaced by the Pak 36.
Pak 36 (1936–1941(
Speed: – Range: 18" Attack: +3H Defense: 7 Cost: 6

Pak 38
This improved version of the German anti-tank gun was not ready
not in time for the invasion of France but deployed against Russian tanks

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in June, 1941. It held its own until the more powerful 75mm Pak 40
came into service in early 1942, though the Germans continued using it
on all fronts until the end of the war.
Pak 38 (1941(
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8

88mm Flak
One of the most feared weapons of all the war, the 88mm flak cannon
could serve as an anti-aircraft gun and yet depress its elevation low
enough to serve as an anti-tank gun. Germans used the gun to good
effect during the Spanish Civil War. The presence of the dreaded “88s”
dominated any battlefield where they were deployed in support of troops
and tanks.
88mm Flak (1936(
Speed: – Range: 36" Attack: +6H Defense: 7 Cost: 12

Pak 40
The 75mm Pak 40 anti-tank gun became the German army standard
in 1942, replacing smaller 37mm and 50mm guns that saw action during
the invasions of Poland, France, and Russia.
Pak 40 (1941(
Speed: – Range: 30" Attack: +5H Defense: 7 Cost: 10

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Italy
The Italians initiated hostilities in North Africa with their invasion of
British-held Egypt in September 1940. Thus began several years of Axis
and Allied forces crossing Cyrenaica (today’s Libya) in fast desert tank
battles and entrenched stalemates. After the arrival of Rommel’s Afrika
Korps the two major Italian armored divisions formed weak links in the
overall German strategy.

M 13/40
The M 13/40 formed the core of Italian armored units in North Africa.
At first this proved an even match for British tanks at the time, but as the
war continued, Allied innovations overwhelmed Italy’s older tanks.
M 13/40 1940
Speed: 15" Range: 24" Attack: +3 Defense: 6 Cost: 6

Self-Propelled Guns
Semoventi 75/18
This assault gun originally provided artillery support but proved
effective as a self-propelled anti-tank gun in North Africa alongside the
frequently outclassed M 13/40 tanks. By 1942 it was the only weapon in
the Italian arsenal capable of standing up to British tanks.
Semoventi 75/18 1941
Speed: 7" Range: 24" Attack: +5H Defense: 6 Cost: 8

Anti-Tank Guns
Cannone 47/32
An Austrian-designed gun, the 47/32 served as Italy’s primary anti-
tank and close-support gun. Its 47mm gun size became less effective
against larger tanks in the war’s later years.
Cannone 47/32 1940
Speed: – Range: 24" Attack: +4 Defense: 7 Cost: 8

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United Kingdom
The pioneers of tank warfare since the Great War, Britain and its
Commonwealth allies fielded a long list of tanks throughout World War
II. Some were designed for specific roles, such as infantry support or
fast “cruiser” tanks, others came from the Lend-Lease program and
were British versions of American tanks (such as the M3 Stuart, M3
Lee, and M4 Sherman, found in the section on tanks from the United
States below). British tanks saw extensive service in the open deserts of
North Africa and also played key roles in the Allied advance across
Western Europe in 1944 and 1945.

A13 Cruiser
This upgraded version of the cruiser tank design remained the most
numerous in service in the early war years. Although some fought the
German onslaught in France in May, 1940 (abandoned with the British
retreat across the English Channel), it saw extensive use on the battlefields
of North Africa. The A13 was phased out with the introduction of the
Crusader tanks.
A13 Cruiser 1939–1941
Speed: 12" Range: 24" Attack: +3 Defense: 5 Cost: 5

Matilda
The first of a line of “infantry tanks” intended to support non-
mechanized troops, it served in tank battles both in France and North
Africa, most notably the British counterattack against the German flank
at Arras, France, in May 1940. Its two-pounder 40mm gun was soon
obsolete against more powerful weapons, though it fought admirably
against less reliable Italian tanks in the North African desert. They were
slow yet reliable fixtures on early and mid-war battlefields.
Tank Name 1939–1943
Speed: 6" Range: 24" Attack: +3 Defense: 6 Cost: 6

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Valentine
The Valentine saw extensive service in North Africa despite its soon
obsolete two-pounder 40mm gun. Although later fitted with more
powerful 57mm and 75mm guns, these modified versions saw little action
as more advanced tanks had reached armored units before newer
Valentines came off production lines.
Valentine 1941–1944
Speed: 6" Range: 24" Attack: (3 Defense: 6 Cost: 6

A15 Crusader II
The successor to the A13’s cruiser tank design, the A15 Crusader
saw extensive service in the North African desert, forming a key
component of British armored divisions alongside the American M3 Lee
(which, along with the M4 Sherman, eventually replaced the A15). An
up-gunned version, the Crusader III, saw service in 1942–1943; increase
the attack value and cost by +1 from the stats below.
A15 Crusader II 1941–1942
Speed: 10" Range: 24" Attack: +3 Defense: 5 Cost: 5

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Cromwell
Although an earlier version mounted a six-pound 57mm gun, most
Cromwells in service sported a 75mm cannon. They first saw action in
the D-Day landings and subsequent action in June 1944. The Cromwell
had perhaps the best speed of any cruiser tank, enabling it to outflank
slower German tanks.
Cromwell 1943
Speed: 15" Range: 24" Attack: +5 Defense: 6 Cost: 8
Comet
Britain’s final entry in the cruiser line didn’t reach battlefields in
Western Europe until the final months of the war as Allied forces pushed
into Germany itself.
Comet 1945
Speed: 11" Range: 24" Attack: +6 Defense: 7 Cost: 10
Churchill
The final infantry tank model saw several improvements during its
operational life, most notably the six-pounder 57mm gun on Churchill
IIIs in action in North Africa replaced by a 75mm gun for Churchill
VIIs in service in Italy and Western Europe.
Churchill III 1942
Speed: 7" Range: 24" Attack: +4 Defense: 7 Cost: 8
Churchill VII 1944
Speed: 7" Range: 30" Attack: +5 Defense: 9 Cost: 10
Tetrarch
Although developed by 1941, this light tank remained mothballed
while other medium tanks confronted more daunting enemy armor.
The British used them in 1944 during the D-Day invasion, when purpose-
built Hamilcar gliders brought the light tanks into Normandy for limited
use, but they were soon replaced by more powerful British tanks.
Tetrarch 1944
Speed: 20" Range: 24" Attack: +3 Defense: 5 Cost: 5

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Self-Propelled Guns
Archer
A late-comer to the war, Britain’s self-propelled anti-tank gun served
in Italy and Western Europe. It sported a strange configuration with the
gun pointing toward the rear enabling the driver to retreat forward and
displace when necessary (so the Archer’s hull-mounted gun can shoot
targets in front of a line drawn across its rear side). Firing the powerful
76.2mm gun required the driver to vacate his position; in the game the
Archer may either move or shoot in a turn, but cannot do both.
Archer 1944
Speed: 8" Range: 30" Attack: +6H Defense: 5 Cost: 9

Anti-Tank Guns
2 Pounder Gun
England left many 2 pounder anti-tank guns behind in France after
the German invasion, but replaced them quickly fearing an Axis attack
of the British isles, delaying manufacturing of the heavier 6 pounder
gun. It later saw extensive use in North Africa, where it was occasionally
mounted on the back of a truck as a mobile anti-tank gun. The carriage
allowed it to turn and engage targets in a full 360-degree fire arc (thus
the attack value below lacks the “H” designation, enabling it to fire in
any direction).
2 Pounder Gun 1936
Speed: – Range: 24" Attack: +3 Defense: 7 Cost: 8
2 Pounder Portee
Speed: 14" Range: 24" Attack: +3 Defense: 3 Cost: 3

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6 Pounder Gun
The primary British anti-tank gun during the middle of the war, this
57mm weapon entered active service in April, 1942, in North Africa,
replacing the often-underpowered 2 pounder gun.
6 Pounder Gun 1942
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8
6 Pounder Portee
Speed: 14" Range: 24" Attack: +4H Defense: 3 Cost: 3

17 Pounder Gun
The 17 pounder was a 76.2mm anti-tank gun designed specifically to
meet the challenge of heavily armored German tanks, particularly the
Tiger first encountered in Tunisia. It proved the most effective British
anti-tank gun for the remainder of the war.
17 Pounder 1943
Speed: 14" Range: 30" Attack: (6 Defense: 7 Cost: 11

France
In the pre-war years France’s military designed a host of tanks for
various roles both defending home and protecting its numerous colonial
interests abroad. The nation’s tanks were well-designed for dealing with
anticipated opponents at the start of the war but no match for the ever-
advancing German war machine. After France’s surrender to Germany
in June, 1940, most remaining tanks saw service guarding colonial
installations or were converted as tractor transports in the German army.
Vichy France had no resources or need to develop new tanks, self-
propelled guns, or anti-tank weapons.

Somua S-35
Designed for speed like the British cruiser tanks, this medium tank
had enough firepower and armor to take on enemy tanks in the German
blitzkrieg. Many believed it one of the best tanks at the start of the war,

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though French commanders failed to deploy them efficiently enough to


meet the threat of German armored invasion in May 1940.
Somua S-35 1936
Speed: 10" Range: 24" Attack: +4 Defense: 8 Cost: 9

Renault R-35
This light, infantry support tank was the most numerous tank in the
French arsenal when war broke out. Unfortunately engineers based its
design on the slower-moving infantry and tank strategies of the previous
war. In 1940 the gun was upgraded to a more powerful 37mm cannon
more capable of serving as an anti-tank weapon (for the R-40 increase
the range to 24" in the stats below). They fought in the Battle of France
and in several skirmishes with Allied tanks in Operation Torch.
Renault R-35 1936
Speed: 5" Range: 18" Attack: +3 Defense: 5 Cost: 4

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Hotchkiss H-35
Developed simultaneously as the R-35, the original Hotchkiss H-35
had a similar design with slightly greater speed and armor. An improved
version produced in early 1940 fielded a more powerful 37mm gun
(increase the range to 24" in the stats below). The H-35 was the second
most numerous French tank at the beginning of the war. They fought in
the Battle of France and in several skirmishes with Allied tanks in
Operation Torch.
Hotchkiss H-35 1937
Speed: 9" Range: 18" Attack: +3 Defense: 7 Cost: 6

Char B-1bis
Originally designed as a heavy battle tank to punch through enemy
fortifications, destroy tanks, and break through the lines to allow for
infantry thrusts, the Char B-1bis fielded a hull-mounted 75mm howitzer
and a 47mm turret-mounted cannon. The tank fought in the Battle of
France, where it was well-matched in firepower and armor against German
tanks but often outmaneuvered given its slow speed.
Char B-1bis 1937
Speed: 7" Range: 24" Attack: +4/+5H Defense: 9 Cost: 11

Anti-Tank Guns
47mm APX
Although positions in the Maginot Line mounted a similar cannon,
the 47mm APX anti-tank gun saw very little action on its own during the
fast-moving Battle of France. French commanders depended more on
tank-mounted ordnance to counter the swift-moving German blitzkrieg.
47mm APX 1937
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8

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75mm Field Gun


The French modified some First World War-era 75mm field guns in
the 1930s, enabling them to fire anti-tank shells. These suffered from
the same lack of mobility in the fluid situations during the German invasion
of France.
75mm Field Gun 1933
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8

soviet union
A latecomer to the tank development scene, the Soviet Union began
seriously looking at tank design in the 1920s, primarily purchasing models
from other countries and seeking to adapt them with original
improvements. Like other countries, development sought different models
and technologies for different purposes, resulting in numerous models
that weren’t quite as effective against the initial German offensive in
June 1941. The surprise attack and Russia’s ideological purges of the
military by the Communist government hobbled the initial response,
enabling the German blitzkrieg to make great gains in the opening months
of Operation Barbarossa. Lend-Lease tanks from America and England
bolstered some of the ranks, but the mighty Soviet industrial machine
quickly rose to meet the challenge, designing and producing in astounding
numbers new tanks capable of meeting and overcoming the threat of
German armor.

t-26
The most numerous Soviet tank at the time of the German invasion,
this light tank had a slow speed and minimal armor compared to the
Panzer IIIs of the blitzkrieg. Build on a modified British Vickers design,
the tanks saw early successes in the Spanish Civil War against Nationalist
tanks armed only with machine guns. By 1941, however, the tanks were
worn down and becoming obsolete, soon to be replaced by the T-38.
t-26 1933–1944
Speed: 8" Range: 24" Attack: +3 Defense: 5 Cost: 5
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t-34
Perhaps the best tank of the war, the T-34 incorporated a large 76.2mm
gun, substantial armor, and an engine capable of providing the medium
tank with good speed. Encounters with T-34s motivated the Germans to
develop and deploy more powerful anti-tank weapons on the Eastern
Front. Although they performed well in the initial stages of Operation
Barbarossa, many T-34s were lost, with replacements gradually coming
from the vast Soviet industrial base. In 1944 the main design was modified
to mount an 85mm gun and increase armor (modifying the defense listed
below to 11 and the cost to 15). The T-34 remained the most numerous
and effective Soviet tank of the war.
t-34 1941
Speed: 12" Range: 30" Attack: +6 Defense: 8 Cost: 12
kv-1
Like the T-34, the KV-1 heavy tank surprised German forces in the
initial stages of Operation Barbarossa. Its heavy gun and armor made it
a formidable opponent, even in the small numbers available at the time
(compared to the more numerous T-26s and T-34s). It continued to bolster
Soviet forces until the emergence of the IS-2 heavy tank in 1944.
kv-1 1940
Speed: 8" Range: 30" Attack: +6 Defense: 11 Cost: 15
t-70
Although the Soviets considered light tanks obsolete by 1942, the
T-70 still reached production and served both infantry support and
reconnaissance roles.
t-70 1942
Speed: 11" Range: 24" Attack: +3 Defense: 8 Cost: 8

is-2
Dissatisfaction with the slow KV-1 and a need to meet more powerful
German tanks on the Eastern Front drove Soviet engineers to develop a
new heavy tank. The resulting IS-2 fielded a 122mm gun on a heavily

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armored chassis capable of engaging German tanks like the Tiger and
Panther. They served primarily in attack roles, assaulting enemy positions
and blasting holes in the line through which infantry and faster T-34
tanks could pour and exploit the breach.
is-2 1944
Speed: 9" Range: 36" Attack: +7 Defense: 16 Cost: 22

selF-propelleD guns
su-76
This anti-tank and infantry support gun was built on the chassis of the
T-70 light tank. It filled an early need for mobile artillery using existing
materials, earning great admiration from the infantry it reinforced, but
suffered from lighter armor against a new generation of more powerful
German tanks.
su-76 1942
Speed: 10" Range: 30" Attack: +6H Defense: 6 Cost: 10

su-85
Converted from a heavier self-propelled howitzer built on a T-38
tank chassis, the SU-85 fielded a powerful 85mm anti-tank gun in direct
response to the heavily armored German Tiger. Although production
ended in 1944 in favor of more powerful tank killers, it continued to
serve on the Eastern Front until the war’s end.
su-85 1943
Speed: 13" Range: 30" Attack: +6H Defense: 8 Cost: 12

su-100
This dedicated tank destroyer increased the gun size and armor over
its predecessor, though it arrived from production only in time to serve
in the final year of the war.
su-100 1944
Speed: 11" Range: 36" Attack: +7H Defense: 9 Cost: 15

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Anti-tAnk guns
45mm Anti-tAnk gun m1937
The most numerous Soviet anti-tank gun in service when the
Germans invaded, it proved inadequate in dealing with the enemy’s
superior medium tanks of the time. What wasn’t lost in combat was
phased out in favor of newer, more powerful guns later in the war,
including a 45mm version in 1942 (for this version increase the range
in the stats below to 24").
45mm Anti-tAnk gun m1937 1937
Speed: – Range: 18" Attack: +3H Defense: 7 Cost: 6

76mm DivisionAl gun m1942


This upgraded version of an earlier model field gun of the same size
initially suffered from in-fighting and indecision within the Soviet military
bureaucracy. Production in 1942 initially prevented the 57mm anti-tank
gun from entering service (see below), dooming troops to rely on the
underpowered 45mm gun. Eventually the 76mm gun served in both an
anti-tank role and as artillery support for infantry.
76mm DivisionAl gun m1942 1942
Speed: – Range: 30" Attack: +6H Defense: 7 Cost: 11

57mm Anti-tAnk gun m1943


Plans to replace the 45mm gun with a 57mm version were halted
early in production due to high costs. The Soviet war machine focused
its precious factory resources on the larger 76mm division gun (see above)
as artillery to support the infantry while army units waiting for the 57mm
anti-tank gun received outdated or upgraded 45mm guns (as above). In
1943, when the Germans began fielding heavily armored Tiger and
Panther tanks, the Soviets put the 57mm gun back in to anti-tank service
since the 45mm guns proved ineffective.
57mm Anti-tAnk gun m1943 1943
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8
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100mm FielD gun m1944


Ever improving ordnance to meet new German tank development,
the Soviets developed the 100mm cannon from the design of a naval
gun. It served in an anti-tank role (as a standalone gun and mounted on
the SU-100 tank destroyer) and as artillery supporting infantry.
100mm FielD gun m1944 1944
Speed: – Range: 36" Attack: +7H Defense: 7 Cost: 13

uniteD stAtes
The United States pursued tank design in the 1930s with a host of
designs testing different theories, tactics, and technology. Although the
M3 Stuart and M3 Lee were in active service when American entered
the war in December, 1941, a new design, the M4 Sherman, was already
on its way to production as a realization of German tanks’ overwhelming
success in the fall of France in 1940. Older Stuarts and Lees, and
eventually even Shermans, found their way into British and Soviet arsenals
through the Lend-Lease support program. Once the Sherman became
the standard American tank, the nation focused its efforts on improving
anti-tank weapons, most employing turreted guns (unlike self-propelled
anti-tank guns in other nations) on mobile chassis for faster deployment
and maneuvering.
m3 stuArt
This light tank formed the bulk of American tank forces when they
entered active combat during Operation Torch, the Allied invasion of
North Africa, in November 1942. Its most notable use came in stopping
a force of Vichy tanks from counter-attacking an Allied-held airfield in
Algeria. The Stuart was later relegated to infantry support and recon
roles. The British had previously used Lend-Lease Stuarts in 1941 pushing
back against the Italian incursion into Egypt, but, after finding other
tanks a better match against German armor encountered in subsequent
battles, they retired it to a reconnaissance role.
m3 stuArt 1941
Speed: 13" Range: 24" Attack: +3 Defense: 6 Cost: 6

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m3 lee
America’s medium tank at the start of the war sported an extremely
visible high profile and an outmoded, hull-mounted 75mm main gun.
Nonetheless it served as the main medium tank during the Allied invasion
of North Africa until the Germans retreated from the continent. Under
Lend-Lease the British began deploying the M3 in May 1942 at the
Battle of Gazala; they called it the “Grant” to reflect the slightly modified
turret they used. The M3 was gradually phased out of service in favor of
the M4 Sherman. In the stats below the first number refers to the 37mm
turret cannon and the second to the 75mm hull-mounted gun. Only one
can fire each turn.
m3 lee 1941–1943
Speed: 10" Range: 24"/30" Attack: +3/+5H Defense: 8 Cost: 11

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m4 shermAn
Cheaper and easier to manufacture than previous models, the M4
Sherman became the most widely produced and deployed tank in the
American arsenal. Built on lessons learned from previous medium tank
designs, it took the M3’s 75mm gun from its hull-mounted sponson and
put it in a turret. The M4 saw combat with the British in October, 1942,
at the Battle of El Alamein, and with the Americans in Operation Torch
a month later. It served in all American theaters, particularly in Italy
and Western Europe. To counter more power German firepower in 1944
designers fitted it with a 76mm gun: increase the range to 30", attack to
+6, and cost to 12 for these versions.
m4 shermAn 1942
Speed: 10" Range: 24" Attack: +5 Defense: 8 Cost: 10

tAnk Destroyers
m3 motor gun cArriAge (mgc)
After the fall of France America realized it needed mobile anti-
tank artillery; the quick solution mounted old French 75mm field
guns on half-track vehicles. They proved better in ambushing enemy
armor than facing it head-on. M3 MGCs helped thwart a counter-
attack by Vichy tanks in Algeria, and tried, unsuccessfully and then
with greater effect, to take out German tanks in the Battles of Kasserine
Pass and El Guettar in Tunisia. Although deployed in the Allied
invasion of Sicily in 1943, it was soon phased out in favor of the
M10 tank destroyer.
m3 mgc 1941–1943
Speed: 17" Range: 24" Attack: +5 Defense: 5 Cost: 7

m10 tAnk Destroyer


Designed as a fast response against enemy tanks, the M10 added
slanted armor to the Sherman hull and used an open-topped turret to
house its 76mm gun. It was first used in Tunisia in 1943 and served

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throughout Western Europe to the end of the war, despite the introduction
of more heavily armored German tanks and newer American tank hunters.
m10 tAnk Destroyer 1943
Speed: 12" Range: 30" Attack: +5 Defense: 7 Cost: 10

m18 hellcAt
This open-turret tank destroyer design sacrificed armor for speed;
although it could quickly respond to enemy tank incursions, its armor
left it vulnerable. The M18 first appeared in Anzio, Italy, in January,
1944, and arrived on Western European battlefields for infantry support
in June, 1944. Crews learned to use a “shoot and scoot” tactic, sniping
at enemy tanks, then quickly driving for cover. A group of four M18s
helped a parachute infantry regiment head off a German armored thrust
toward key objectives in the opening stages of the Battle of the Bulge.
m18 hellcAt 1943
Speed: 19" Range: 30" Attack: +6 Defense: 5 Cost: 9

m36 tAnk Destroyer


The final design of American open-top turret tank destroyers, the
M36 went into production in response to more powerful German tanks
encountered in Western Europe. It first reached battlefields in September,
1944, with enough power from a 90mm gun to face off against the
toughest German tanks of the time.
m36 tAnk Destroyer 1944
Speed: 12" Range: 36" Attack: +6 Defense: 7 Cost: 12

Anti-tAnk guns
37mm gun m3
The standard anti-tank gun in service when America entered the war
was easily deployed onto the battlefield towed by a jeep. Unfortunately
it proved severely underpowered to confront enemy armor during the
invasions of North Africa, Sicily, and Italy; the 57mm Gun M1 intended

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to replace it went primarily to Western Europe, leaving the 37mm gun


to carry the burden of anti-tank artillery in Italy with help from the 3-
inch Gun M5 (see below).
37mm gun m3 1940–1944
Speed: –” Range: 24" Attack: +3H Defense: 7 Cost: 7

57mm gun m1
This American anti-tank gun was based on the British 6 pounder gun.
Army reliance on the 37mm gun melted in the face of well-armored
German tanks encountered in North Africa; shipments of the new 57mm
gun went to England in preparation for the invasion of France, a greater
priority than bolstering forces bogged down in Italy.
57mm gun m1 1944
Speed: – Range: 24" Attack: +4H Defense: 7 Cost: 8

3-inch gun m5
This 76mm anti-tank gun first arrived in Italy in October 1943. It
served several tank-destroyer units attached to infantry forces during the
Normandy invasions and subsequent liberation of France. In August
1944 M5s helped Americans withstand a German armored counterattack
at Mortain for several days. Unfortunately the gun’s lack of mobility
showed during the Battle of the Bulge, when German forces quickly
outflanked the guns.
3-inch gun m5 1943
Speed: –” Range: 30" Attack: +6H Defense: 7 Cost: 11

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Research Your
Own Tanks
If you want to do your own research you can formulate your own
stats for World War II tanks you don’t find listed here, or customize
existing tank stats for specific variants. Many books about the war include
information about the weapons used, including tanks, self-propelled guns,
and anti-tank guns. Search the internet to find websites highlighting the
numerous tank variants. Each game stat reflects historical tank
specifications. When researching tanks, look for information about their
speed (particularly their “off-road” speed), notes about exceptional gun
range, the size of the gun in millimeters (mm), and values for armor
plating on the front, sides, and rear of the tank (also in millimeters).
Take the historical numbers and run them through the charts and formulas
below to get game values. Variations in tank model specifications and
sources for tank information may result in slight differences in stats, but
overall similar results on the game table. For all calculations, round
decimals up to the next whole number.
Example: To determine the stats for the American M3 Lee tank
(called “Grant” when used by British forces), we turned to Jane’s
World War II Tanks and Fighting Vehicles: The Complete Guide
by Leland Ness (HarperCollins, 2002). We relied on this resource
for much of the tank information in this game. Page 201 includes
a short paragraph from which we find weapon information and a
sidebar listing data on road speed and armor. We’ll use this
resource in examples for determining each tank stat.

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Speed
Consult the chart Off-Road Game Off-Road Game
below to determine the Mph Speed Mph Speed
game speed based on a
tank’s historical off-road 7 5 19 14
speed. If a source lists 8 6 20–21 15
the speed as kilometers 9-10 7 22–23 16
per hour (kph) divide
11 8 24 17
that value by 1.6 to get
the miles per hour (mph) 12 9 25 18
value. Off-road speed is 13–14 10 26 19
approximately half a 15 11 27–28 20
tank’s given road speed
16–17 12 29 21
(and with the optional
road movement rule 18 13 30 22
tanks double their speed
when moving along roads). Units that cannot move, like anti-tank
artillery, have no speed value. Speed is not factored into a tank’s cost.
Example: Jane’s lists the M3 Lee’s road speed as 40 kph. Dividing
that by 1.6 we get 25 mph; but since that’s the road speed, we
divide that in half (rounding up) to get an off-road speed of 13.
Consulting the chart, we see that a tank with a historical speed of
13 mph has a game speed of 10.

Range
Most tanks have an effective firing range of 24 inches. Some tanks
with particularly longer ranges – often noted in historical notes about
tanks – gain 6 extra inches, like the German Tiger tank or the American
M3 MGC with 75mm gun. Some weapons have even greater ranges,
like the 36 inches of the notorious German 88mm anti-tank guns. A few
rare tanks, like the French R-35, have lower ranges of 18 inches, giving
them a battlefield disadvantage. Generally any gun bore 76mm or higher
has a 30-inch range. Anything 88mm or higher has a 36-inch range.

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Extraordinarily long or short range affects a tank’s cost; for every 6


inches in increased range add 1 to the cost...likewise subtract 1 from the
cost for every 6 inches in decreased speed.
Example: The M3 Lee tank has two guns, the 37mm getting a
normal range of 24 inches, but the 75mm gun getting a slightly
extended range of 30 inches since research sources note this gun
had particularly good range.

Attack
A tank’s attack value depends on the Gun Attack
size of its gun, as measured by the size Size Value
ammunition it fires in millimeters (mm).
1–15 +1
Consult the “Attack Value” chart,
referencing the gun’s size (in mm) with 16–30 +2
the appropriate attack value. Indicate an 31–45 +3
“H” after an attack value for a hull- 46–60 +4
mounted weapon or one that can only fire
at targets in front of their leading line (half 61–75 +5
the 360-degree field of fire turreted tanks 76–90 +6
possess). For instance, the M3 Lee tank, 91+ +7
with a turret- mounted 37mm gun and a
hull-mounted 75mm gun has an attack value
of +3/+5H, where the second number reflects the limited firing arc of
the larger, hull-mounted weapon. (See the optional rules for hull-mounted
guns and anti-tank guns). Remember, no matter how high an attack
value gets, rolling a 1 always misses the target. Add the attack value
when calculating a tank’s cost.
Example: The M3 Lee had two weapons, a turret-mounted 37mm
gun and a hull-mounted 75mm gun. Referencing the gun sizes on
the chart above, we determine the 37mm gun has an attack value
of +3 and the 75mm gun has a value of +5. We list this in the
stats as “Attack +3/+5H,” with the “H” designating the larger
gun as a hull-mounted weapon capable of firing only at targets in
the forward 180-degrees of the tank.

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Defense
Each tank automatically starts with a defense value of 3, to which
one adds a number representing the tank’s historical armor strength. To
convert a tank’s historical armor to a game value, average the armor
thickness in millimeters (mm) for the front, both sides, and rear (when
available). Divide this value by 10 and round up to get the number to add to
the base defense of 3. Anti-tank guns have no armor but gain 4 on their
defense value as they’re considered both in cover and hull down behind
some kind of reinforced position (hence all anti-tank guns have a defense
value of 7). Non-armored targets like transport trucks have a defense of 3,
making them particularly vulnerable. Remember, no matter how high a
defense number gets, rolling a 6 always hits the target. The defense value
(minus the base 3 points added to everyone’s defense) adds to a tank’s cost.
Example: Jane’s only lists armor measurements for the front and
sides of tanks. We average the 50mm front armor with the 37mm
side armor (counted once for each side) and get 41.3, rounded up
to 5; added to the standard 3 defense value and we get a final
defense value of 8. In seeking more information online, we
discovered a value of 37mm for the tank’s rear armor; figuring
that into the average gives us 40.25...which still (though barely)
translates to the same defense value.

Cost
To calculate cost add the attack value and the defense value (minus
the 3 points automatically given to every tank), plus 1 for every extra 6
inches added to a tank’s range (or minus 1 for every 6 inches taken off
range). This offers a basic means of comparing various tanks based
primarily on firepower and armor.
Example: Looking at all the game values for the M3 Lee tank, we
add the +5 attack value (using only the higher of the two guns)
and the +5 for the defense value (minus the standard 3 every tank
possesses), plus an extra 1 for the extra 6 inches of range on the
75mm gun for a cost of 11.

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Panzer Kids
Scenarios
The basic rules on “Setting Up A Skirmish” (pages 6–8) provide a
good framework to create your own tank battles: set up a board with
some appropriate terrain, choose opposing tanks with equal costs, and
deploy tanks at opposite ends of the battlefield. The addition of optional
rules and a full roster of tanks, self-propelled guns, and anti-tank guns
can enhance even the basic set-up, especially if you play the same situation
over again but add new rules or units.
To play more historically based action on the tabletop you can research
specific tank engagements from World War II. Most tank-versus-tank
action occurred in the North African campaign, but you can also find
instance of other tank battles in Western Europe and the Eastern Front,
such as the massive Eastern Front armor battle at Kursk from July 5–16,
1943, possibly the largest tank battle ever. Although internet sources
like Wikipedia are good starting points in exploring the elements in
historical tank battles, deeper research in books and film documentaries
can reveal more specific details.
The samples below provide templates for organizing scenario
information. Your research should help you determine the objectives for
each side and conditions for winning, terrain features for the battlefield,
the different tanks and other forces each side deploys, and any Panzer
Kids Deluxe optional rules to use immediately or gradually introduce in
repeat play. If you devise any special rules for a scenario make sure both
players agree they’re fair additions to the game.

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Tetrarchs in the Forest


“Good luck to each one of you. And good hunting on the
main land of Europe.”
— General Bernard Montgomery, British commander (1887–1974)

June 7, 1944—As part of the Allied D-Day landings in Normandy the


British used Horsa gliders to land Tetrarch tanks of the 6th Airborne
Armored Reconnaissance Regiment. Although intended for infantry
support, the tanks received orders to enter the Forest of Bavent to flush
out German armor hiding inside that might threaten the Allied beachhead.
Victory
British: Destroy all German vehicles in the forest with at least one
Tetrarch surviving.
Germans: Destroy all British tanks with at least one German vehicle
surviving.
Battlefield
Use a play area three feet on a side. Scatter forest terrain markers
within one foot of the German side (no less than 3" apart), with a 6"
wide clear path down the middle. Mark a mine field across the middle
foot of the field, also with a 6" wide clear path down the middle.
Opposing Forces
British: 4 Tetrarchs (cost: 20)
German: 1 Panzer IV, 1 Sturmgeschütz III (cost: 22)
Deployment
British: Place the Tetrarchs anywhere along the British edge of the
battlefield. British forces have the initiative and move/shoot first with
one tank each turn.
German: Place the two German vehicles anywhere along the German
edge of the battlefield.

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German Tanks Set Up Here

British Tanks Set Up Here

Optional Rules
Use the “Hull-Mounted Guns” rule for the Sturgeschütz III. Otherwise
play this scenario first using the basic rules; remember, the mine fields
remain impassible to tank movement, though they can still fire over it.
After one game, start adding optional rules, beginning with “Mine Fields”
(enabling the Tetrarchs to traverse the mine fields at a slight risk), then
“Flanking Shots” and “Close Range” (making combat in the forest more
deadly). “Elite Units” for the Germans can help even out the point cost.
Notes: The action at the Forest of Bavent proved the limited use of the
Tetrarch as armored reconnaissance and relegated it to infantry support.
“Tetrarchs in the Forest” is a good scenario for newcomers. It plays out
on a smaller battlefield. Players can use the Panzer Kids Basic rules
alone, then begin adding optional rules to explore different strategies;
these make the cat-and-mouse chase in the forest more challenging for
both sides. The Germans must use cover and blocked line of sight
effectively to survive, though the British can certainly use “Flanking
Shots” and “Close Range” to their advantage.

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Vichy’s Last Charge


“Combat Command ‘B’ took TAFARAOUI airfield....
Throughout the next day we continued to build up our forces
ashore and to gain ground against stubborn resistance.”
— General Dwight Eisenhower, American commander (1890–1969)

Nov. 9, 1942—As American forces swept across Algeria in Operation


Torch, a squadron of French tanks still loyal to Vichy France (allied
with Germany) sortied from its desert outpost to try recapturing a vital
airfield. Hearing of this move, the Americans sent a force of tanks and
self-propelled guns to intercept the French and protect the airfield.
Victory
French: Drive past the American forces and exit off the American side
of the battlefield.
Americans: Stop the French tanks from crossing the battlefield toward
the endangered Allied airfield.
Battlefield
Use a desert-themed battlefield about four feet by six feet. Set up a
few desert structures halfway down one of the long sides to represent the
town of St. Lucien. Set down a road running from the middle of each
short side of the battlefield to the town. You may scatter some light
green or dark brown flat markers (made from felt or paper) to indicate
fields near the town, though these have no terrain value during play.
Opposing Forces
French: 15 R-35 tanks (cost: 60)
Americans: 8 M3 Stuarts and 2 M3 Motor Gun Carriages (cost: 62)
Deployment
French: One group of 5 tanks begins on the road halfway to St. Lucien
(they may deploy off or on the road); the other tanks start within 6" of
the French edge of the battlefield. The French have the initiative.

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5 French Tanks
Start Here
American Tanks Set Up Here

French Tanks Set Up Here


American: The M3 Stuarts begin within 12" of the American edge of
the battlefield, with the two M3 Motor Gun Carriages anywhere within
3" of the edge.
Optional Rules
Use the “Hull-Mounted Guns” rule for the M3 Motor Gun Carriages
and the “Roads” rule to allow for faster movement across the fields.
Add more optional rules like “Wrecks,” “Flanking Shots,” “Damage
Effects,” and “Close Range” as players see fit.
Notes: American commanders feared loyal Vichy French forces could
jeopardize the success of Operation Torch; this was one of the rare
instances of French units posing a great threat to the Allied plan. This
scenario relies mostly on the basic rules at first, with players adding
optional rules to future games as they see fit. The battlefield offers little
in terms of covering terrain other than the bits of St. Lucien represented
on the edge. The Americans have a range advantage over the french,
both with the M3 Stuarts but especially with the M3 Motor Gun Carriages.
Feel free to reduce both forces to better fit the stock of available tank
markers or models; just make sure the American forces have at least one
M3 Motor Gun Carriage.

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Rommel at Arras
“I brought every available gun into action at top speed
against the tanks. Every gun,both anti-tank and anti-aircraft,
was ordered to open rapid fire immediately and I personally
gave each gun its target”
— General Erwin Rommel, German tank commander (1891–1944)

May 21, 1940—German forces have raced across Belgium and France in
a surprise blitzkrieg attack that began on May 10. As the Germans reach
Arras, British tanks launch a counter-attack into the enemy flank,
threatening to cut off the advancing panzers from their support and supply
lines. General Rommel with the 7th Panzer Division rallies the German
troops and turns his anti-aircraft support artillery against the oncoming
British tanks.

Victory
British: Destroy all German positions on the battlefield with at least two
British tanks surviving.
German: Destroy all oncoming British tanks with at least one German
unit surviving.

Battlefield
Use a green table cover about four feet by six feet. Place a road
within 6" of and parallel to one short edge (this is the German side).
About halfway across the table place several terrain markers representing
small stands of trees.

Opposing Forces
British: 7 Matildas (cost: 42)
German: 2 Pak 36s, 2 88mm Flak, 1 Panzer III (cost: 42)

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British Tanks Set Up Here

Deployment
British: Place the Matildas within 12" of the short edge of the battlefield
without the road. British tanks have the initiative.
German: Place the 2 Pak 36s near the wooded terrain markers in the
middle of the battlefield facing the British edge. Place the 2 88mm Flak
within 3" of the road and the Panzer III on the road.

Optional Rules
This scenario relies heavily on the “Anti-Tank Guns” optional rule.
(The “Roads” rule might apply, but only in quickly maneuvering the
lone German Panzer III back and forth along the German edge.) Other
rules to incorporate that greatly affect the battle include “Wrecks,”
“Flanking Shots,” “Damage Effects,” and “Close Range.” If the German
player agrees, designate the Panzer III as Rommel’s command vehicle
and hence a British objective using the “Objectives” optional rule; any
Matilda that makes physical contact with it during the movement phase
(preventing the German tank from taking a move if it hasn’t moved
already) can win the game if it survives to the end of the turn.
Notes: The Battle of Arras was supposedly the first use (at Rommel’s
suggestion) of the dreaded 88mm Flak as an anti-tank gun.

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Hellcats at the Bulge


“It became evident already...that the enemy, after the initial
shock and surprise, was beginning to get hold of himself and
was making efforts to delay and to stop the German assault
with all available means.”
— General Heinz Kokott, German commander (1900–1976)

Dec. 20, 1944—German forces blasted through Allied armies near


Bastogne in what would be the last major counter-offensive of the war.
Armored columns drove for key objectives in an attempt to gain a foothold
against the advancing Allies. Caught by surprise, the Americans at
Bastogne organize a hasty counter-attack, sending four M18 Hellcat tank
killers to intercept a column of the 2nd Panzer Division headed for vital
fuel dumps.

Victory
American: Destroy 4 of the 6 German vehicles.
German: Move at least 3 vehicles off the far end of the road.

Battlefield
Use a green table cover about four feet by six feet. Stretch a road
from just above one corner on the short side to the far corner on the long
side. Scatter wooded terrain markers and a destroyed house or two evenly
around the battlefield no closer than 6" from each other and the road.

Opposing Forces
American: 4 M18 Hellcats (cost: 36)
German: 1 Panzer VI Tiger, 2 Panzer IVs, 3 trucks (cost: 38)

Deployment
American: Place the M18 Hellcats within 12" of the corner of the field
farthest from the road. American tanks have the initiatve.

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Germans
Start Here

Americans
Start Here

German: Line up the German vehicles 1" apart in any order on the road
where it enters from the short edge of the field.

Optional Rules
This scenario requires using the “Roads,” “Moving Objectives,” and
“Wrecks” optional rules; adding others with both players’ consent can
add greater depth and require different strategies.

Notes: Although this attack didn’t stop the Germans from making great
advances during the Battle of the Bulge, it kept them from reaching key
objectives necessary for complete success. While the best German strategy
remains racing along the road, the Americans can slow their progress by
destroying a vehicle on the road and, using the “Wrecks” optional rule,
force other vehicles to slow down to move around the obstacle off road.
The German player could substitute a Nashorn or Sturmgeschütz III
self-propelled gun for one of the Panzer IVs, or field a force of German
armor equal or close to the American total of 36 points.

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World War II
Timeline
This brief outline covers events of primary importance to the European
war in North Africa, Western Europe, and the Eastern Front. An asterisk
(*) highlights listings relevant to tank combat during the war. Additional
entries for major events help place the tank-related developments in the
greater context of the global conflict. Readers interested in these events
– or any other aspects of World War II – can research them online or in
local public and school libraries.
Sept. 1, 1939—Germany invades Poland with a lighting attack (blitzkrieg)
combining mechanized infantry, tanks, and air support. England and
France declare war on Germany while the Soviet Union invades the
other half of Poland later that month.
April 9, 1940—Germany invades Denmark and Norway.
May 10, 1940—German invades the Netherlands, Belgium, and France
with a blitzkrieg attack.
* May 21, 1940—British and French tanks make a desperate counter-
attack against the German flank at Arras, but the Germans hold their
ground. (See “Rommel at Arras” in the “Panzer Kids Scenarios” chapter.)
June 22, 1940—France surrender to the Germans while the British,
having evacuated its remaining troops from Dunkirk, stands alone against
Germany.
* Sept. 12, 1940—Italian forces based in Libya invade British-held Egypt,
but stop at Sidi Barrani to set up a defensive line of forts.
* Dec. 9, 1940—In Operation Compass British forces, relying heavily
on tank units, overwhelm the Italians at Sidi Barrani and begin a general
advance across Cyrenaica (eastern Libya) that ended on Feb. 7, 1941,
with British forces establishing a line at El Agheila.

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* Feb. 12, 1941—German General Erwin Rommel arrives in Libya with


his Afrika Korps to support the Italians in North Africa.
* March 31, 1941—German and Italian forces attack British lines at El
Agheila, beginning a steady advance back through Cyrenaica.
* May 15, 1941—British forces launch Operation Brevity in an attempt
to halt the Germans and Italians at Egypt’s border; despite heavy fighting
at Halfaya Pass, the counter-attack fails.
* June 15, 1941—British tanks launch another failed counter-offensive
against the Afrika Korps at Halfaya pass, Operation Battleaxe.
* June 22, 1941—Germany invades the Soviet Union in Operation
Barbarosa; by November it’s almost reached Moscow.
* Nov. 18–28, 1941—In Operation Crusader British forces spearheaded
by tank units assault Rommel’s lines, ultimately resulting in German
and Italian forces retreating across Cyrenaica to El Agheila by Dec. 31.
Dec. 7, 1941—Japanese forces attack Pearl Harbor, bringing the United
States into the war against Japan, Italy, and Germany.
* Jan. 21, 1942—The Germans and Italians attack British forces from
their lines at El Agheila,
* May 26–June 14, 1942— German and Italian tanks attempt to out-
flank British forces in the desert near near Tobruk in the Battle of Gazala.
* July 1–4, 1942—British forces halt Rommel’s advance across North
Africa at El Alamein, Egypt.
* Aug. 30–Sept. 7, 1942—Rommel launches an unsuccessful attack to
break through British defenses at Alam Halfa, Egypt
Sept. 12, 1942—German armies reach Stalingrad only to become
encircled by Soviet forces a week later.
* Oct. 23–Nov. 4, 1942—A British assault at El Alamein forces Germans
to retreat from a months-long stalemate. The British begin to advance
across Libya in pursuit of Rommel.
* Nov. 8, 1942—American and British forces land in west Africa at
Morocco and Algeria in Operation Torch. (See “Vichy’s Last Charge”
in the “Panzer Kids Scenarios” chapter.)

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Feb. 2, 1943—Soviet armies force the remaining Germans in Stalingrad


to surrender.
* Feb. 14–22, 1943—The retreating German army counter-attacks against
Americans at the Battle of Kasserine Pass, Tunisia, slowing their advance
with a temporary setback.
* March 6, 1943—Rommel attempts a counter-attacks against the British
at Medenine, Tunisia, but falls back instead.
May 13, 1943—German troops in North Africa surrender.
* July 5–12, 1943—In possibly the largest tank battle of the war the
Soviets defeat the Germans at Kursk; Soviet armies start a steady advance
toward Germany.
July 10, 1943—British and American forces invade Sicily.
Sept. 9, 1943—British and American forces invade Italy at Salerno,
opening a long and grueling campaign to defeat German armies in Italy.

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* June 6, 1944—American, British, and Canadian forces land at


Normandy, in Operation Overlord, beginning the liberation of France
and a generalized German retreat. (See “Tetrarchs in the Forest” in the
“Panzer Kids Scenarios” chapter.)
* Sept. 17–25, 1944—In Operation Market Garden Allied forces invade
Holland in an ambitious attempt to open a road into Germany but fail to
capture all the key bridges necessary for success.
* Dec. 16–Jan. 16, 1944—German armies counter-attack through the
Ardennes forest in Belgium, surrounding Bastogne and forcing a “bulge”
into the Allied lines; the Americans ultimately push this advance back to
the German border. (See “Hellcats at the Bulge” in the “Panzer Kids
Scenarios” chapter.)
March 7, 1945—American forces capture the Ludendorff Bridge at
Remagen and cross the Rhine, continuing their push into Germany.
April 16, 1945—Soviet forces cross the Oder River in their advance on
Berlin.
May 8, 1945—End of the European war with the final surrender of
German forces.

Credits
Design, Writing, Layout: Peter Schweighofer
Cover Illustration: Library of Congress Prints & Photographs Division,
Reproduction Number LC-DIG-fsac-1a35204
Frontis Illustration: Library of Congress Prints & Photographs Division,
Reproduction Number LC-DIG-fsac-1a35201
Other historical photos are believed to be in the public domain and have
no rights restrictions.
Interior Photos: Peter Schweighofer
Playtesting & Advice: Connor, Henry, Luke, and their Dads; Doug
Anderson, Michael Hansen.

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Tiger M 13/40
Speed 8" Speed 15"
Range 30" Range 24"
Attack +6 Attack +3
Defense 12 Defense 6
Cost 16 Cost 6

Permission is granted to reproduce


Panzer IV Panzer III
Speed 11" Speed 9"
Panzer Kids Deluxe Rules

Range 30" Range 24"

71 this page for personal use.


Attack +5 Attack +4
Defense 8 Defense 7
Cost 11 Cost 8
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A15 Crusader II m4 shermAn
Speed 10" Speed 10"
Range 24" Range 24"
Attack +3 Attack +5
Defense 5 Defense 8
Cost 5 Cost 10

m3 stuArt t-34
Speed 13" Speed 12"
Range 24" Range 30"

Permission is granted to reproduce this page for personal use.


Attack +3 Attack +6
Defense 6 Defense 8
Cost 6 Cost 12
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_____________ _____________
(Tank Name)
Speed _______ Speed _______
Range _______ Range _______
Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________

_____________ _____________
Speed _______ Speed _______
Range _______ Range _______

Permission is granted to reproduce this page for personal use.


Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________
(order #10106871)
_____________ _____________
Speed _______ Speed _______
Range _______ Range _______
Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________

_____________ _____________
Speed _______ Speed _______
Range _______ Range _______

Permission is granted to reproduce this page for personal use.


Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________
(order #10106871)
_____________ _____________
Speed _______ Speed _______
Range _______ Range _______
Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________

_____________ _____________
Speed _______ Speed _______
Range _______ Range _______

Permission is granted to reproduce this page for personal use.


Attack _______ Attack _______
Defense ______ Defense ______
Cost ________ Cost ________
Glossary of Game Terms
Attack (page 12): The bonus value players add to their die roll in
determining whether a shot hits its target.
Cover (page 13): Terrain that helps hide a tank and make attacks more
difficult. Targets touching cover gain a +2 bonus to their defense
value.
Defense (page 12): To hit a target an attacker must exceed this score
with a die roll plus his attack value.
Line of Sight (page 13): A straight line between an attacker and target
that is clear of obstacles like terrain or other tanks that might obstruct
a shot.
Range (page 12): The distance within which a tank can shoot a target.
Tanks cannot shoot other tanks beyond their range
Speed (page 10): The distance a tank can move across the battlefield.
Terrain (page 6): Landscape features like hills, oases, houses, and
minefields represented on a battlefield to provide cover and obstacles
to movement.
Turn Sequence (page 10): The three steps (movement, combat,
casualties) players take each turn; after a full turn, repeat the steps to
continue the battle until one side wins.

Key to National Symbols


Germany
Italy
Soviet Union
United Kingdom
United States

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Fight Tank Battles on Your Tabletop!
“The engine of the tank is a weapon
just as the main gun.”
— General Heinz Guderian,
German tank commander

Panzer Kids Deluxe contains all the basic rules to run simple
tabletop skirmishes between World War II tanks. You provide the
miniatures, dice, and terrain to use. The rules outline how to set
up the battlefield, deploy your tanks, move them to get the best
shots on opponents while taking advantage of cover, and attack!
This deluxe version includes a host of optional rules and other
resources for a more engaging play experience:
• Optional rules for wrecks, flanking shots, damage effects, close
range combat, hull-down deployment, hull-mounted guns, anti-
tank guns, elite units, road movement, mine fields, objective, and
moving objectives.
• Brief descriptions and game stats for numerous tanks, self-
propelled guns, and anti-tank guns from the United Kingdom,
France, Italy, Germany, the Soviet Union, and the United States.
• Guidelines for determining stats for your own historical tanks.
• Four historical scenarios: “Tetrarchs in the Forest,” “Vichy’s
Last Charge,” “Rommel at Arras,” and “Hellcats in the Bulge.”
Panzer Kids introduces wargaming newcomers to fundamental
elements like movement, range, line of sight, cover, and casual-
ties. Appropriate for adults interested in learning about miniature
wargames or introducing children to the hobby.

© 2016 Peter Schweighofer, Griffon Publishing Studio

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