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GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308
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RULEBOOKOPTIONAL RULES
2015 Edition
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2PANZER Advanced Game Rules
© 2012, 2015 GMT Games, LLC
7.0 Optional Rules........................................................................3
7.1 Morale..................................................................................3
7.1.1 Cohesion Point..............................................................3
7.1.1.1 Determining the Cohesion Point...........................3
7.1.1.2 Tracking the Cohesion Point.................................4
7.1.2 Normal Morale Check..................................................4
7.1.3 Forced Morale Check...................................................4
7.1.4 Morale Check Procedure..............................................4
7.1.5 Morale Check Results...................................................4
7.1.5.1 Hesitating..............................................................4
7.1.5.2 Broken...................................................................5
7.1.6 Recovery.......................................................................5
7.1.6.1 Hesitation Recovery..............................................5
7.1.6.2 Break Recovery.....................................................5
7.2 Hidden Units........................................................................5
7.2.1 Hidden Unit Counters...................................................5
7.2.2 Placing Hidden Unit Counters......................................5
7.2.2.1 Spotting Hidden Units...........................................5
7.2.2.2 Moving Hidden Unit Counters..............................6
7.2.2.3 Revealing Hidden Unit Counters..........................6
7.2.3 Adding Hidden Unit Counters...................................... 6
7.3 Platoon & Section Command Control.................................6
7.4 Without Radio Sets...............................................................6
7.4.1 Spotting Limitation.......................................................6
7.4.2 Command Limitation....................................................6
7.4.3 Observer Limitation......................................................6
7.4.4 Morale Limitation.........................................................6
7.5 Soviet Early War Communications.................................6
7.6 Tank Fright...........................................................................6
7.7 Limited Spotting..................................................................7
7.7.1 Spotting Ranges............................................................7
7.7.2 Maximum Spots............................................................7
7.8 Turrets..................................................................................7
7.8.1 Adjust Turrets...............................................................7
7.8.2 Turreted Vehicle Hit Locations.....................................7
7.8.3 Open & Buttoned-Up Turrets....................................... 7
7.8.4 Overwatch Fire.............................................................8
7.9 Smoke Dischargers...............................................................8
7.10 CE Ammo Types................................................................8
7.10.1 CE-Type Armor..........................................................8
7.10.2 CE Ammo & S-Type Vehicles....................................8
7.11 Bu Modifier........................................................................8
7.12 Variable AP Penetration.....................................................8
7.13 Lower Hull Hits.................................................................9
7.13.1 Changing Elevation....................................................9
7.13.2 Height Difference.......................................................9
7.14 Fire Priority........................................................................9
7.15 CE Ammo GP Direct Fire..................................................9
7.16 Towed Unit Platform Gun Mounts..................................... 9
7.17 Attached Weapon Loss.......................................................9
7.18 Pinning Fire........................................................................9
7.19 Engineer vs. Terrain Combat..............................................9
7.20 Long Guns. .........................................................................9
7.21 Variable Track Damage......................................................9
7.22 Infantry Smoke.................................................................10
7.22.1 Direct Fire Smoke.....................................................10
7.22.2 Smoke Ammo Limits................................................10
7.23 Vehicle Collateral Damage...............................................10
7.23.1 TF – Turret Front. .....................................................10
7.23.2 TS/TR – Turret Side or Turret Rear..........................10
7.23.3 HF – Hull Front........................................................10
7.23.4 HS/HR – Hull Side or Hull Rear..............................10
7.24 Camouflage......................................................................10
7.25 Weapon Malfunction........................................................10
7.26 Indirect Fire Scatter..........................................................11
7.27 Illumination Indirect Fire Missions..................................11
7.28 Counter Battery Fire.........................................................11
7.28.1 Utilizing Counter Battery Fire..................................11
7.28.2 Resolving Counter Battery.......................................11
7.28.3 Counter-Counter Battery..........................................11
7.29 Bogging Down. ................................................................12
7.30 Narrow Roads & Paths.....................................................12
7.31 Mines & Minefields.........................................................12
7.31.1 Minefield Placement.................................................12
7.31.2 Minefield Combat.....................................................12
7.31.2.1 Anti-Vehicular Minefield Combat.....................13
7.31.2.2 Anti-Personnel Minefield Combat.....................13
7.31.3 Eliminating Minefields............................................13
7.31.3.1 Indirect Fire vs. Minefields...............................13
7.31.3.2 Bombs & Rockets vs. Minefields......................13
7.31.3.3 Engineer Units vs. Minefields...........................13
7.32 Weight Limitations...........................................................13
7.33 Dual Driving Controls......................................................13
7.34 Amphibious Movement. ...................................................13
7.35 Fires..................................................................................14
7.35.1 Start Fires..................................................................14
7.35.2 Ground Units in Fires...............................................14
7.35.3 Hand-Held Anti-Tank Rockets.................................14
7.35.4 Fire in Woods............................................................14
7.36 Terrain, Time of Day & Weather Conditions...................14
7.36.1 Alternate Spotting Conditions..................................14
7.36.2 Cautious Movement..................................................14
7.36.3 Ground Weather Conditions.....................................14
7.37 Artillery Reconnaissance by Fire.....................................14
7.42 Staggered Initiative..........................................................15
7.42.1 Determining Initiative - Initial First Player..............15
7.42.1.1 Subsequent Formations.....................................15
7.42.1.2 Combining Fire.................................................15
4.42.1.3 Overwatch Fire. .................................................15
7.42.2 Movement Phase......................................................15
7.52 Command Span................................................................15
Optional Rules Table of Contents
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3PANZER Optional Rules
© 2012, 2015 GMT Games, LLC
7.0 Optional Rules
Optional Rules should be thought of as nothing more than that—op-
tional. While typically adding more depth or realism to certain aspects
of the game, many of them come with a cost—greater complexity and/
or record keeping—and therefore increase play time.
There is no requirement to employ any or all of the Optional Rules.
They each stand on their own merits and are not necessarily inter-
dependent.
7.1 Morale
“The worst cowards, banded together, have their power.” ~
Homer, The Iliad
Morale is a descriptive term used to convey the overall status of a
formation’s ability to stand in a fight. Keep in mind that a formation’s
morale is totally different from its Grade. Grade, at the Force, Forma-
tion or Unit level, is a measure of skill and training, while Morale is
a measure of relative stability in the face of the enemy.
Two key elements make up the Morale System: the Numeric Cohesion
Point and the Break Point. The Numeric Cohesion Point should be
thought of as the trigger point. Until it is reached, a formation functions
normally in all respects, although certain special events may cause
a unit to take a Morale Check. After the Numeric Cohesion Point is
reached, the units within a formation become more likely to break
with each passing turn.
The Break Point is a representation of probability of a unit’s breaking.
Breaking is not automatic. Some units have a greater chance of break-
ing than others. Once a unit breaks, it is severely limited in its ability
to function and must recover before it can again function normally.
A third element also comes into play: Hesitation. A unit may not
break, but it is not quite certain of its situation; it is Hesitating. The
addition of this element or status removes breaking as an all or noth-
ing situation. The impact of Hesitation is not as severe as breaking.
In addition, units automatically recover from Hesitation.
While a formation’s units are more effective when operating within
Command Range of non-command units, this can have just the op-
posite effect once morale starts to break down. Fear, the inability to
function effectively, or whatever breaking actually represents, unfor -
tunately breeds more of the same. Breaking has a tendency to cascade
through a formation once it starts; units see other broken units and
more often than not decide to join the fray.
When employing the Morale Option, players must record each forma-
tion’s Morale information on a Formation Summary. List the Forma-
tion’s name and circle its Numeric Cohesion Point in the Command
Control & Cohesion Point box for that formation.
7.1.1 Cohesion Point
The Cohesion Point is an expression of a formation’s initial unit com-
position. It is presented as a descriptive term as one of nine possible
levels from Superb (the best) to Poor (the worst). That information
is then translated into the formation’s Numeric Cohesion Point listed
as CP #.
Only Combat units are counted when determining a formation’s Nu-
meric Cohesion Point. The loss of non-combat units does not count
toward a formation’s Cohesion Point.
However, all units in a formation, whether combat or non-combat,
are subject to Morale Checks.
Scenarios indicate each formation’s Cohesion Point and Numeric
Cohesion Point.
Reference Scenario 1, The Crossings: Ukraine, late 1943. The German Panzer Company (-) has a Cohesion Point of Excellent and a Numeric Cohesion Point of CP-7.
Use the Determining the Cohesion Point process (see 7.1.1.1) to vary a scenario’s listed Cohesion Point or when creating scenarios.
7.1.1.1 Determining the Cohesion Point
Reference the Numeric Cohesion Point, Cohesion Point, and Cohesion Modifiers Tables on Game Card C. The Cohesion Point is calculated by rolling (100) and by combining the modifier listed on the Cohesion Point Table for the correct nationality/time period and then adding any adjustments for Formation Grade from the Cohesion Modifiers Table.
The result is then checked on the Numeric Cohesion Point Table to
determine the actual Numeric Cohesion Point. It is read in the same
manner as the Available Commands Table (see 6.2.1.1.1).
The period is early-42 for a Soviet Veteran formation fielding 17
combat units. The Soviet player rolls (100); the result is a 63.
The Soviet Nationality modifier of –20 is added to the Veteran
Formation modifier of +10 resulting in a total modifier of –10.
The net result is 53 (63-10).
On the Numeric Cohesion Point Table, 53 is found in the 46-55
row; the Soviet Veteran formation is considered to have Good
Morale.
Since the formation has 17 combat units, add the values found
under the 10 and 7 columns. The final result is 9.5 (rounded down).
9 is the Numeric Cohesion Point.
Any unit of this Soviet Veteran formation may break when it ac-
cumulates 9 or more combat unit casualties.
Consider all factors above the same, but with a formation of 24
combat units. Add the values found under the 10x2 and 4 columns.
The final result is 13, the Numeric Cohesion Point.
When varying the listed Cohesion Pont in an existing scenario, certain
limitations apply:
For German, USA, French (1944+) or UK formations, do not increase
or decrease the listed Cohesion Point by more than two levels.
If the listed Cohesion Point is Excellent, do not increase it above Outstanding or below Adequate.
For Soviet, French (1940) or Italian formations do not increase the listed Cohesion Point by more than one level; it may decrease to any level.
If the listed Cohesion Point is Excellent, do not increase it above Superior. However, it may fall all the way to Poor.
As an added twist, wait to determine the Cohesion Point until a
formation suffers it first loss. That way players are unsure of a forma-
tion’s Cohesion Point until a battle is engaged, a much more realistic
situation.
1944 or UK formations do not increase or decrease the listed Cohesion Point by more than two levels If the listed Cohesion Point is Excellent do not increase it above Outstanding or below Adequate For Soviet French 1940 or Italian formations do not increase the listed Cohesion Point by more than one level it may decrease to any level If the listed Cohesion Point is Excellent do not increase it above Superior However it may fall all the way to Poor As an added twist wait to determine the Cohesion Point until a formation suffers it first loss That way players are unsure of a forma tion s Cohesion Point until a battle is engaged a much more realistic situation
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