Store & Event Locator

Stores

Events

Panzerblitz: Situation 13
Endless Scenarios for a Classic
(Adapted from The Wargamer's Guide to Panzerblitz)
by Tom Oleson with updates by Steve Winter

Editor's Note: If any wargame deserves to carry the honorific of "classic," it would be Panzerblitz. It took the wargaming world by storm when it was first published in 1970, and it was a top seller for decades. Even after more than 30 years of evolution in tactical-level wargames, Panzerblitz can still impress and charm players with its simplicity, its fast action, and its gritty feel. We fully favor anything that supports the continuing popularity of Panzerblitz and its sister games, Panzer Leader and Arab-Israeli Wars. With that in mind, we're happy to present this updated version of Tom Oleson's Situation 13 article which allows players to create unlimited new scenarios for this classic game.

Panzerblitz and Panzer Leader contain within themselves the potential for new scenarios limited only by the ingenuity of the gamer. Here are rules for creating scenarios that are well-balanced and amply supplied with that nail-biting tension so familiar to PB and PL fans. Moreover, this system allows players to use those units supplied with the game but not featured in the printed situations.

Each player has 1,000 points from which to select his combat force (players can use more or fewer points by mutual agreement). Each unit has a point cost as shown on the Unit Costs and Factors Tables below. For the curious, these costs were generated as follows:

  • Tanks and tank destroyers -- AF + RF + DF + MF
  • Assault guns and self-propelled artillery -- AF + DF + MF + RF/2
  • Armored cars -- Those with A-class weapons are treated as tanks, those with H-class weapons as assault guns
  • Transport -- Wagons and half-tracks = DF + MF; Trucks = DF + MF/2
  • Infantry -- AF + DF + MF + 1. (Infantry seldom attacks except with CAT, so infantry units are treated as if their range is 1)
  • Cavalry -- AF + DF + 2
  • CPs -- 1
  • Towed guns -- AF/2 + RF/2 + DF + MF

Victory conditions

The winner is the player who has the most units on the center and enemy boards at the end of the 12th turn. Units moved off the far edge of the enemy's board count double, but they can't return. Equal numbers mean a tie. To equalize things in competitive play, it helps to play two games, switching sides between them. Add the units on the central board in both games to determine the winner. There are no “shades” of victory as in the other Panzerblitz situations. The game can be shorter (8 or 10 turns), but shouldn't be longer than 12 turns. Player can agree to count or not count half-hexes for victory purposes, but we recommend not counting them.

Selecting Forces

Players either reach mutual agreement about who will play each side, or one player can place a counter from each side in each hand, shuffle them behind his back, and let his opponent choose one.

Each player purchases his army by spending his 1,000 points (or the agreed-upon number). Leftover points are lost. Since you have no idea what to expect from the enemy, a well-balanced force comprising units of all types is usually best. This will usually contain 45-55 units.

After the force selections are finalized, players reveal what they have chosen. The player with fewer units begins at a disadvantage, so he gets to choose whether he will take the first or second turn (moving first lets you seize critical terrain immediately; moving last lets you make a last-turn dash for the central board with all surviving units). In case of a tie, the Soviet or Allied player gets the option.

Players are limited by the number of units in the box. No one can have more than half the available mines or blocks. Mines and blocks don't count as units toward victory or for determining which side has more units. They can be placed on your own board and on your half of the central board. No forts are allowed in PB. In PL, no air units, flail tanks, or bridges are allowed. (The true values of these specialized units are hard to nail down.)

In PB, we recommend using all optional rules but no experimental rules. In PL, any rules can be used except the Turreted Vehicles Functional Mobility rule.

Terrain

To achieve an element of surprise, the boards should be placed randomly after the forces are selected. This also puts a premium on a balanced force that can fight on any of the boards. If you are lucky enough to own duplicate boards, you can also create a new center board by abutting half of one board to half of another, or using Panzer Leader boards with Panzerblitz units and vice versa.

The easiest way to set up the boards is as follows. The German player selects one board at random, either by rolling a die or drawing a board blindly. That board is placed in front of him and serves as his board of entry. He also rolls a die. If the number is even, the "top" of the board (if you were reading the labels) goes to the player's left; if the number is odd, the top goes to the right. The Soviet or Allied player then randomly selects one of the remaining boards and places it the same way, using his own left and right. Finally, a board is selected randomly (or use the one that remains) to be the center board and a die is rolled to determine which way it faces. Board B (the beach) from Panzer Leader shouldn't be used as the central board, for obvious reasons.

Panzerblitz German Unit Costs and Factors

Towed Guns AF RF DF MF Cost # in Game
50 mm antitank guns 8 5 3 0 9.5 2
75 mm antitank guns 13 6 2 0 11.5 3
88 mm flak guns 20 20 1 0 21 2
20 mm AA cannons 4 10 1 0 8 2
20 mm AA cannons, quad 14 10 1 0 13 2
75 mm howitzers 2 12 2 0 9 4
150 mm howitzers 20 12 2 0 18 2
81 mm mortars 3 12 3 1 11.5 4
120 mm mortars 15 20 2 0 19.5 4
Infantry AF RF DF MF Cost # in Game
Engineers 3 4 10 1 18 3
Security platoon 2 4 5 1 9 3
Rifle platoon 3 6 8 1 16 18
Submachine gun platoon 6 3 6 1 14 6
Command post 0 0 1 0 5 3
Transport AF RF DF MF Cost # in Game
Wagons 0 0 1 3 4 4
Truck transport 0 0 1 12 7 16
SdKfz 251 halftracks 2 4 4 10 14 11
Armored Cars AF RF DF MF Cost # in Game
SdKfz 234/2 puma (A) 6 5 3 14 28 1
SdKfz 234/4 (A) 13 8 3 14 38 1
SdKfz 234/1 (H) 2 4 3 16 23 3
Self-Propelled Artillery AF RF DF MF Cost # in Game
Maultier (H) 50 12 4 10 70 1
Wespe (H) 40 32 5 8 69 2
Hummel (H) 60 24 6 8 86 2
Anti-aircraft and Assault Guns AF RF DF MF Cost # in Game
GW 38 (m) (H) 10 12 5 6 27 1
Wirbelwind (H) 14 10 6 8 33 2
Stu H 42 (H) 14 12 12 8 40 1
Tank Destroyers AF RF DF MF Cost # in Game
Marder III (A) 12 8 7 8 35 2
StuG III (A) 12 8 12 8 40 4
Hetzer (A) 12 8 12 6 38 2
JgdPz IV (A) 16 12 9 8 45 1
Nashorn (A) 20 20 6 8 54 1
JgdPz V 20 12 15 9 56 2
JgdPz VI 22 12 18 5 57 1
Tanks AF RF DF MF Cost # in Game
Lynx 2 4 6 10 22 1
PzKpfw IV (A) 14 8 8 8 38 12
PzKpfw V panther (A) 16 12 12 10 50 12
PzKpiw VIa tiger I (A) 16 12 12 8 47 2
PzKpfw VIb tiger II (A) 20 12 16 6 54 2
Static Defenses AF RF DF MF Cost # in Game
Mines 10
Blocks 2

Soviet Unit Costs and Factors

Towed Guns AF RF DF MF Cost # in Game
12.7 mm machine guns 6 6 2 0 8 2
45 mm antitank guns 7 3 3 0 8 4
57 mm antitank guns 9 4 3 0 9.5 2
76.2 mm antitank guns 12 5 2 0 10.5 6
76.2 mm howitzers 3 10 2 0 8.5 2
122 mm howitzers 40 20 1 0 31 2
82 mm mortars (motorized) 2 12 3 1 11 3
82mm mortars 3 12 3 1 11.5 6
120 mm mortars 24 20 2 0 24 3
Infantry AF RF DF MF Cost # in Game
Engineers 3 2 8 1 16 2
Reconnaissance platoon 3 1 4 1 9 5
Rifle company 5 4 16 1 23 9
Guards company 6 5 18 1 26 10
Submachine gun company 8 1 12 1 22 6
Cavalry 10 3 8 3 20 4
Command post 0 0 1 0 5 2
Transport AF RF DF MF Cost # in Game
Wagons 0 0 1 3 4 8
Truck transport 0 0 1 12 7 17
SIS 33, M3 halftracks 2 1 2 10 12 6
Assault Guns AF RF DF MF Cost # in Game
SU 152 assault gun (H) 40 10 16 7 68 2
Tank Destroyers AF RF DF MF Cost # in Game
SU-76 (A) 12 5 9 9 35 2
SU-85 (A) 14 8 12 11 45 2
SU-10() (A) 16 8 15 8 47 2
JSU-122 (A) 17 10 15 7 49 2
Tanks AF RF DF MF Cost # in Game
KV 85(A) 15 8 13 10 46 2
T-34c (A) 12 6 9 11 37 12
T-34/85 (A) 15 8 10 11 44 6
JS II (A) 18 8 12 8 46 2
JS III (A) 18 12 14 8 52 2
Static Defenses AF RF DF MF Cost # in Game
Mines 10
Blocks 2

Panzer Leader German Unit Costs and Factors

Towed Guns AF RF DF MF Cost # in Game
75mm antitank guns 13 6 2 0 11.5 3
88mm antitank guns 20 20 1 0 21 4
20mm anti-aircraft guns 4 10 1 0 8 4
20mm anti-aircraft quad 14 10 1 0 13 2
37mm anti-aircraft guns 6 12 1 0 10 1
75mm infantry guns 2 12 2 0 9 4
75mm howitzers 20 28 2 0 36 3
105mm howitzers 40 32 2 0 58 2
150mm infantry guns 20 12 2 0 18 2
150mm howitzers 60 36 2 0 80 3
170mm guns 50 80 2 0 92 2
81mm mortars 3 12 3 1 11.5 3
120mm mortars 15 20 2 0 19.5 3
Nebelwerfer 60 16 1 0 69 2
Infantry AF RF DF MF Cost # in Game
Engineers 3 2 10 1 16 3
Security platoon 2 2 5 1 7.5 1
Rifle platoon 3 2 8 1 11 18
Submachine gun platoon 6 1 6 1 12.5 9
Transport AF RF DF MF Cost # in Game
Wagons 0 0 1 3 4 6
Trucks 0 0 1 12 7 6
Halftracks 2 2 4 10 14 10
Armored Cars AF RF DF MF Cost # in Game
SdKfz 234/1s 2 4 3 16 23 3
SdKfz 234/2 Pumas 6 5 3 14 28 1
SdKfz 234/4s 13 8 3 14 38 1
Self-Propelled Artillery AF RF DF MF Cost # in Game
Wespes 40 32 5 8 69 2
Maultiers 50 12 4 10 70 1
Hummels 60 24 6 8 86 1
Assault Guns AF RF DF MF Cost # in Game
Gw 38s (M) 10 12 5 6 27 3
FlakPz IV Wirbelwinds 14 10 6 8 33 1
Tank Destroyers AF RF DF MF Cost # in Game
JgdPz 38 Hetzers 12 8 12 6 38 2
StuG IIIs 12 8 12 8 40 1
Tanks AF RF DF MF Cost # in Game
Lynx 2 4 6 10 22 1
PzKpfw IIIs 8 6 7 9 30 2
PzKpfw IV (Wehr.) 11 8 7 8 34 2
PzKpfw IV (SS) 14 8 8 8 38 6
PzKpfw V Panthers (Wehr.) 13 12 11 10 46 6
PzKpfw V Panthers (SS) 16 12 12 10 50 6
PzKpfw VIa Tigers 15 12 12 8 47 3
PzKpfw Vib King Tigers 20 12 16 6 54 3
Static Defenses AF RF DF MF Cost # in Game
Mines 10 5
Blocks 2 10

Allied Unit Costs and Factors

Artillery AF RF DF MF Cost # in Game
57mm antitank guns 9 5 2 0 9.5 3
76mm antitank guns 12 10 2 0 13 2
90mm antitank guns 15 20 1 0 18.5 2
17 lbr antitank guns 14 10 2 0 14 1
40mm howitzers 8 12 2 0 12 2
25 lbr howitzers 35 35 2 0 54.5 3
105mm howitzers 40 32 2 0 58 6
8 inch howitzers 80 40 2 0 102 1
76mm mortars 3 8 3 1 9.5 2
81mm mortars 3 12 3 1 11.5 3
107mm mortars 10 17 2 0 15.5 1
Infantry AF RF DF MF Cost # in Game
Engineers (US) 1 1 6 1 9 6
Engineers (UK) 3 2 10 1 16 4
Scouts 1 2 3 1 5.5 3
Machine gun platoon 2 2 4 1 7 3
Rifle platoon 2 2 6 1 9 18
Armored infantry 4 2 10 1 14 9
Transport AF RF DF MF Cost # in Game
Trucks 0 0 1 14 8 6
M3 scout cars 2 2 2 14 16 3
Bren carriers 2 2 2 10 12 9
Halftracks 2 2 3 10 13 18
Armored Cars AF RF DF MF Cost # in Game
M20s 2 4 3 15 21 3
M8s 3 5 3 15 26 3
Daimlers 3 5 3 16 27 5
Self-Propelled Artillery AF RF DF MF Cost # in Game
Sextons 35 35 7 8 67.5 3
M7 Priests 40 32 7 8 71 3
Recon HQ Troop 4 12 4 10 24 1
Assault Guns AF RF DF MF Cost # in Game
M16s 8 4 3 10 19 2
M4/105s 14 10 9 8 36 2
Churchill flamethrowers 40 1 11 5 57 1
Tank Destroyers AF RF DF MF Cost # in Game
Achilles 16 10 6 9 41 2
M10s 14 10 6 9 39 3
M18s 14 10 4 12 40 1
M36s 15 12 6 9 42 1
Tanks AF RF DF MF Cost # in Game
M5 Stuarts 5 5 5 11 26 3
M24 Chaffees 11 8 7 11 37 1
Cromwells 9 8 8 7 32 4
Sherman Fireflies (UK) 10 8 8 8 34 8
M4/75 Shermans 11 8 9 8 36 9
M4/76 Shermans 14 10 10 9 43 3
Static Defenses AF RF DF MF Cost # in Game
Mines 10 5
Blocks 2 10








MORE ARTICLES
MORE ARTICLES

About Careers Find a Store Press Help

Hasbro

©1995-2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement
Home > Avalon Hill 
Email A Friend
Discuss This Article
Printer Friendly