NEW RULES FOR PANZER 44
by
Alan R. Arvold
The following rules were sent into SPI
in the mid Seventies for
consideration. They were never
published. Here they are for your
enjoyment.
Sighting (Line of Sight): If the Line
of Sight passes exactly
through the corner of a hex at the
intersection of a blocked
hexside and an unblocked hexside then
consider the Line of Sight
to be blocked. If the Line of Sight
passes exactly through the
length of a blocked hexside then
consider the Line of Sight to be
blocked. If the Line of Sight passes
exactly through the length
of a hexside of a blocked hex then
consider the Line of Sight to
be blocked. In all cases the defender
gets the benifit of the
doubt.
Indirect Fire: Any indirect fire that
is placed on the same hex
for more than one consective turn may
have the odds of hitting
the hex increased by one each turn.
Example: A player must roll a
one in order to hit on the first turn,
a one or two on the second
turn, a one, two, or three on the
third turn, etc.. These turns
must be consecutive turns or else the
procedure begins again. The
hex must always be spotted by a
friendly unit, though not the
same one from turn to turn. The same
on the board and/or off
the board indirect fire units must
continue to fire at the same
hex though. Preplanned artillery and
counterbattery fire may also
use this rule provided the target hex
is spotted. If the target
hex is hit then it is considered to be
automatically hit for any
further indirect fire missions using
these rules. Also a target
hex is considered to be automatically
hit on the sixth
consecutive turn and any beyond it.
Combat While Mounted: Infantry units
may fire while mounted on
APCs/IFVs. When they fire in this
manner their attack factors are
halved prior to range attenuation.
Infantry units may not use
close assault tactics while mounted on
any type vehicle. If an
APC/IFV unit which is transporting an
infantry unit makes an
overrun attack, the infantry unit may
add its halved attack
factor to that of the vehicle unit's.
The defending unit may only
counterattack the overruning vehicle
unit. Infantry units may
ride on tanks (vehicles units of the
300 series) but must follow
the same rules as those for riding on
an APC/IFV. When riding on
a tank unit, infantry units may be
attacked separately from the
tank unit that they are riding on.
They are treated as a soft
target when riding on tanks and do get
the benifit of terrain.
However when the tank unit is
overrunning an enemy unit the
defending units gets two
counterattacks, one against the tank
unit and one against the infantry unit
riding on the tank unit.
In this situation the infantry unit
riding on the tank unit does
not get the benefit of the terrain.
Infantry units which being
transported by truck units may not
attack in any manner.
Plotting: Units which plot DF no
longer have to plot a target hex
or unit. Units which plot OF no longer
have to plot a line or
area of fire. However when performing
their respective fire
missions units must still follow the
rules pertaining to Line of
Sight/Line of Fire and to those rules
pertaining to Panic.
Transporting Units: It no longer takes
the whole turn to mount or
dismount infantry and other special
units. It takes three
movement points to mount and two
movement points to dismount an
infantry unit. The transporting unit
may move before or after
performing either operation or even
both. The unit being
transported may not move in the same
turn in which it mounts or
dismounts. The following units may
mount and dismount in this
manner; infantry, machine gun,
engineer, and anti-tank platoons
(Mech War 77). All other dismounted
units such as artillery and
anti-tank guns still tank a whole turn
to mount or dismount. A
transporting unit may not perform both
mounting and dismounting
operations during the same turn.
Infantry Close Assault: The doubling
of an infantry unit's attack
factor at one hex range only simulates
the increased effect of
the unit's firepower. It does not
however simulate the close
assault tactics that infantry units
use to dislodge enemy
infantry units in well prepared
positions nor the real close in
fighting where hand grenades and hand
to hand combat are
possible. This rule will simulate the
use of close assault
tactics upon any soft targets. In
order to close assault a soft
target an infantry unit must be in an
adjacent hex to the enemy
unit. The enemy unit must be in one of
the following type hexes;
covering terrain, hilltop, a hex with
an improved position marker
on it, a hex that is directly adjacent
to a slope or crest
hexside which is inbetween the
attacking and defending unit, or
any combination of the above. The
close assaulting unit does not
double its attack factor but instead
uses its basic attack
factor. The code CA(I) is used when
plotting this task. The
attack is resolved normally. Terrain
in the defending unit's hex
does not modify the combat result in
any way. An improved
position does cause a minus one
modifier to the die roll. A
combat result of pin or delayed panic
are treated normally. A
result of D-4 means that the defending
unit is taken off of the
board and the attacking unit may move
into the hex of the
deceased defending unit. A result of
the other levels of
disruption means that the defending
unit takes the result and
must also retreat out of the hex one
hex in any direction
(defending player's choice) but must
follow the rules for panic
movement. If the defending unit has a
movement factor of 0 then
it is eliminated, it can not retreat.
The attacking unit still
moves into the vacated hex. The
defending unit does not get any
defensive fire unless it was plotted
to fire at the close
assaulting unit on that turn. If more
than one unit close
assaults the same unit then each unit
makes their attacks with
the cumulative results then being
applied to the defending unit.
One of the attacking units may move
into the hex if it is
vacated. If two opposing units close
assault each other on the
same turn, neither may retreat nor
advance regardless of the
results of the combat. If there is
more than one unit in the hex
to be close assaulted the defence
factors of each defending unit
are combined into one total and it is
from this total that the
combat differential must be determined
from.
Halftrack Machine Guns: The US M3
Halftrack and the German SPW
usually had a machine gun mounted on
the vehicle for self
protection and fire support of their
occupants. Yet in the game
these vehicles have no attack factors
at all. To remedy this
situation do the following. Give the
American halftrack an Attack
Factor of 3, a Weapon's Class of M,
and a range of 5. Give the
German halftrack an Attack Factor of
3, a Weapon's Class of R,
and a range of 3. (The Americans used
a .50 cal machine gun and
the Germans used an MG42 7.62mm
machine gun.) Halftracks may now
participate in overruns using the
Overrun rules.