| 'Panzer
Grenadier' Optional Rules
By Peter McCord
August 2006
Panzer
Grenadier was designed to be both
playable and realistic. As a part-time playtester
and rules editor I have found the game to
be very satisfying, and I rarely play with
any “house rules” or modifications.
However, like most wargamers, I occasionally
feel the need to tinker with the basics.
Such experiments always come at a cost. They
usually increase playing time, create potential
for conflicts or ambiguities in the rules,
and generally slow down a player’s action/thought
process. Whether or not a given rule measures
up to those costs is highly subjective.
The following are purely optional rules for
use with any Panzer Grenadier series
game. They are meant to be as low-fuss as
possible. Use them according to your taste,
and realize that they may add playing time
or slightly alter the balance of a given scenario.
High-Profile Movement
Before
a good-order armored vehicle moves, the player
may declare he is using high-profile movement.
The vehicle may increase its movement by up
to 50% (round fractions up). During this movement,
all direct-fire opportunity fire directed
at the vehicle gets an extra +1 column modifier
in addition to other modifiers, and all opportunity
AT fire earns an extra +2 column modifier
in addition to other modifiers.
At the end of the vehicle’s movement,
make a normal morale check. Failure results
in disruption (but not demoralization). If
a vehicle is disrupted or demoralized by opportunity
fire during this move, it does not have to
make the end-of-move morale check. High profile
movement may not be combined with Strategic
Movement.
Forced March Movement
Before
moving a good-order infantry unit or leader,
the player may declare a forced march. The
unit adds 1 to its movement allowance for
the turn but suffers a +1 column modifier
on all opportunity fire directed at it during
movement. At the end of the unit’s movement,
make a normal morale check. Failure results
in disruption (but not demoralization). If
a unit is disrupted or demoralized by opportunity
fire during this move, it does not have to
make the end-of-move morale check. Forced
March movement may not be combined with Strategic
Movement.
Ammunition Limits
If
a player rolls a “12” when conducting
any type of fire combat, all currently-firing
good-order units run low on ammunition and
become disrupted. All currently-firing disrupted
units run out of ammunition and become demoralized.
If offboard artillery is currently firing,
one factor runs out of ammunition.
Units that become disrupted or demoralized
due to this rule can recover normally and
suffer no other ill effects after recovery.
If an offboard artillery factor runs out of
ammunition, the owning player must make morale
recovery rolls for that artillery factor on
future activations, using the normal, full-strength
morale value for the owning side. The artillery
factor may begin firing again on the turn
after it recovers.
Artillery Spotting
At
the beginning of a scenario, each unit (off-board
and on-board) with bombardment fire values
must be assigned to a leader. The owning player
writes the ID number of each leader and each
bombardment-fire unit he can spot-for on a
piece of scratch paper. Only the assigned
leader may spot for the units or offboard
artillery factors to which he is assigned.
Such assignments must further satisfy potential
scenario limits, such as paratrooper leaders
that cannot spot for U.S. Army artillery in
Airborne.
If an assigned artillery-spotting leader
is killed, or if a player wishes to assign
a single bombardment unit, an individual stack
of bombardment units, or up to three offboard
artillery factors to a new leader, then the
owning player simply activates the new leader.
The leader and the units or offboard artillery
factors rolled-for may not move, fire, or
perform any action except rolling two dice
to request the reassignment. If the die-roll
result is less than or equal to the activated
leader’s morale, then the reassignment
is successful and the leader may spot for
the assigned unit(s) or offboard artillery
factor(s) on future turns. Write down the
reassignment. The unit(s) or offboard artillery
factors rolled-for may not fire on the turn
in which their spotting leader is reassigned.
Failing the reassignment dice roll has no
effect other than to waste the rolling leader’s
activation. The unit(s) or offboard artillery
factor(s) rolled-for may fire normally that
turn. |