PANZER






INTRODUCTION
Board & card game for 2 players.
Tank Warfare in WWII. 
Each figure represents one Tank (Vehicle, Gun). 

UPDATES!!!!!!!!!!!!!!!!!!!
Updated rules, cards, maps, counters by Petre Tutunea...
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VICTORY
Per Scenario.
Basic Conditions:
Destroy 50% of Enemy Force. 

CARDSET AVAILABLE
DTP Wizard  Janne Thörne's Website 
Much thanks should be given to Janne.
I tinker with this game more than any other:
Constant upgrades & revisions.
If the the cards are not updated, blame me, not him.

THE MAP
Use a Hex map.
Each space = 500 meters. 

TERRAIN (OPTIONAL)
Terrain Types:		MPTE	DB	Notes:		
Road			1	-	Bridges
Clear Off Road		2	-	Fields, Light Woods
Difficult Off Road	3	-1	Hedge Rows
Urban			2	-2	Town
Fortified Lines		2	-3	Tank Traps
Mine Field		2	-	-
Impassable		-	-	River; Cannot be moved through
MPTE = Move Points to Enter.
DB = Defense Bonus: Attack Modifier to hit unit in this terrain.
When entering a Minefield roll 1D6: On 3+ the unit is destroyed. 


THE TANKS
Use chits or miniatures to represent Tanks.
The facing of the unit must be apparent. 


UNIT LIST NOTATION
Speed = Maximum level Move card the Tank can use.
Pen = Penetration: Maximum level Attack card the Tank can use.
S = Sloped Armor
# = Number of that unit in your force.
T = Truck Transport
LB = Long Barreled
L = Light Tank
M = Medium Tank
H = Heavy Tank


GERMAN ARMOR UNIT LIST
Unit Name		Speed	Armor	Pen	Notes
Panzerkampfwagen I	4L	1	1	Training Tank
PzKpfw II		5L	1	1	20-mm gun
PzKpfw 38(t)		4L	1	2	Captured Czech Light Tank		
PzKpfw III		4M	2	3	50-mm gun
PzKpfw IV		3M	4	5	75-mm gun
PzKpfw V		4H	5S	6	Panther (LB 75-mm gun)
PzKpfw VI		2H	6	7	Tiger (88-mm gun)
PzKpfw VII		1H	7	10	King Tiger II (LB 88-mm gun)
Marder III		4	1	4	Tank Killer
Marder II		5	1	3	Tank Killer
7.5cm PAK 40		T	1	4	Anti-Tank Gun
8.8cm Flak 18 		T	1	7	Anti-Tank Gun
Note: the PzKpfw I is only armed with Machine guns and cannot damage other tanks.  


BRITISH ARMOR UNIT LIST
Unit Name		Speed	Armor	Pen	Notes
Cruiser IV		5M	2	2	40-mm Gun
Crusader III		4M	3	3	Cruiser tank (57-mm Gun)
Cromwell 		6M	4	4	75-mm Gun
Valentine		2L	2	3	Infantry Tank (57-mm Gun)
Matilda			2M	4	2	Infantry Tank (40-mm Gun)
Churchill		2M	4	3	Infantry Tank (57-mm Gun)
Sherman Firefly		5M	3	5	76-mm Gun

FRENCH ARMOR UNIT LIST
Unit Name		Speed	Armor	Pen	Notes
Hotchkiss H-39		3	1	2
Renault R-35		2	1	2
Somua S-35		4	2	3
Char B1-bis		2	3	4

RUSSIAN ARMOR UNIT LIST
Unit Name		Speed	Armor	Pen	Notes
BT-7			7L	1	2	Light Tank (45-mm Gun)
T-28			3M	2	4	Medium Tank (Short 76-mm Gun)
T-60			5L	2	1	Light Tank (20-mm Gun)
T-70			6L	2	2	Light Tank (45-mm Gun)
T-34/76			6M	5S	5	Medium Tank
T-34/85			5M	5S	6	Medium Tank 
KV-1			3H	6	5	Heavy Tank 
IS-2			4H	7	14	Heavy Tank (122-mm Gun)
SU-152			4	6	20	Tank Killer (152-mm Gun)

AMERICAN ARMOR UNIT LIST
Unit Name		Speed	Armor	Pen	Notes
M-4 Sherman		5M	3	4	Medium Tank (75-mm Gun)
M-4 Sherman		5M	3	5	Medium Tank (76-mm Gun)
M-3 Lee			4L	2	2	Grant; Light Tank 		
M-24 Chaffee		6L	2S	4	Light Tank (75-mm Gun)
M-18 Hellcat		8	1S	5	Tank Killer (with Turret) 76-mm Gun
M-26 Pershing		5	5S	6	Heavy Tank (90-mm Gun)

SETUP
As per Scenario. 

STACKING
Multiple units may occupy the same Hex. 
Friendly Units in the same hex are stacked together. 
Units stacked together may have different facings.
Enemy units may be in the same space (Range = 0). 
Units get +2 to Attack Rolls at Range =0.

THE CARDS
Players share a common deck.

TURN SEQUENCE
Players take turns. 
Each turn has 4 phases:
1. Orders Phase
2. Free Move Phase
3. Opportunity Move Phase
4. Shoot Phase

ORDERS PHASE
Draw 3 cards from your deck.
If your deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.

FREE MOVE PHASE
You may move (or just change the facing) of up to 3 of your Light or Medium tanks. 
They may move up to their maximum range. 
You may change the facing of a tank at the end of its move. 
Artillery pieces can be transported by truck:
A Gun cannot attack the turn it moves or the turn after it 
moves by truck.

OPPORTUNITY MOVE PHASE
Play (discard) a Move card to move one of your Tanks.
The move card has a number. 
This is the max number of spaces the Tank moves.
Moves can be diagonal or orthogonal. 
You may change the facing of the tank at the end of the move. 
Special Cards are played during your or your opponent's move phase. 

SHOOT PHASE
Any Player may discard an Attack card to have a Tank attack.
(Your opponent may make his attacks first)
The attack card has a number. 
This is the maximum range of the attack.
Attacks can be diagonal or orthogonal. 
Roll 1D6. This is the Attack Roll. 
Subtract the Distance to the Target
Subtract the Armor Factor of the Target (Full from Front & 1/2 from side or rear)
Add the Penetration Factor of the attacking unit.
Attack Modifier cards can be played (by both players) to further modify the Attack Roll.  
If the final value is 1 or more the attack destroys the target.  
Your opponent may play a defense card to negate your attack.
Heavy ATG's & Tank Killers with no turrets can only 
attack out of the direction they are facing.
If you attacked a unit but did not kill it, you may play a Damage card on it.
Penetration Rule: A tank with a penetration Factor less than the Armor factor of 
the tank it is attacking cannot kill it with a Frontal shot (This does 
not apply to at Point Blank Range) 


CARD LIST NOTATION
A = Attack
M = Move
Z = Attack Modifier
D = Damage
X = Special
TCNLM = Tank can no longer Move

CARD LIST
Card Name:		#	Type	Range	Notes:
Slow			4	M	1
Treads			4	M	2
Advance			3	M	3
Cruise			3	M	4
Good Suspension 	1	M	4	Russians only
Diesel Engine   	1	M	3	Russians only
Flank			2	M	5	  
High-Speed		2	M	6
Point Blank		4	A	1	
AT Teams		2	A	1	Bazookas & Panzerfausts
Infantry Support	2	A	0	Grenades & Satchel Charges
Close			4	A	2
Short			3	A	3
Fast Turret Traverse	2	A	3	Americans (& Shermans) only
Spin in Place		2	A	3	Not Americans or Shermans
Medium			3	A	4
Long			2	A	5	Units with Penetration 5+ only
Extreme			2	A	6	Units with Penetration 5+ only
Superior Optics		1	A	6	Germans only
Superior Training	1	A	6	Germans only
Deflection		3	Z	-	Attack Roll -2 (only with Sloped Armor)
Dug-In  		1	Z	-	Attack Roll -2
Smoke & Dust		1	Z	-	Attack Roll -2
Thick Glacis		1	Z	-	Attack Roll -2 (Only vs frontal Attack)
Speed  			1	Z	-	Attack Roll -2 (Only unit of Speed = 5+)
Skirt Armor		1	Z	-	Attack Roll -2
Superior Steel		1	Z	-	Attack Roll -2 (Germans & Russians only)
Momentum		2	X	-	Unit may move twice this turn
Confusion		2	X	-	Opponent must discard 2 Random cards
Fog of War		2	X	-	Opponent must discard 2 Random cards
Pinned Down		2	X	-	Target Tank cannot move this turn 
Complex Engines		1	X	-	German TCNLM 
Transmission Breaks	1	X	-	Russian TCNLM 
Treads Damaged		1	D	-	TCNLM 
Crew Abandons Tank	1	D	-	Tank Destroyed
Gasoline Engine		1	D	-	American or German Tank Destroyed
Commander Killed	1	D	-	Tank can move or attack each turn not both
Turret Jammed		1	D	-	Tank can only attack straight ahead
Mechanical Breakdown	1	X	-	TCNLM  
Armor Piercing Round	1	Z	-	Attack Roll +2
Shot Trap  		1	Z	-	Attack Roll +2
Out of Gas		1	X	-	TCNLM (Not Russians)
Stuck in the Mud	1	X	-	Heavy TCNLM 
Blitzkrieg 		2	X	-	Draw 2 Cards
Radio 			2	X	-	Draw 2 Cards (Not Russians)
Reliable		2	X	-	Negate a TCNLM (American only)



SCENARIO 1: BLITZKRIEG FRANCE 1940
German Units:			
4 PzKpfw II
3 PzKpfw 38(t)
2 PzKpfw III
1 PzKpfw IV
French Units:
2 Hotchkiss H-39
2 Renault R-35
2 Somua S-35
1 Char B1-bis

SCENARIO 2: BARBAROSSA 1941
German Units:		
6 PzKpfw II		
4 PzKpfw III		
3 PzKpfw IV		
Russian Units:
1 T-28			
4 T-34/76			
1 T-60			
1 BT-7			
1 KV-1		

SCENARIO 3: DESERT WARFARE 1941
German (Afrika Korps) Units:	
4 8.8cm Flak 18 (secretely located)		
4 PzKpfw II
4 PzKpfw III
2 PzKpfw IV
British Units:
6 Crusader III
6 Valentine
6 Matilda

SCENARIO 4: NORMANDY BREAKOUT 1944
German Units:		
5 PzKpfw IV		
2 PzKpfw V		
1 PzKpfw VI		
American Units:
10 M-4 Sherman					
2 M-18 Hellcat


LINKS
Panzer Design Page  Wiki
The Armor Site  
Lone Sentry



































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