Let's be clear, PanzerBlitz is a great game and always has been.
It is fast-paced, tense and enjoyable and the easily visualised action
afforded a groundbreaking experience in military board games back in
1970. The rules are concise, play is brisk and the game scale and
organisational flexibility of the playing pieces enables an impressive
variety of plausible objectives and victory conditions. By using the
basic building blocks of military formations the game has enabled an
aftermarket industry providing abundant variant forces and scenarios,
some generously offered at no cost. What is not to like?... more
To improve balance, enhance
fidelity to tactical doctrine and restore playability to games in the
PanzerBlitz franchise by revision of the rules of play, including
tables, mechanics, markers and scenario stipulations, while remaining
true to the original ethos of the game, adaptable to existing
scenarios via addenda only and entirely compatible with existing
physical components; specifically unit counters and map-boards.
Yeah, doesn't sound quite so easy when you
put it that way...more
Opportunity and indirect fire both rely on spotting so our restatement
of the spotting rule, along with our proposed tweaks, is a good
starting point. No dramatic changes here beyond the loosening up of
concealment spotting of moving units, specifically vehicles, which will
hopefully stir things up and give opportunity fire additional teeth
without creating a bloodbath or encumbering playability.
spotting rules permitted units to invulnerably advance through open
areas using concealment at turn end and did not expose concealed firing
units. These issues were largely resolved in later revisions which
introduced spotting of concealed firing units and 'spotted' markers.
We believe that a vehicle unit entering a
concealed hex is vulnerable to spotting so we've included conditional
spotting of some moving units in concealed terrain. We have also
proposed some minor housekeeping changes to the management of 'spotted'
of the Rulebooks: Spotting Spotting rule comparison of versions found in
official editions of PanzerBlitz, Panzer Leader, Arab-Israeli-Wars
and other sources.
(21 Mar 13)
The original game basically says "two if Russian, three if
German," and tried to dodge stacking limit detail otherwise,
perhaps missing an opportunity to resolve other problematic areas in the
rules like road movement.
v0.1 Revised: April 12, 2013
Opportunity fire is absent
altogether from the original PanzerBlitz and while an optional
rule appears in Panzer Leader, the rule is confounded in Arab-Israeli
Wars whose authors became entangled with it; see the harmony
for details. The simple
Panzer Leader rule is better than none and
we will expand on it while
avoiding some of the deep water encountered by the Arab-Israeli
We will boldly dispense, however, with the ¼
movement allowance expenditure requirement before permitting opportunity
fire on a moving enemy unit. Our new rule says that when an enemy unit
enters a hex where it is spotted, in line-of-sight and within half range
of an eligible friendly firing unit it may be attacked then and there.
This pares down much canonical rule-making from later editions and
discards the concept of an 'activated' unit...
The original game provided a somewhat confusing range of direct fire
options which were abandoned in the later Panzer Leader and Arab-Israeli
Wars rules. All agree that a unit may be attacked only once
per combat phase but a few problems remain; primarily reconciliation of
aggregated attack factors against armoured vehicles by multiple units
with the 'tabletop' origins of the game. And it is attractive to retain
aggregation when conducting high explosive fire against non-vehicle
units. Also the issue of how to apply direct fire attacks against
multiple units in a single target hex remains.
This revision opts for a simple solution, only
one opposing unit may be attacked in any single direct fire attack and
armoured vehicles can only be attacked by single firing units; our rule,
then, can be refreshingly brief...more
An optional rule in the original game the more
comprehensive Panzer Leader indirect fire rules changed again in Arab-Israeli
Wars and for good reason. One obvious problem is how to apply
indirect attacks against multiple units in a single target hex. This
revision is intended to reconcile longstanding inconsistencies among all
three versions of the game when conducting indirect fire.
In the original rules the application of
indirect fire relies on the direct fire rules and a few inconsistencies
like the halving of indirect fire attack factors against units on slopes
and hilltops seem problematic, not to mention the exclusion of Soviet
howitzers and 160mm mortars... more