Transcription of BASIC & ADVANCED RULES RULEBOOK - gmtgames.com
1 2012, 2015 GMT Games, LLCGMT Games, LLC Box 1308, Hanford, CA & ADVANCED RULES2015 EditionPANZER BASIC Game Rules2 2012, 2015 GMT Games, LLCB asic Game Table of .. COMPONENTS .. RULEBOOK .. Mapboard .. Geomorphic Mapboards .. Game Cards .. Data Card Keys .. Data Cards .. Game Counters .. Units .. Command Counters (Unit Orders) .. Information Counters .. Terrain Counters .. Turn Track, Transport & Summary & Hidden Unit Card .. Formation Summary (Scenario Book) .. Percentile Dice .. Other Items (not included) .. PREPARATION FOR PLAY .. GENERAL PROCEDURES & RULES .. Definition of the Phasing Player .. Reading the Dice .. Vehicle Facing .. Counter Use & Facing .. Range in Hexes .. Maximum Ranges .. Controlling Objectives .. Modifiers & Adjustments .. Stacking.
2 SEQUENCE OF PLAY .. BASIC Game Spotting Phase .. Who may Spot? .. Spotting Orientation .. Determining Spotting Ranges .. Vehicle Size .. Over-Stacked Hex .. Line-of-Sight .. Terrain Features .. Non-Blocking Terrain .. Blocking Terrain .. Building Hexes .. Hill Hexes .. Slope & Crest Hexsides .. Gully, Ford & Stream Hexes .. Woods Hexes .. Wrecks .. Smoke, Brew-Up .. Determining Line-of-Sight .. Obstacle Higher than Both .. Obstacle Higher or Equal .. Obstacle Equal or Lower .. Obstacle Higher and Lower .. Spotting Into/From Obstacles .. Obstacle Hexsides .. Extraneous Spot Counters .. BASIC Game Command Phase .. Place Commands Step .. BASIC Game Initiative Phase .. Determining Initiative .. How Initiative Works .. BASIC Game Combat Phase .. Direct Fire Step.
3 Overwatch Fire .. AP Firing Sequence and RULES .. Fields-of-Fire .. Turreted Vehicles .. Turretless 360o Vehicles .. Non-Turreted Vehicles .. Front Field-of-Fire .. Rear Field-of-Fire .. Resolving AP The AP Range Factor .. AP Hit Modifiers .. AP Hit Number .. BASIC Game Hit Angle Determination .. Determining Armor Penetration .. BASIC Game AP Damage & Effects .. BASIC Game Movement Phase .. General Movement RULES .. Movement Procedure .. Movement Factor .. Movement Costs .. Exceeding Movement Costs .. Turning .. Path and Road Movement .. Movement Over Bridges .. Reverse Moves .. No Move Moves .. Off Mapboard Moves .. Vehicle Coexistence .. Adjustment Phase .. Adjust & Remove Counters Step .. End Turn Step ..213 2012, 2015 GMT Games, LLCPANZER ADVANCED Game RulesINTRODUCTION TO THE ADVANCED GAME (AG).
4 ADVANCED GAME GENERAL PROCEDURES & RULES .. Leg Units .. Squads & Squads .. Sections .. Attached Crew-Served Weapons .. Mortars .. HMGs .. Anti-Tank Rifles .. Hand-Held Anti-Tank Weapons .. Flamethrowers .. Towed Units .. Artillery Aircraft Units .. ADVANCED Game Unit Facing .. Minimum Small Arms .. Grade .. Force Grade .. Formation Grade .. Unit Grade .. Command, Recon, Engineer, and FO Units .. Command Units .. Recon Units .. Engineer Units .. FO Units .. Suppression .. Coexisting Fire, Smoke & Barrages .. Modifiers & Adjustments .. Stacking .. Dual Bailing Out .. Ammo Limits .. Special Ammo Availability .. Determining Ammo Limits .. BASIC Ammo Limits .. Special Ammo Limits .. Smoke & Illumination Ammo Limits .. Leg & Towed Ammo Limits .. Off Map Artillery Ammo Limits.
5 Aircraft Ammo Limits .. German Tungsten Supply .. ADVANCED GAME SEQUENCE OF PLAY .. ADVANCED Game Spotting Phase .. Who may Spot? .. Spotting Orientation .. Determining Spotting Ranges .. Suppressed Units .. Full Cover Units .. Line-of-Sight .. Hull Down & Partial Hull Down .. Hull Down .. Partial Hull Down .. Automatic Partial Hull Down .. Full Cover .. Terrain Features .. Building Hexes .. Wall Hexsides .. Block .. Ditch .. On Fire .. Hasty Entrenchment .. Improved Position .. Mines .. Rubble .. Smoke and Barrages .. Wire .. ADVANCED Game Command Phase .. Determine Available Commands Step .. Determining Available Commands .. Available Commands Procedure .. Command Range .. Sharing Available Commands .. Executing Shared Commands .. ADVANCED Game Initiative Phase.
6 Determining Initiative .. Force Grade Initiative Modifiers .. ADVANCED Game 1st Air Phase .. ADVANCED Game Combat Phase .. Indirect Fire Step .. Announcing Indirect GP FOs Forward Observers .. Command Observers .. Recon Observers .. On-Map Units .. Types of Indirect Fire Units .. Level of Attachment .. Attached .. Organic3 .. Unattached .. Pre-Registered Points .. Indirect Fire SHEAF .. Indirect Fire Types .. GP & Smoke Types .. Illumination Type .. Called Indirect Fire .. Continuous or Adjusted Indirect Fire .. Continuous Called Indirect Fire .. Adjusting Called Indirect Fire .. Checking Indirect Fire .. Danger Close Indirect Fire ..35 ADVANCED Game Table of Contents4 2012, 2015 GMT Games, LLCPANZER ADVANCED Game Planned Indirect Fire .. Plotting Planned Indirect Fire.
7 When Planned Fire Arrives .. Adjusting Planned Indirect Smoke & Illumination Limited Ammo .. Determining Indirect Fire Response .. Called Indirect Fire Response Modifiers .. Indirect Fire Resolution .. Direct Fire Step AP Fire .. AP Number of Hits .. AP Hit Track Hits .. Deck Hits .. Hull Down Hits .. Armor Determination .. Level, Rising & Falling Shots .. Front or Rear Hit Angles .. Front/Side or Rear/Side Hit Angles .. KE vs. CE Ammo Types .. AP Hit Modifiers .. AP Damage & Effects .. Bailout AP Fire .. Crew .. Passengers .. Overwatch Fire GP Fire .. Direct Fire Step GP Fire .. The GP Factor .. The GP Defense Factor .. Vehicle GP Defense Factors .. Leg and Towed GP Defense Factors .. Transported GP Defense Factors .. Aircraft GP Defense Factors.
8 Terrain GP Defense Factors .. GP Fire Modifiers .. GP Fire Determination .. No Effect Result All Units .. Vehicle Suppression & Effective Results .. Leg, Towed & Terrain Suppression & Effective Results .. Bailout GP Fire .. ADVANCED Game Movement Phase .. Close Assault/Hand-to-Hand Combat Step .. Close Assault Combat .. Close Assault Combat Resolution .. Close Assault Combat Modifiers .. Close Assault Combat Results .. Hand-to-Hand Combat .. Hand-to-Hand Combat Resolution .. Hand-to-Hand Combat Modifiers .. Hand-to-Hand Combat Results .. Suppression Effects Movement .. Vehicle Building Movement .. Leg Movement .. Leg Movement Factors .. Quickmarch .. Crawling .. Motorcycles & Bicycles .. Cavalry .. Towed Movement Manhandling .. Barrage Movement .. Transporting.
9 Transport & Passenger Capacity .. Mounting & Dismounting .. Emergency Bailout .. Transported Fire .. Hasty Entrenchments .. Searching for Hull Down .. Overrun Combat .. Overrun Combat Resolution .. Overrun Combat Results .. Command Control with Close Assault, Hand-to-Hand and Overrun .. ADVANCED Game 2nd Air Phase .. Aircraft Weapon Loads .. Aircraft Movement Flying .. Aircraft Appearance & Loitering .. Aircraft Speed & Altitude .. Aircraft Movement Procedure .. Turning Aircraft .. Dive Bomber Movement .. Aircraft Combat .. Aircraft Spotting .. Aircraft Acquiring Targets .. Observers Spotting for Aircraft .. Blocking Terrain For Aircraft .. Strafing .. Bombs .. Rockets .. Aircraft Combat Modifiers .. Anti-Aircraft Combat .. Anti-Aircraft Spotting.
10 Anti-Aircraft Tracking Targets .. AA Fields-of-Fire .. AA Procedure .. AA Fire Results .. ADVANCED Game Adjustment Phase .. Pivot Step .. Adjust Full Cover Step .. Adjust/Remove Suppressions Step .. Adjust/Remove Suppression Modifiers .. Command other than N/C .. Under Direct or Indirect Fire .. Adjust/Remove Suppression Results .. Adjust/Remove Counters Step ..61 GLOSSARY ..62 INDEX ..64 panzer BASIC Game Rules5 2012, 2015 GMT Games, LLCI ntroduction You start out with a bag full of luck and an empty bag of experience. The trick is to fill the bag of experience before emptying the bag of luck. ~ AnonymousPanzer is a game of conventional ground-oriented combat set during World War II. It is designed to test the tactical skills of two or more players. As a tactical level game, the battles (scenarios) depict small unit actions.