From: JDYahoo@aol.com Subject: Re: Panzer Blitz II PANZERBLITZ OPTIONAL RULES (by J.D. Ehlers) Introduction: These Optional Rules were quickly put together and there may be omissions or slight problems not yet corrected by extensive playtesting. To correct these problems, I have prefaced each rule section with a short "Spirit of the Rules" note which explains the objective of the rule. If the user of the rule finds a problem, or a problem arises during gameplay, the player(s) can refer to the "Spirit of the Rules" to make resolution of the problem easier. For Panzerblitz, I suggest using the SOP and rules in the Basic Rules Section of Arab-Israeli Wars. SECTION ONE- PANZERBLITZ TERRAIN EFFECTS CHART Spirit of the Rules: The objective of these rules is to reduce movement rates of vehicles to about 60% of their printed value. If you use this TEC, you will be able to use the counters you have now. Following is a list of terrain features and their effects on vehicle movement. Infantry can always move one hex, but recieve no road bonus. CLEAR: Costs trucks 3 MF to enter. Other vehicles pay 2 MF to enter. ROADS: All vehicles pay 1 MF to enter. If entered from non-road hexside, MF cost is that of other terrain in the road hex. TOWNS: Costs 1 MF to enter (even from non-road hexes). WOODS: Costs vehicles 2 MF to enter. Only infantry can move through the green hexside symbols. SWAMPS: Vehicles may not enter swamp hexes except on roads. GULLIES AND STREAMBEDS: Apply MF cost to that of accompanying terrain for entry and movement along gullies. Costs trucks 8 MF to leave. Costs other vehicles 5 MF to leave. STREAM FORD: Same as CLEAR (above). PONDS: No units may cross Pond hexsides. SLOPES: Costs trucks 6 MF to enter. Costs all other vehicles 5 MF to enter. HILLTOPS: MF cost as other terrain on hilltop hex. TERRAIN EFFECT ON DEFENSE: No changes from the original Panzerblitz TEC. SECTION TWO- PANZERBLITZ WEAPONS EFFECTIVENESS CHART Spirit of the Rules: The objective is to eliminate the unrealistic "stacking with trucks" tactic used by players to reduce the effect of M and HE weapons. In these optional rules, HE and M attacks on a a given hex are applied to all units in a hex. It is suggested players use the BASIC RULES SECTION of ARAB- ISRAELI WARS rules for clarification. In the following table, players will find what FRACTION of the units' printed attack value to use. If you use the following WEC, you will be able to use the counters you have now. "H" CLASS WEAPONS: Target = Armored Vehicle at half-range or less: 1/4 Printed AF vs. EACH unit in target hex. Target = Armored Vehicle at greater than half range: 1/8 AF vs. each. Target = All other (not armored vehicle): 1/4 AF vs. each. "M" CLASS WEAPONS: Target = Armored Vehicle at half-range or less: 1/3 AF vs. each Target = Armored Vehicle at greater than half range: 1/6 AF vs. each. Target = All other (not armored vehicle): 1/3 AF vs. each. SECTION THREE- PANZERBLITZ WEATHER EFFECTS Spirit of the Rules: These optional rules are intended to demonstrate the effects of snow and mud slowing down vehicles. They don't effect infantry (which has only one movement point, anyway). Before a scenario begins, determine by any agreeable method if there will be SNOW or MUD effects. If so, the effects will be AVERAGE or SEVERE. The chosen conditions will affect both players for the entire scenario. Wheeled Vehicles include trucks and armored cars. Tracked vehicles include halftracks and tanks. Average Mud Conditions: Wheeled Vehicles MPA halved. No effect on Tracked Vehicles. Severe Mud Conditions: Wheeled Vehicles MPA quartered. Tracked vehicles MPA halved. All roads are considered "clear" for movement purposes. Average Snow Conditions: All vehicles MPA halved. Severe Snow Conditions: Wheeled vehicles MPA quartered. Tracked vehicles MPA halved. All roads are considered "clear" for movement purposes. SECTION FOUR- PANZERBLITZ MORALE CHART AND MORALE RATINGS Spirit of the Rules: Instead of every unit becoming automatically "undispersed" the players must successfully roll a die in order to undisperse units. The die roll needed is based on the Morale Rating of the unit, which is predetermined by unit type. Only one attempt per dispersed unit per turn. Units which fail the attempt remain dispersed for the remainder of that turn, at least. MORALE RATINGS: "A" = German SS, Russian Guards "B" = German Regulars, Russian Regulars "C" = German Volksgrenadiers, Russian Conscripts "D" = Axis Minor Allies (Hungarians, Rumanians), Anti-Axis Irregulars (Cossack Cavalry, Partisans) MORALE CHART: Roll Needed to Undisperse: Morale Rating "A" = Roll 1-5 Morale Rating "B" = Roll 1-4 Morale Rating "C" = Roll 1-3 Morale Rating "D" = Roll 1-2 Note: Units being shot at are tough to rally. If the unit you are trying to undisperse is within the LOS and range of an undispersed unit of the enemy at the moment of die roll, then modify the die roll +1. SECTION FIVE- PANZERBLITZ VISIBILITY AND NIGHT FIGHTING Spirit of the Rules: Weapon range and Attack Factors are affected by battlefield visibility. You can't fire (accurately) at what you can't see. These limitations on visibility can be modified if you have ideas or rules about indirect fire, but in that case apply these visibility restrictions to the spotters. Following is a list of conditions and the maximum range of direct fire weapons and enemy LOS for MORALE purposes. Perfect conditions = 20 hexes Mist = 12 hexes Light Rain = 3 hexes Steady Rain = 1 hex Heavy Rain = 0 hexes (limits fighting to same-hex combats) Night = 6 hexes. In addition, Night visibility reduces all attack factors one half. SUMMARY- PANZERBLITZ OPTIONAL RULES I hope these work. If they don't, it is completely my fault. I want to recommend ARAB ISRAELI WARS for anyone playing PANZERBLITZ. I suggest using no more than ten to 16 units MAXIMUM on either side when using these rules. Many of the above Optional Rules come from reading designer notes in AIW. Also you may have figured out my morale ratings are based on playing some of the original SQUAD LEADER series of games. Also, I got some ideas on the visibility rules from Frank Chadwick's BAI and SOW games. Finally, I thank James Dunnigan for designing PANZERBLITZ which is truly a classic game and simulation that has stood the test of time. J.D. Ehlers West Saint Paul, MN, USA