| Blitz
Combat Rules for Panzer Grenadier
By Doug McNair
December 2005
All rules from the standard Panzer Grenadier
rulebook apply when playing with the Blitz
Combat rules, except as follows:
Combat Strength Modifiers
Total the combat strengths of all pieces
firing in the same attack. NOTE: Give any
unit with an AT fire strength "0"
an AT fire strength of "1" instead.
Then increase or decrease the total combat
strength as follows. All modifiers are cumulative:
- AT fire: 5 x combat strength.
- Assault combat (all units except engineers):
3 x combat strength.
- Engineer in assault combat: 4 x
combat strength (for Engineer unit only).
- Target hex for direct or bombardment
fire contains 3 non-vehicle units: 2
x combat strength.
- Range to target hex is 1: 2 x
combat strength.
- Firing unit is disrupted: 50%
combat strength.
- Target units are in woods, hills or
town, or are dug in (dug in markers in woods
etc. don't count): 50% combat strength.
- Target units are in bunker or entrenchment
(except in woods, hills or town): 25%
combat strength.
Example: Three German INF
are disrupted and firing at a town hex
containing a Russian infantry unit. Their
combat strength would be halved for being
disrupted, then halved again for firing
at a town hex. This means they'd fire
at 25% of their normal fire strength,
or 4 (5 x 3 = 15; 15 ÷ 2 = 7.5;
7.5 ÷ 2 = 3.75; 3.75 rounded up
makes 4). In another example, if a tank
with AT combat strength of 4 fires at
an enemy tank in a woods hex adjacent
to it, its AT fire strength is multiplied
by ten (that is multiplied by five and
then doubled), and then halved for the
woods. So, it would end up firing at 5
x combat strength, or 20 total.
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Land battleship. The Soviet T-35.
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Fire Procedure
Calculate the combat strength of the attack
as explained above, then roll a number of
dice equal to the combat strength. So, in
the examples above, the three German infantry
platoons would roll 4 dice total, while the
tank would roll 20 dice total. Every “6”
rolled is a hit.
Opportunity Fire
There is no opportunity fire in Blitz Combat.
This speeds up game play and lets leaders
travel with their units to make saving throws
for them.
Armor Protection
Armor reduces the number of hits from AT
fire. Reduce AT hits on armored units by the
unit’s armor value.
Example: A player scores
three AT hits on a tank with an armor value
of 1. Reduce the hits on the tank by one.
It takes two hits and is demoralized (see
“Damage” below).
Leader saving throws (see below) DO NOT
reduce hits from AT fire. Armor protection
does not reduce hits on vehicles in assault
combat.
| 
Panther tanks serving the anti-fascist
cause.
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Only vehicles (except wagons) take hits from
AT fire. If non-vehicle units are in the same
hex as a vehicle targeted by AT fire, they
ignore any AT hits.
Units with armor values ignore all hits from
bombardment and direct fire. Units without
armor values that are in the same hex with
armored units take hits from direct fire and
bombardment normally. Units loaded on APCs
do not take hits from direct fire and bombardment,
but are destroyed if the APC is destroyed.
Leader
Saving Throws
Leaders can protect non-armored units from
direct fire and bombardment hits by making
saving throws for them. This symbolizes the
leader keeping his troops in line and fighting
while under fire.
When a hex with or adjacent to a leader takes
one or more hits from direct fire or bombardment,
make a saving throw with two dice against
each hit on the hex. For every two hits on
the hex, add +1 to each saving throw roll.
If the modified result is less than or equal
to the leader's morale, the hit is ignored.
Make a separate saving throw against each
hit on the hex. Only one leader can make saving
throws against a given attack on a hex.
Example: A hex adjacent to
two different leaders takes four hits from
direct fire. The owning player picks one
of the two leaders, with a morale of 9,
to make the saving throws for the hex. Add
+2 to each saving throw because the hex
took 4 hits. The leader makes four saving
throws, rolling 5, 6, 7 and 10. The leader
saves successfully three times and fails
once. All unarmored units in the hex take
one hit and are disrupted (see Damage below).
Assault Combat
All hits rolled in assault combat do damage
to the target units. Armor protection does
not reduce hits caused by assault combat,
and leaders cannot make saving throws against
hits taken in assault combat.
Damage
| 
As seen in Desert Rats. Italian
Semovente with 105mm gun.
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When a hex takes hits from direct fire or
bombardment, first reduce the number of hits
by any successful leader saving throws. Any
hits not saved against affect all leaders
and units in the hex. When units take hits
in assault combat, they take ALL hits rolled
(there is no reduction for armor or Leader
saving throws).
When a vehicle takes hits from AT fire, first
reduce the number of hits by its armor value.
Any remaining hits affect that vehicle.
The more hits a hex or vehicle takes, the
worse damage the target counters take:
- One hit: All target units are disrupted.
Disrupted pieces can only move one hex,
and their fire values are halved. Disrupted
leaders can make saving throws only versus
hits on the hex they're in, not adjacent
hexes.
- Two hits: All target units are
demoralized. Demoralized leaders can’t
make saving throws.
- Three hits: Each target unit takes
one step loss and is demoralized.
Roll for leader casualties per the standard
rules.
- Four or more hits: All target
units and leaders are eliminated.
Recovery
Use standard recovery rules. Use unit morale
values from scenario instructions.
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