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1PANZER Playbook

© 2012, 2015 GMT Games, LLC

P L A Y B O O K

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

2015 Edition

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8.0 TO&Es . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38.1 Military Formations . . . . . . . . . . . . . . . . . . . . . . . . 38.1.1 Headquarters - HQ . . . . . . . . . . . . . . . . . . . . . . . . 38.1.2 Ad-Hoc Formations . . . . . . . . . . . . . . . . . . . . . . . 38.1.2.1 Over-Strength Formations . . . . . . . . . . . . . . . . . 48.1.2.2 Under-Strength Formations . . . . . . . . . . . . . . . . 48.2 Unit Summary Charts . . . . . . . . . . . . . . . . . . . . . . . 48.2.1 Individual Units . . . . . . . . . . . . . . . . . . . . . . . . . . 48.2.2 Base Point Values . . . . . . . . . . . . . . . . . . . . . . . . . 48.2.2.1 Vehicle, Towed & Aircraft Point Values . . . . . . 48.2.2.2 Leg Unit Point Values . . . . . . . . . . . . . . . . . . . . 48.2.2.3 Artillery Battery Unit Point Values . . . . . . . . . 48.2.3 Availability Period . . . . . . . . . . . . . . . . . . . . . . . . 49.0 THE SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 59.1 Scenario Format . . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.1 Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.2 Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.3 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.4 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . 59.1.4.1 Automatic Victory . . . . . . . . . . . . . . . . . . . . . . . 59.1.4.2 Mutual Ending . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.4.3 Losses Caused . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1.4.4 Required Victory Margin . . . . . . . . . . . . . . . . . 59.1.5 Special Conditions . . . . . . . . . . . . . . . . . . . . . . . . 59.1.6 Opposing Forces . . . . . . . . . . . . . . . . . . . . . . . . . . 69.1.7 Formation Summary . . . . . . . . . . . . . . . . . . . . . . . 69.2 Designing Scenarios . . . . . . . . . . . . . . . . . . . . . . . . 6

9.2.1 Initial Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69.2.2 Type of Scenario Force Ratios . . . . . . . . . . . . . . . 69.2.2.1 Meeting Engagement . . . . . . . . . . . . . . . . . . . . . 69.2.2.2 Delaying Action . . . . . . . . . . . . . . . . . . . . . . . . 69.2.2.3 Defensive Engagement . . . . . . . . . . . . . . . . . . . 79.2.2.4 Counterattack . . . . . . . . . . . . . . . . . . . . . . . . . . 79.2.3 Point Values of Units . . . . . . . . . . . . . . . . . . . . . . 79.2.4 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79.2.4.1 Meeting Engagement . . . . . . . . . . . . . . . . . . . . . 89.2.4.2 Delaying Action . . . . . . . . . . . . . . . . . . . . . . . . 89.2.4.3 Defensive Engagement . . . . . . . . . . . . . . . . . . . 89.2.4.4 Counterattack . . . . . . . . . . . . . . . . . . . . . . . . . . 89.2.5 Determining Victory Margin . . . . . . . . . . . . . . . . 8Scenario Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Scenario 1: The Crossings: Ukraine, late 1943 . . . . . . . 10Scenario 2: The Village: Poland, late 1944 . . . . . . . . . . 12Scenario 3: The Crossings Part 2: Ukraine, late 1943 . . 14Scenario 4: The Village Part 2: Poland, late 1944 . . . . . 16Scenario 5: The Passing: Ukraine, late 1943 . . . . . . . . . 18Scenario 6: Assault: Ukraine, early 1944 . . . . . . . . . . . 20Scenario 7: Hold until Relived: Ukraine, late 1943 . . . . 23Scenario 8: Assault: Kursk, July 1943 . . . . . . . . . . . . . . 26Scenario 9: Hube’s Pocket: Ukraine, April 1944 . . . . . . 28Scenario 10: Operation Kutuzov: Ukraine, August 1943 30German Unit Summary Sheets . . . . . . . . . . . . . . . . . . . 33Soviet Unit Summary Sheets . . . . . . . . . . . . . . . . . . . . . 36Formation Summary Sheet . . . . . . . . . . . . . . . . . . . . . . 38

TABLE OF CONTENTS

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Certain individual units have Command (RHQ, BHQ, and CHQ), Recon, Engineer and/or FO prefixes. These designations empower those units with unique capabilities. The prefixes may also be combined. In those cases, the units possess multiple capabilities. Units with a Command prefix are the only actual command units within an HQ. Most HQs are composed of a number of units including the actual command units, security forces, reconnaissance units, transport units, and observers (FO). Only those units with a Command prefix may exercise command authority over their subordinate units.

Finally, each formation includes one or more notations that de-scribe its use, special information, and unit substitutions.

A company (battery, troop (USA)), or squadron (UK and France ‘40) is the smallest organized Formation fielded in the scenari-os. This is not a restriction on employing smaller-sized forces, as the scenarios often utilize only a component of a larger for-mation, e.g., a single panzer company from a panzer battalion. It is just more accurate, and easier to manage from a command control perspective if the formations are presented as larger or-ganizations.

8.1.1 Headquarters - HQEveryone is answerable to someone, and that could not be truer when it comes to military formations. Each formation or lower echelon formation has at least one HQ composed of one or more individual units.

Reference German GF20: Panzer Kampfgruppe late-43. This formation is composed of a Regimental HQ, Organic Artillery Batteries, a section, two platoons, and a series of Battalions and Companies. Note that each Battalion and Company has its own HQ.

In this command hierarchy, the Company HQ commands its specific units; the Battalion HQ commands its specific units, and the Regimental HQ commands the entire formation.

8.1.2 Ad-Hoc FormationsFormations and lower echelon formations are organized and presented in their paper or pure structures. In the German Army, formations rarely fought in their pure state since the tank and panzergrenadier regiments lacked standing infantry and armor forces, respectively. Typically, sub-formations were traded or cross-attached from formation to formation to cre-ate more balanced tank/infantry formations. This could take the form of tank and infantry companies exchanging a single platoon or on a larger scale, battalions exchanging entire com-panies. German formations GF20 and GF21 are examples of these ad-hoc formations.

As dictated by battlefield situations, in most cases the Soviets took a much simpler approach by transferring sub-formations from one formation to another without receiving anything in return. This created specialized over-strength formations and, as a consequence, less effective under-strength formations. Af-ter the crushing losses suffered at the start of the war, the new Soviet tank, motorized and mechanized brigades took a more balanced approach by fielding infantry and tank units as stand-ing components.

8.0 TO&EsIndividual vehicles, leg units and towed units do not operate alone as an unorganized mob. Instead, they form the building blocks for larger formations.

Four German and six Soviet major organizations (corps and di-visions) are provided for reference in Exp 1 and for use in con-structing scenarios. These organizations contain the military for-mations fielded by Panzer’s fighting units. Note that only combat formations and the units they fielded are depicted. Support and administrative units and organizations are not included.

When selecting the forces for scenarios, use the formations and lower echelon formations to select the desired forces. Always keep in mind that formations were often not at full-strength; losses, breakdowns and other forms of attrition typically kept them under-strength.

8.1 Military FormationsThe Panzer TO&Es are presented as major organizations (corps and divisions), formations (brigades and regiments), and lower echelon formations (battalions, companies, batteries, troops, and squadrons). All formations have a GF (German Formation) or SF (Soviet Formation) prefix and are numbered from # to ##, while lower echelon formations are numbered ###.

The major organizations depict their various formations and lower echelon formations vertically in chronological order. They also list the typical Formation Grade for its formations and support formations. Keep in mind that within type, this is an overall categorization. Some corps and divisions were better or worse than others, while at the same time, some formations or support formations certainly could have possessed a higher grade while others possessed a lower grade.

At the time of the Battle of Kursk in mid-43, on paper a German panzer division fielded the following formations and lower echelon formations: GF3, GF8, GF9, GF107, GF113, GF124 and GF129.

At the same time, on paper a Soviet Tank Corps fielded the following formations and lower echelon formations: SF4, SF4, SF4, SF13, SF104, SF103, SF5 or SF6, SF119, SF111, SF112, SF8, SF9 and SF114.

Sub-formations are indented to the right from their parent for-mation. All formations along the same vertical column are con-sidered to be at the same command level even if some are larger than others. They all report to or are commanded by the same Headquarters. Some formations show alternative combinations of units. This is indicated by a unit or units followed by an ‘or’. In that case, players may employ one of the possible alternative units or unit.

Reference German GF21: Kampfgruppe late-43. Its (mot) Panzerjäger Platoon may field (3) SdKfz-11s or (3) Medium Trucks, or a combination of both.

Basic formations are listed by type. These formations show which and how many individual units make up a formation, e.g., (3) T-34/76 M42, along with their Data Card IDs.

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Reference German GF20: Panzer Kampfgruppe late-43. Its two panzer battalions each have a cross-attached panzer-grenadier company. Both panzer battalions are now com-posed of three panzer companies and a single panzergrena-dier company.

After cross-attaching with the two panzer battalions, the panzergrenadier battalion is now composed of a single Panzergrenadier company, two panzer companies and its heavy weapons company.

8.1.2.1 Over-Strength FormationsOver-strength formations have added one or more subordinate formations or combat units. These formations are depicted by a (+) following their name. In practice, individual units should be attached to appropriate existing sub-formations, while entire sub-formations should be attached as complete formations un-der the command of an appropriate HQ.

Reference German GF21: Kampfgruppe late-43. Each of its three (mot) Infantry Battalions has an attached Assault Gun Platoon.

8.1.2.2 Under-Strength FormationsUnder-strength formations are missing one or more of their subordinate formations or combat units. These formations are depicted by a (-) following their name. In reality, it was rare to find any combat formation that had seen any action at full strength. Losses, breakdowns and detachments would typically reduce the strength of most formations. Formations should not be too under-strength unless the desire is to create a unique situation. Weak formations would normally be held out of the line, totally destroyed (a common Soviet trait), returned for refit or would be combined with other formations and reorganized to form ad-hoc formations of a more effective strength.

8.2 Unit Summary ChartsTwo Unit Summary Charts are provided for the German and Soviet forces. These charts each list each unit’s name, Data Card ID, basic point values, and the period of availability.

8.2.1 Individual UnitsEach unit or attached crew-served weapon is listed individual-ly. Crew-served flamethrowers do not have a Data Card. They are only utilized as combat modifiers in Close Assaults and Hand-to-Hand combats. They, along with any other attached crew-served weapons are never fielded individually; they must be attached to leg units.

8.2.2 Base Point ValuesThe point values listed for the individual units are their basic values, unmodified for Unit Grade, morale or function, i.e., command, recon, engineer or FO.

Each scenario (see 9.0) lists the adjustments point values for unit grade, morale and function.

8.2.2.1 Vehicle, Towed & Aircraft Point ValuesThese units list a single base point value. When selected, the cost is the base point value (adjusted for Unit Grade, morale and function).

Use the adjusted base point value when tallying Victory Points, if the vehicle is Knocked Out or Brewed Up. The same is true if a towed unit is eliminated or an aircraft is shot down.

8.2.2.2 Leg Unit Point ValuesLeg units list either two or a single base point value. Squad and half-squad units are presented on the same line and list a base point value for a squad followed by the half-squad unit of the same type.

A Soviet Rifle squad and Rifle half-squad, Data Card S-8A, are 26 and 19 base points respectively.

Any attached crew-served weapons have their base point value added to the base point value of the leg unit fielding the at-tached weapon. When a leg unit is selected, the cost is its base point value plus the base point value of any attached weapons (all adjusted for Unit Grade, morale and function).

Fielding a German Rifle squad w/Panzerfaust costs 40 (27+13) base points.

If a squad-sized unit is eliminated, use the adjusted squad point value when tallying Victory Points plus the adjusted point value for any attached weapons; no Victory Points are awarded if it is reduced to a half-squad. All eliminated half-squads and sec-tions use the adjusted point value plus the adjusted point value for any attached weapons.

Note that attached weapons are not eliminated until the entire unit is eliminated. An optional rule (see 7.17) expands on this.

8.2.2.3 Artillery Battery Unit Point ValuesOff-map artillery batteries list a single base point value. When selected, the cost is the base point value adjusted for attachment level. Victory Points are awarded for knocking out an off-map artillery battery by counter-battery fire.

Counter-batteries list a single base point value.

8.2.3 Availability PeriodIn Panzer, a year is divided into three four-month periods, early (E), mid (M) and late (L). The shaded boxes indicate when a unit first became available and when it was officially withdrawn from active service.

The Soviet KV-1 M42 first appeared in mid-42 (M42) and served through late-43 (L43).

The initial availability is the earliest a unit is available. How-ever, in many cases, units lingered on after they were officially withdrawn from service. Players may utilize units after their official withdrawal period as desired.

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force’s combat and non-combat units. This includes vehicle Knock Out or Brew Up, leg/towed unit elimination, and aircraft and artillery unit elimination. Victory Points are not scored for the elimination of Terrain unless instructed otherwise by a sce-nario’s Special Conditions.When determining these Victory Points, the base point value for units is adjusted for Unit Grade, function and morale. Sce-narios indicate the adjusted unit point values.

9.1.4.4 Required Victory MarginIf one force’s total of Victory Points exceeds the other by the Required Victory Point Margin or more, they win a tactical vic-tory; if less than the Required Victory Point Margin it is only a marginal victory.

9.1.5 Special ConditionsThe Special Conditions section outlines all of the notes, rules or situations unique to the scenario. These typically include Optional Rules (OR) in effect, planned artillery and artillery pre-registered points, and any other Optional Rules that may be employed at the players’ discretion. This section also lists what Panzer Expansion sets beyond the Base Set are required for play, if any.All notes, rules or suggestions that do not fit in any of the sec-tions of a scenario are found in the Special Conditions Section.

9.1.6 Opposing ForcesThis section of a scenario lists the individual units, formation and force information for both forces. Force Grade, Formation Grade, Cohesion Point and the individual Unit Point Values (adjusted for Unit Grade, function or attachment) are points pre-calculated.Command, FO, Recon and Engineer units are labeled for the command level or unit represented. Recon and Engineer units are labeled immediately to the right of the unit.

Reference the Scenario Key, Kampfgruppe Todt’s (mot) Panzerjäger Company (-) has a single CHQ section.

The Volkssturm Company (+) has a single CHQ section, a single FO section, and two SMG Recon squads.

Certain Optional Rules limit command control aspects to units from the same section or platoon. Individually listed units, whether composed of a single or multiple units of a particular, is a section or platoon. Where a section or platoon is composed of different unit types, it is surrounded by a box.

Reference the Scenario Key, Kampfgruppe Todt’s Volkssturm Company (+) includes the following sections and platoons:

• CHQ Section• FO Section• SMG Recon Platoon (2 squads)• SMG Platoon (3 squads)• SMG Platoon (3 squads)• Anti-Tank Platoon (3 sections)• Heavy Weapons Section (1 HMG section, 1 8cm mortar

section)

9.0 The ScenariosThe scenarios are presented in three sections: Scenario Format, Designing Scenarios and the Historical Scenarios. The Design-ing Scenarios section provides players with the information and framework necessary to design their own scenarios. The His-torical Scenarios are representations of actual battles that took place on the Eastern Front.

9.1 Scenario FormatThe information for each scenario is presented in the following format:

9.1.1 SituationThis section of a scenario describes the historical situation or the basis for the scenario.

9.1.2 MapThis section indicates the required mapboards and layout for the scenario. It also indicates the forces’ mapboard edges.

9.1.3 SetupThe Setup section lists the information required for preparation of play. This includes the visibility and terrain conditions. It also lists the order and placement of the forces, and any infor-mation related to the forces or Terrain. Off map vehicles entering the mapboard must stage their entry to meet Road/Path stacking limits.

9.1.4 Victory ConditionsThe Victory Conditions section includes the number of turns in the scenario and also describes how to gain Victory Points in the scenario.

It outlines the different methods of scoring Victory Points and any conditions associated with each situation. It also outlines the Victory Point margin required to achieve victory.

9.1.4.1 Automatic VictoryIf all the ground combat units in a force have exited the map-board or are either eliminated or immobilized (Track Hits), the other force immediately wins the scenario regardless if the sce-nario has not reached the turn limit and no matter the Victory Point differential.

An exception to this rule is a situation where one force is re-quired to exit the mapboard to acquire Victory Points (Delaying Action). In this case, once the final combat unit exits the map-board, the Victory Points are totaled normally and the victori-ous force determined.

9.1.4.2 Mutual EndingIf both players agree, a scenario may end at any time regardless if the scenario has not reached the turn limit or automatic victory. The Victory Points are totaled and the victorious force determined.

9.1.4.3 Losses CausedIn addition to the specific Victory Conditions, players also re-ceive Victory Points for the losses inflicted on the opposing

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Organic artillery batteries are always listed at the beginning of the force information. Attached artillery batteries are listed as part of the controlling formation. Both are labeled as to type. Artillery counters are pictured for reference purposes; they are not utilized in the game.

Reference the Scenario Key, Kampfgruppe Todt has a sin-gle organic medium artillery battery.

Since leg counters represent a number of different types, leg units are labeled for the type of unit represented. Mortar sec-tions are label for equipped mortar. Any attached crew-served weapons are listed on or immediately to the right of the units so equipped.

Reference the Scenario Key, Kampfgruppe Todt’s Volkssturm Company (+) has two platoons of SMG squads (3 squads each, 6 squads in total) equipped with Panzerfausts.

In some cases, individual units within a formation may have a Unit Grade different from that listed for the formation. In those cases, utilize that specific unit grade listed immediately to the right of those units so marked.

Reference the Scenario Key, Kampfgruppe Todt’s (mot) Panzerjäger Company (-)’s two Hetzers have Seasoned Unit Grade.

In those scenarios that also include a Special Condition for Mo-rale, a second set of points is included following a slash.

Reference the Scenario Key, the overall German Force, Kampfgruppe Todt has Seasoned Force Grade and 1,593/1,616 total unit points. 1,593 is the German force point total when not employing the Morale Option and 1,616 is the German force point total when employing the Morale Option.

Its panzer company (mixed) has Veteran Formation Grade, Outstanding Morale, 8 combat units, a Cohesion Point of 6 and 905/1,084 total unit points.

The single STuG IIIG found in one of its two platoons has Veteran Unit Grade (taken from its formation) and 75/90 unit points.

When available, aircraft and Terrain are listed at the beginning of the force information. Aircraft are Seasoned Unit Grade un-less otherwise indicated. If different aircraft weapon loads are available and not designated, the player may select the weapon load to employ.

When employing the optional Morale Optional Rules, it is at times necessary to adjust one force by adding additional units to maintain scenario balance. In those cases, the additional units are listed at the end of the force list along with the impact-ed formations.

9.1.7 Formation SummaryAs needed, use the Formation Summary to record the informa-tion about each formation included in a scenario. List its name, Formation Grade, command unit’s or units’ individual identifi-cation number(s), and member units’ individual identification

numbers in the respective sections. It’s also a good place to re-cord member units’ attached weapons or special statuses.

The Command Control and Cohesion Point box is used to track losses for command and morale purposes. The box is divided into two identical sections each numbered 1-28.

In the top section, circle the number corresponding to the total number combat units (excluding recon units) in the formation. As non-recon combat units are lost, cross out the highest num-ber on down for a quick reference as to the number of remaining combat units.

Note that a formation fielding Recon units has its combat units total listed as two values, e.g., the Volkssturm Com-pany in the Scenario Key 15(13). This indicates 15 combat units, of which 13 are not recon units.

In the bottom section, circle the number corresponding to the formation’s Numeric Cohesion Point. As combat units are lost, cross out the number starting at 1 for a quick reference at to its morale status.

9.2 Designing ScenariosThe included scenarios just scratch the surface of what can be created with the game. One of the most appealing facets of tac-tical games is the ability to create an endless stream of histori-cal or what if situations.

Panzer was designed with that in mind. The following sections describe how to go about designing a scenario. Do not consid-er this the only approach - be creative. Combine a defensive engagement with a delaying action, make up different types of scenarios. Imagination is the only limiting factor.

9.2.1 Initial SetupIt is best to start with the type of the scenario, the mapboard design and any optional or special rules. Do not start with a force and then attempt to adapt a scenario around it. The type of scenario indicates the relationship of the forces and the optional and special rules may dictate the types of units that should be included in a scenario.

This section describes four basic types of scenarios: Meeting Engagements, Defensive Engagements, Delaying Actions and Counterattacks.

9.2.2 Type of Scenario Force Ratios Keep the intended number of players in mind, the required ex-perience level and the expected time commitment when design-ing a scenario. In general, the more units involved, the longer each turn takes and the longer the scenario takes to play. In-cluding more optional rules also increases the complexity of a scenario and many optional rules also require a certain amount of record keeping. Also keep in mind that having more players does not necessarily mean that a scenario plays quicker.

An experienced player can typically manage a larger force than an inexperienced player. If experienced and inexperienced play-ers are to play in a scenario, create larger and smaller forma-tions in a force and distribute them accordingly.

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9.2.2.1 Meeting EngagementMeeting Engagements represent situations where two relatively equal forces encounter one another while both are moving on a common objective or objectives. Neither force should control the objectives at the start of the scenario; if control does exist, it should be balanced for both forces. Meeting Engagements are typically 15 - 25 turns in length.

Each force receives approximately the same number of points. Scenarios 1-4 and 9 and 10 are Meeting Engagements.

9.2.2.2 Delaying ActionDelaying Actions represent the defending force attempting to prevent the attacker from moving through its position to anoth-er position located off-map to its rear. Delaying Actions are typ-ically 15 - 30 turns in length. The attacking force should need no more than 2/3 of the scenario length to exit.

The defending force should receive approximately 45% to 55% of the total points allowed for the attacking force. Scenario 5 is a Delaying Action.

9.2.2.3 Defensive EngagementDefensive Engagements represent the attacker attempting to oust the defender from a controlled objective. Defensive En-gagements are typically 20 - 30 turns in length.

The defending force should receive approximately 50% to 70% of the total points allowed for the attacking force. Scenarios 6 and 8 are a Defensive Engagements.

9.2.2.4 CounterattackCounterattacks are a variation on Defensive Engagements. Again, the attacker is attempting to oust the defender from a controlled objective, but in this case a portion of the defend-ing force comes to the relief of the hard-pressed holding group. Counterattacks are typically 20 - 30 turns in length.

The attacking force should receive approximately 80% to 85% of the total points allowed for the defending force. The defend-ing force’s total points should be split into a holding group of approximately 40% of the defending force’s total points that starts play on the mapboard and a relief group of approximately 60% of the defending force’s total points that enters play some time during the scenario. Scenario 7 is a Counterattack.

9.2.3 Point Values of UnitsThe Unit Summary Charts list the base point values for all units, off-map artillery batteries, and attached weapons. Ter-rain (which is typically fielded only by the defending force) is summarized in a table below.The point value for combat units may increase or decrease due to Unit Grade, function, Attachment Level and morale.

The three tables below summarize these adjustments within the following limitations: • Non-combat unit point values are never adjusted for Unit

Grade, function or morale.• Off-map artillery batteries point values are adjusted only for

Attachment Level.

Unit Grade Point Adjustments Elite Unit Grade 1.5 x listed point value Veteran Unit Grade 1.2 x listed point value Seasoned Unit Grade No adjustment Regulars Unit Grade 0.8 x listed point value Green Unit Grade 0.5 x listed point value

Function/Attachment Level Point Adjustments Bgd/Reg Command Unit 2 x listed point value Battalion Command Unit 1.75 x listed point value Company Command Unit 1.5 x listed point value FO Unit 2 x listed point value Recon Unit 1.5 x listed point value Engineer Unit 1.25 x listed point value Attached Off-Map Battery 1.5 x listed point value Bicycle Leg Unit +1 point Motorcycle Leg Unit +2 points Cavalry Leg Unit No adjustment

Morale Point Adjustments Superb Morale 1.4 x listed point value Exceptional Morale 1.3 x listed point value Outstanding Morale 1.2 x listed point value Superior Morale 1.1 x listed point value Excellent Morale No adjustment Good Morale 0.9 x listed point value Adequate Morale 0.8 x listed point value Fair Morale 0.7 x listed point value Poor Morale 0.6 x listed point value

• Terrain point values are never adjusted. The listed cost is per hex of terrain.

Terrain Units Block: 6 GP Defense 10 Block : 7 GP Defense 15 Block: 8 GP Defense 20 Wire: 1 GP Defense 5 Wire: 2 GP Defense 10 Wire: 3 GP Defense 15 Hasty Mines (either type) 10 Deliberate Mines (either type) 20 Improved Position 25

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• Morale adjustments are based on the formation’s morale lev-el; individual units do not have a separate morale level.

• All adjustments are cumulative; round fractional values down.

9.2.4 ObjectivesIn most cases, scenarios should have an objective above and beyond the destruction of opposing units. Objectives typically include the capture of key terrain features such as villages, road junctions, bridges, dominating hilltops, or advancing to or pre-venting the advance of opposing forces to key positions. There needs to be some major focus for the scenario. This enables the players to use a variety of plans and maneuvers to capture the objectives.

There are often multiple objectives that are each individually worth a number of VPs.

Reference Scenario 1, there is a total of 215 Objective VPs available; 80 VPs for each of the two bridges and 55 VPs for the ford.

The total number of Objective Victory Points, no matter how they are assigned to the individual objectives, should be as fol-lows:

9.2.4.1 Meeting EngagementApproximately 10% to 20% of the total points for both forces should be Objective Victory Points.

9.2.4.2 Delaying ActionThe attacking force receives the adjusted unit point value for exiting its ground combat units off the designated edge of the mapboard. When employing a convoy of supply trucks or oth-er special non-combat units, the attacker could receive a set unit point value for those specific units in a scenario designed around a convoy setting.

The defending force typically receives the adjusted unit point value for each operational attacking unit that fails to exit the mapboard (operational defined as not eliminated, knocked out or brewed up) or a Victory Point bonus of approximately 15% of the attacking force’s total point value for preventing 20% or less of the attacking force’s actual combat units (or convoy trucks) from exiting the mapboard.

9.2.4.3 Defensive EngagementApproximately 25% of the total points for both forces should be Objective Victory Points. The defending force should start the scenario in control of at least 80% of the objective points.

9.2.4.4 CounterattackApproximately 25% of the total points for both forces should be Objective Victory Points. The defending force should start the scenario in control of all of the Objective Victory Points.

In this case, when the defender’s relief group arrives it has an impact on the defending force’s overall Victory Points. Most Counterattack scenarios utilize a random event, e.g., roll (100), to determine the arrival of the relief group. As an alternative, the defending force could plot the arrival turn before the sce-nario begins.

An early arrival reduces the defending force’s Victory Point total, while a later arrival increases the defending force’s Vic-tory Point total. This adjustment is based on the defending force’s total point value (both holding and relief groups). Note that the relief force should not arrive before turn 6 or no later than turn 16.

The defender’s Victory Points are adjusted based on the fol-lowing:

Counterattack Victory Point Adjustment Turn of Arrival Point Adjustment 6-7 –15% of Total Defending Force 8-9 –10% of Total Defending Force 10-11 No Adjustment 12-13 +10% of Total Defending Force 14-15 +15% of Total Defending Force 16 +20% of Total Defending Force

It is possible for the holding group to be totally eliminated, re-sulting in an automatic victory for the attacker, before the relief group arrives.

If the defending force’s total force points equal 1,500 (600 in the holding group and 900 in the relief group), the ad-justment for Turns 6-7 would be –225 Victory Points; for Turns 8-9 –150; for Turns 10-11 no adjustment; for Turns 12-13 +150; for Turns 14-15 +225; and for Turn 16 +300.

9.2.5 Determining Victory MarginScenarios should have a Required Victory Point Margin stat-ing that to win a complete tactical victory a force must have a minimum number of Victory Points more than the other force. This pushes players to try to win a real measurable victory as opposed to just trying to finish the scenario with just a few Vic-tory Points more than the opposing force. There are no draws.

This Required Victory Margin is approximately 5% of the total points for both forces.

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12 PANZER Playbook

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14 PANZER Playbook

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15PANZER Playbook

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16 PANZER Playbook

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22 PANZER Playbook

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24 PANZER Playbook

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26 PANZER Playbook

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27PANZER Playbook

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28 PANZER Playbook

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29PANZER Playbook

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33PANZER Playbook

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34 PANZER Playbook

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36 PANZER Playbook

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37PANZER Playbook

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M40

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38 PANZER Playbook

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39PANZER Playbook

© 2012, 2015 GMT Games, LLC

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40 PANZER Playbook

© 2012, 2015 GMT Games, LLC

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