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Welcome to The Panzer Pusher Panzer Tutorials.

This series of tutorials is aimed at familiarizing new players with the


Panzer game. It will use the same sequence as the rules, so players can follow it more easily.
First before continuing:
This tutorial cannot replace the rulebook. Ill show you what I understand from the rules and I will do my best to
exemplify everything. But if there is any discrepancy between what is told here and the rulebook, then the rulebook
is right and Im wrong.
Part 1-1: General Concpets
Read rules from 1.0 to 3.8.
Panzer is a tactical game of combined arms during WW2. Each hex is 100m across, each counter represents one
Squad, Half-Squad, or Section; or one single Vehicle, Gun or Aircraft. In the Basic Game only vehicles are used. Each
turn represents between 5 to 15 minutes of real time.
All offensive and defensive information of units are provided in the Data Cards. Each unit has its own Data Card.

Refer to the Data Card Keys for explanation of the Data Cards.
Panzer uses table based results for combat. All tables can be found on the four Game Cards A-D.

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Panzer units must face towards a hexside. In the Basic Game only front and rear aspects are defined. In the
Advanced Game this is expanded.

Front Aspect
Correct facing

Rear Aspect
Inorrect facing

Part 1-2: Sequence of Play


Panzer is played in turns. Each turn has different phases and steps. Phases and steps must be performed in order.
During each turn the player who wins the Initiative will be designated as the First Player and the other as the Second
Player. This, as well later see, is important, as results are sequential, not simultaneous. Results in Panzer take effect
immediately, so all fire results of the First Player take effect before the Second Player can fire.

For the Basic Game use only phases and steps printed in black.
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Part 1-3: Basic Spotting


Read rules from 4.0 to 4.1.5.
Only combat units may spot. In the Basic Game a combat unit is an armed vehicle. These are some examples of Basic
Game combat units:

And these are examples of unarmed vehicles:

Some considerations: vehicles spot in the 360. For spotting, use the Spotting Ranges Table of Game Card A.
Spotting depends on LOS, range, cover of enemy unit, status of both enemy and spotter (moved, fired, suppressed,
etc.), and stacking.
Before continuing, lets address some LOS issues.
C
A

In the example above, all units are at Height 0 and LOS can only be blocked by case 4.1.4.2.1 of the LOS rules. A
green line denotes a clear LOS. A red line denotes a blocked LOS.
There is no LOS between A and B. LOS runs across one of the hexsides of hex 2616. Hexsides block LOS (reference
rule 4.1.4 and 4.1.4.2.6).
There is no LOS between A and C. LOS crosses a Height 1 Hill hex.
There is no LOS between A and D. LOS runs across a Hill hexside.
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There is a clear LOS between B and C.


There is no LOS between B and D. LOS crosses blocking Building hexes.
There is clear LOS between C and D. Although LOS touches the slope art depiction, slopes dont block LOS. Hills do.
As the LOS doesnt touch the Hill hex 3312, LOS is clear (reference rule 4.1.4.1.5).
But units are not always at the same height. Lets see some more advanced LOS examples:
D

B
C

In the example above, a green line denotes a clear LOS. A yellow line is a blind zone. LOS is blocked in blind zones
(4.1.4.2.4). A red line is a blocked LOS.
A can trace a LOS to B, C (case 4.1.4.2.4, Lower by 2 Heights, blind zone of 1 hex), E (case 4.1.4.2.3) and F (case
4.1.4.2.4, Lower by 1 Height, blind zone of 1 hex). Note the Yellow blind zones in LOS lines. LOS is blocked between A
and D (case 4.1.4.2.4, Lower by 1 Height, blind zone of 5 hexes) and between A and G (case 4.1.4.2.2, intervening
Wood Hex is Height 3).
B can trace a LOS to C (case 4.1.4.2.4, Lower by 1 Height, blind zone of 1 hex), D (case 4.1.4.2.4, Lower by 1 Height,
blind zone of 2 hexes) and E. LOS is blocked from B to F and G (case 4.1.4.2.1, Height 3 Wood hex).
C can trace LOS to G. LOS is blocked to D, E and F (Height 3 Wood hex).
D can only trace a LOS to E (case 4.1.4.2.4, Lower by 1 Height, blind zone of 1 hex). LOS is blocked to F and G because
there is intervening blocking terrain and F and G are at Height 0 and not adjacent to D (reference rule 4.1.4.1.6).
E can trace LOS to F (case 4.1.4.2.4, Lower by 1 Height, blind zone of 1 hex). LOS is blocked to G (case 4.1.4.2.2).
F cant trace a LOS to G (4.1.4.2.1).

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Unlike other tactical games, where units can spot each other as long as they can trace a clear LOS between them, no
matter the terrain each unit is occupying, in Panzer spotting is handled differently. There is a distinction between
LOS and Spotting. LOS is reciprocal, Spotting isnt. There are cases where units can trace a clear LOS between them
and they are unable to spot each other. There are cases where one unit can spot the other, but not the other way
around. And there are cases where units can spot each other. Thats why the Spotting Phase is so important: it will
determine which units can be spotted and, thus, fired at. So dont hesitate to spend time measuring all spottings, as
you may find later on that you cant fire at an enemy unit due to not being spotted during the Spotting Phase.
Lets see some examples of spotting:

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Examples of spotting:

T-34/76 A
Pz V A

Pz IVG

T-34/76 B

T-34/76 C

Pz V B
SPW 250/1

T-34/76 A only spot the SPW 250/1:


The German SPW 250/1 is in Rough Terrain (Medium Cover, -2 modifier) and it is not marked with a Spotted/Fire or
a Spotted/Move marker (0 modifier). Note that, although it is Size -1, Vehicle Size does not affect spotting (4.1.3.1).
Net modifier = -2. Reference the Spotting Range Table: a vehicle with a -2 modifier can be spotted at 7 hexes (V
column). The SPW 250/1 is at 3 hexes, so its spotted.
The LOS between the T-34/76 A and the Pz V A is blocked by the Building hex 3314.
The LOS between the T-34/76 A and the Pz IVG is blocked by several building hexes.
The LOS between the T-34/76 A and the Pz V A is blocked by the Woods hex 2415 and 2515.
T-34/76 B can spot the SPW 250/1 and the Pz V B.
The SPW 250/1 is in Medium Cover (-2 spotting modifier). Its at 3 hexes. Its spotted.
The Pz V B is in Light Cover (-1). The net modifier is -1. The spotting range for a vehicle with a -1 modifier is 10 hexes.
The Pz V B is at range 8, so its spotted.
The LOS to the Pz V A and the Pz IVG is blocked, so they cant be spotted.
T-34/76 C can spot the Pz V A and the Pz V B.
The Pz V A is in Alley type terrain, which provides Light Cover (-1 modifier). There is an intervening Building hex
between the T-34/76 C and the Pz V A, but the LOS runs across a path, so the blocking effect is negated (reference
rule 4.1.4.1.3). Net modifier is -1. As it is at range 3, the Pz V A is spotted.
The Pz V B is in Light Cover (-1). Net modifier -1. Range 3. Result: spotted.
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The SPW 250/1 is in Medium Cover (-2). Net modifier -2. Range 8. Result: not spotted (spotted only at Range 7 or
less). If the SPW 250/1 was in an overstacked hex, the Cover would be treated as None (4.1.3.2) and it would be
spotted.
The LOS to the Pz IVG is blocked, so not spotted.
SPW 250/1 can spot all three T-34/76s.
T-34/76 A is in a Wood Hex (Medium Cover, -2 modifier). It has a Spotted Fire marked on it (+3 modifier). Net
modifier is +1. The T-34/76 A is spotted, since it is at range 3.
T-34/76 B is in Medium Cover (-2). Range is 3. Spotted.
T-34/76 C is in None Cover (0). Range is 6. Spotted.
Pz IVG cant spot any T-34.
LOS is blocked to all three T-34s by Building hexes.
Pz V A cant spot T-34/76 A and B, but it can spot T-34/76 C.
LOS to T-34/76 A and B is blocked.
There is LOS to T-34/76 C, as it runs across the path in the intervening Building hex. T-34/76 C is in None Cover (0),
so base spotting range is 20. As it is at range 3, its spotted.
Pz V B cant spot T-34/76 A and B, but it can spot T-34/76 C.
LOS to T-34/76 A is blocked by Woods hexes.
LOS to T-34/76 B is not blocked. T-34/76 B is in Medium Cover (-2). Net modifier -2. Spotting range is 7. Actual range
is 8, which is greater than 7. Not spotted.
T-34/76 C is in None Cover (0) at range 3. Spotted.

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In this the second of The Panzer Pusher Panzer Tutorials we are going to revise the Command Phase and the
Initiative Phase.
Part 2-1: Commands
Read rules from 4.2 to 4.2.1.
There are five possible commands in Panzer:

Fire: a unit can fire during the Combat Phase at an enemy unit previously spotted during the Spotting Phase.
Short Halt: a unit can fire during the Combat Phase at an enemy unit previously spotted during the Spotting Phase
and then move at half speed during the Movement Phase.
Move: a unit can move during the Movement Phase.
Overwatch: a unit can fire at a just spotted enemy unit either during the Combat Phase or the Movement Phase.
No Command: a unit takes a coffee and watches how their comrades fight. In the case of British units, change coffee
for tea.
Refer to rule 4.2 for further detail.
After the Spotting Phase, and before the Initiative Phase (how I like this), place your commands upside down on top
or adjacent to your units, so your opponent cant see the actual commands given.

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In the Basic Game, each unit receives its own command (lifes easy at Basic Level). In the Advanced Game, each
formation has a limited number of commands (less than the actual number of units), which makes for a much more
interesting game. But well see that in a later lesson.
Part 2-2: Initiative
Read rules from 4.3 to 4.3.2.
Initiative determines who will be the First and the Second Player. Initiative is determined by a roll (100). The side
rolling higher becomes the First Player and performs all First Player actions during the turn. The side rolling lower
becomes the Second Player and performs all Second Player actions during the turn. This is important, as Fire is
sequential and its results apply immediately, so you normally will want to be the First Player to fire first.
In the Advanced Game, Force Grade modifies the Initiative roll. If you are just using the Basic Rules, then not worry.
All official scenarios determine which modifiers to use when determining the Initative, without mentioning Force
Grade.
Initiative, although criticized by some, forces you to think carefully what orders to give to your units and to think in
advance what your opponent can and cant do. Lets analyse the previous example.

Pz IVH A

T-34/76 A

T-34/76 B

Pz IVH B and C

In the example, T-34/76 A and T-34/76 B can spot the Pz IVH A (Alley terrain, light cover, -1 modifier), but cant spot
Pz IVH B and C due to blocking terrain. Pz IVH A can spot the T-34/76 B (Light Cover of Scrub terrain and Spot/Fire
marker from a previous turn for a net modifier of +2), but cant spot T-34/76 A, as it is in Medium Cover (-2) at range
8, which is greater than 7 from the Spotting Ranges Table of Game Card A, V column.
T-34/76 A could be given Fire (only at Pz IVH A), Short Halt (the same), Move, Overwatch and No Command
commands. T-34/76 B could be given the same commands. Pz IVH A could be given Fire (only at T-34/76 B), Short
Halt (the same), Move, Overwatch and No Command commands. Pz IVH B and C could only be given Move and No
Command commands, since they cant spot any Soviet unit and its impossible to use an OW order this turn from
that hex given the positions of the Soviet units.
Imagine that you are the Soviet player. You want to capture the bridge at 2817, which is German controlled. There
are only two turns remaining. The only way to control the bridge is to capture it in this turn and to hold it for the
entire last turn. What would you do if you were sure you will be the First Player? And if you were the Second Player?
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As this is not a tactical class, just put your orders and then roll for initiative.
And the initiative goes to
NOTE: This example is extracted from a real game I played. The initiative went to the Germans. The Pz IVH A, which had a Fire Command,
destroyed the T-34/76 B. T-34/76 A was given a Move Command and captured the bridge on that turn (as always, I expected the worst and I
didnt put a Fire Command on T-34/76 A, knowing it couldnt be shot by the Pz IVH A, except if it had an OW Command, which was
improbable). Odds were that I was going to lose the game. On the last turn the Germans had put a Fire Command on Pz IV H A, which
remained on its hex, and on Pz IVH B, that was on hex 3017 along with Pv IVH C, which was given a Move Command. The German intention
was to destroy my T-34 with either Pz IVH A or B and then move the Pz IVH C to the bridge, negating me the VPs. But it happened that I won
the initiative, destroying the Pz IVH C (I didnt know this was the only unit with a Move Command, but the Luck of War helped me). My T-34
was also destroyed, but as I had other units alive, I gained the bridge control points and won the scenario.

Turn 14 of 15: Initiative goes to the Germans:


Fire
Move

Pz IVH A
T-34/76 A

T-34/76 B

Pz IVH B and C

At the end of the turn T-34/76 B is destroyed and the bridge captured by the Soviet player. On the last turn the
Initiative goes to the Soviets:

Pz IVH A

T-34/76 A

Pz IVH B and C

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At the end of the game the Soviet player still controls the bridge and is awarded its VPs. Result: Soviet win.

Pz IVH A

Pz IVH B

The German player didnt have much more options, as the Pz IVH B tank could not reach the bridge using a Short
Halt command, nor the Pz IVH A using a Move command, so his command decision was right, but sometimes things
dont go as planned. Thats war.
One last note: although not covered in the Basic Rules, Optional Rule 7.42-Staggered Initiative expands the Initiative
concept by using a Formation by Formation Initiative roll, so a turns Initiative doesnt depend on a single die roll.
This rule should please many Initiative critics, although it bogs down gameplay. Your choice.

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In the third of The Panzer Pusher Panzer Tutorials we are going to view the Basic AP Combat procedure. This is the
part most people enjoy, but its just a matter of mechanical procedures. The real game was in the Command Phase,
believe me. Lets start.
Part 3-1: First Concepts
Read rules 4.4 to 4.4.3.2.2
In the Basic Game there is only one type of combat: AP Combat. Remember that combat is sequential and that
effects take place immediately. Follow the Sequence of Play for resolving fire. Overwatch fire against firing units is
resolved after all Direct Fire Combat is resolved.
In Panzer there are no fire groups. Each shot is fired individually and every shot fired at a single unit from different
firing units must be announced before resolved. If the enemy is destroyed, the remaining firing units are considered
to have fired and may not fire at a different objective.
Firing must be done against already spotted objectives during the Spotting Phase, unless using Overwatch fire, which
allows to fire at just spotted targets.
Field of Fire: Turreted vehicles have a Field of Fire of 360. Non-Turreted vehicles have a Field of Fire of 60.
Example: The T-34/76 is a Turreted vehicle. The StuG IIIG is a Non-Turreted vehicle.

Field of Fire
60

Field of Fire
360

T-34/76

StuG IIIG

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Aspect: In the Basic Game there are only two aspects: Front and Rear.

Front Aspect

Rear Aspect

If hit along the line dividing the two aspects, the target unit selects which aspect was hit.
Range: Vehicles have an offensive information in their Data Cards. The offensive information details the main gun
ammo types, ranges and penetration. Gun Ranges can be:
P: Point Black
S: Short
M: Medium
L: Long
E: Extreme
Example: The T-70 M42 has three types of 45mm
ammo detailed in the Offensive Information: AP,
HVAP and GP. In the Basic Game only AP is used.
For AP ammo, there are two rows: R (Range) and P
(Penetration). The Ranges and Penetration of the
45mm gun are:
Point Blank: 1-2 hexes (Pen of 10).
Short: 3-4 hexes (Pen of 9).
Medium: 5-8 hexes (Pen of 8).
Long: 9-11 hexes (Pen of 7).
Extreme: 12-13 hexes (Pen of 6).

Each range has a different probability of achieving a hit. The shorter the range, the easier to achieve a hit.
Modifiers: when firing, a number of modifiers apply. Modifiers are cumulative. The final modifier is the Net Modifier.
Refer to rule 4.4.3.2.2 for a detail of the different modifiers and to the AP Hit Modifiers Table on Game Card A.

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Part 3-2: AP Combat Procedure


Read rules 4.4.3.2.3 to 4.4.3.2.6
AP Combat in the Basic Game is very straightforward. Follow these simple steps:
1-Measure range from firing to target unit in hexes.
2-Check gun range.
3-Apply modifiers.
4-Check for hit, aspect, penetration and defence.
5-Apply results.
Lets see it with an example:

Pz IVG

T-34/76 A

T-34/76 B

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There are two Soviet T-34/76s, one of them Damaged, and one German Pz IVG. During the Spotting Phase it is
determined that the two T-34s can spot the Pz IVG, but the Pz IVG can only spot the T-34/76 B. During the Command
Phase the Soviet player puts a Short Halt command on the T-34/76 A and a Fire command on the T-34/76 B, while
the German player places and OW command on the Pz IVG, hoping to get the opportunity of firing at the T-34/76 A
(for whatever dark reason we dont know).
The Initiative goes to the Soviets.
The Soviet player announces that he will fire with the two T-34s at the Panzer IVG and reveals his commands. All
firing against the Pz IVG must be resolved before going to other units in other map areas.

Rear Aspect
Front Aspect

T-34/76 A

Rear Aspect

Front Aspect

Pz IVG

Range 8 hexes

Range 7 hexes

T-34/76 B

Note the Basic Armour factors of the T-34/76 M43 and the Pz IVG. They are written as Front/Rear Armour factor.

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T-34/76 A:
1-Measure range from firing to target unit in hexes:
Range = 8 hexes.
2-Check gun range:
8 hexes is less than 10 but more than 6, so gun range for the 76.2mm gun of the T-34/76 M43 is Medium.

3-Apply modifiers:
The Size of the Panzer IVG is 0. The Panzer IVG is in Alley type terrain, which is Light Cover (-1).The T-34 has a Short
Halt command (-4). Total Net Modifier = -5
4-Check for hit, aspect, penetration and defence:
Go to the AP Hit Table on Game Card A. Match the Range Column with the Net Modifier Row. The number is the roll
(100) needed (or less) to achieve a hit.
At Medium Range and with a Net Modifier of -5 a hit is achieved by rolling a 25 or less.

The Soviet players rolls a 58.


5-Apply results:
58 is more than 25, so the shot didnt hit the Panzer IVG. The T-34/76 A is marked with a Spotted/Fire marker
(4.4.1), so its now spotted by the Pz IVG, as he wished.
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T-34/76 B:
1-Measure range from firing to target unit in hexes:
Range = 7 hexes.
2-Check gun range:
7 hexes is less than 10 but more than 6, so gun range is Medium.

3-Apply modifiers:
The Size of the Panzer IVG is 0. The Panzer IVG is in Light Cover (-1). The T-34/76 B is Damaged (-3). Total Net
Modifier = -4
4-Check for hit, aspect, penetration and defence:
At Medium Range and with a Net Modifier of -4 a hit is achieved by rolling a 30 or less.

The Soviet players rolls a 21.


5-Apply results:
21 is less than 30, so the shot hits the Frontal Armour of the Panzer IVG. At Medium Range the Penetration factor of
the 76.2mm gun of the T-34/76 is 15. The Frontal Aspect Armour factor of the Pz IVG is 13.

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In the Basic Game Damage and Effects are automatic. If the P factor is less than the Armour factor, the result is No
Damage. If the P factor is equal to the Armour factor or greater by 1-3, the result is a Damage Hit. If greater by 4-9,
the result is KO. If greater by 10 or more, the result is BU.
As the P factor is 2 greater than the Armour factor of the Pz IVG, the Panzer is Damaged. Put a Spot/Fire counter on
top of the T-34/76 B and a Damaged counter on the Pz IVG. From now on the Pz IVG can only move at 1/2 speed and
applies the Damaged modifier when firing.
Things are as follow after the Soviet firing:

Pz IVG
T-34/76 A

T-34/76 B

After finishing all Direct Fire, now the German player can execute his Overwatch order. The T-34/76 A, which was
not spotted at the beginning of the Combat Phase, is now spotted by the Pz IVG due to the Spot/Fire counter. The
German player announces his fire at the T-34/76 A.
This time Ill go faster. Range is 8 hexes, which equals Medium Range for the 75mm gun of the Pz IVG. The modifiers
are -2 because the target is moving (it has a Short Halt command); -3 for Medium Cover of the Woods hex; -3 for
being Damaged (the result was applied before and is effective); and -1 for Overwatch fire. Net Modifier = -9. A hit is
achieved by rolling a 5 or less. The German player rolls a Miracle! Miracle! a 2 and achieves a hit on the T-34/76 A.
The penetration of the 75mm gun of the German Pz IVG at Medium Range is 18. The Frontal Armour factor of the T34/76 is 18. As the penetration factor is equal to the Armour factor, the result is Damaged.
We have three Damaged tanks for the next turn that will try to kill each other. A further Damaged result on any tank
will mean its destroyed (4.4.3.2.6). Now its time you put your commands, roll for initiative and resolve the firing.
Ready?

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Welcome to fourth of The Panzer Pusher Panzer Tutorials. Were about to finish with the Basic Rules. Well see
Movement and Adjustment. After that, youll be ready to play your first Panzer Game.
Part 4-1: Movement
Read rules 4.5 to 4.5.1.1.10
As combat, movement is sequential. The Second Player moves first and the First player moves second. Why?
Because movement can trigger OW fire. Unlike in the Combat Phase, an OW fire is announced and resolved
immediately after the triggering event. An OW firing unit can also trigger a subsequent OW fire from a Second Player
unit, and so on. Resolve OW fire as they occur. Before continuing, lets revise OW fire.
Example:

Trigger event:
Movement

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In the example, the T-34/85 wants to move to hex 1007. It has a Move command. The Tiger II is in Medium Cover
and its not spotted by either Soviet unit. It has an OW command. The SU-100 has an OW command to protect the T34.
The Germans have the Initiative. It is the Soviet Movement step. The T-34/85 moves. When it reaches hex 1306 it
triggers OW fire from the Tiger II. The movement is stopped momentarily until the shot is resolved. Tiger II fires and
misses the shot. Its marked with a Spot/Fire counter and now its spotted by the SU-100.

Trigger event:
OW Fire

The Tiger IIs shot has triggered OW fire from the SU-100. The movement continues suspended until the OW fire is
resolved. The SU-100 fires and misses. The SU-100 is marked with a Spot/Fire counter and the movement of the T34/85 continues until it reaches hex 1007.

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Units have a movement factor. It is in the Data Card and in the counter.

The numbers and the letter of the T-34/85 movement characteristics mean:
5: Cross Country movement speed.
T: Mode of traction. T=Track. H=Half-Track. W=Wheeled.
8: Path movement speed.
12: Road movement speed.
Lets see some examples:

The T-34/85 has cross country movement speed of 5 MP, its a tracked vehicle, and has a path movement speed of 8
and a road movement speed of 12. Not bad.
The SPW 251/1 has a cross country movement speed of 4 MP, its a half-tracked vehicle, and has a path movement
speed of 9 and a road movement speed of 12. Almost equal, but its half-tracked, which means that it wont be able
to enter all the terrain the T-34/85 can. By the way, the number in the white square is the Bog Modifier, which will
be treated in the Advanced Rules.
The Pz VIB is a snail in comparison, and the BA-20M is a lightning, with a cross country speed of 8 MP, a path
movement speed of 13 MP and a road movement speed of 19 MP. But, as you will have already noticed, it is a
wheeled vehicle, so it will have to pay a lot more MPs than the others when entering the majority of terrain.

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The terrain entry costs are in the Terrain Effects Table of Game Card A.

A vehicle cannot enter prohibited terrain (only via Road or Path, well see that later), but it can perform a 1 hex
minimum move (4.5.1.1.3). Whats this? A vehicle can always move 1 hex even if that movement costs more than
the movement speed allowance of the vehicle. It applies to Move and to Short Halt commands.
Turning is free for a 60 turn. Turning can be made at the beginning, during movement or at the end of the
movement. If the turn is of more than 60 (2 or 3 hexsides) the vehicle must pay the Turn cost of the terrain
(4.5.1.1.4).

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Examples of Cross Country movement:

It is the Movement Phase. The German player has the Initiative, so the Soviets move first.
The T-34/85 has a Move command. It wants to move to hex 1304. It makes a 60 turn at no cost and moves to 1304.
Crossing a Hedgerow hexside terrain costs All movement points for a Tracked vehicle, so the T-34/85 moves to 1304
and ends its movement there. It places a Spot/Move counter on it.
The Ba-20M wants to move to hex 0606. It makes a 120 turn, paying 1 MP. Then moves to 1203 (1MP), 1103 (1MP),
1004 (1MP), 0904 (1MP), 0805 (1MP), 0705 (1MP), and 0606 (1MP), for a total of 8 MPs. The BA-20M ends its
movement in 0606 and places a Spot/Move counter on it.
Now its time to move for the German player. He chooses to move his crippled Tiger II to hex 0505. Such a move
would cost normally 6 MP (2 MP for the Alley terrain, and +4 MP for the Wall hexside). The Tiger II has a Short Halt
command, it has a Spot/Fire counter from previous fire in the Combat Phase, and its Damaged, so it may only spend
of its movement speed allowance of 3 MP (4.5.1.1.1), which can never be less than 1 (3.7). It would be impossible
to make this movement, but it can move just 1 hex of minimum move (4.5.1.1.3), so it enters 0505 and replaces the
Spot/Fire counter with a Spot/Move counter (4.5.1).
Remember that moved vehicles are marked with a Spot/Move counter and that if a unit has a Short Halt command
and has a Spot/Fire marker on it from the Combat Phase and then moves during the Movement Phase, the Spot/Fire
counter is replaced by a Spot/Move counter, even if the moving unit doesnt exit from the hex.

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The other Tiger II wants to enter hex 1504. It moves to 1505, spending 1 MP, but it cant move to 1504, as crossing
the Hedgerow hexside requires spending all the movement speed allowance, and the Tiger has just expended 1 MP,
so it remains in hex 1505 and ends its movement, placing a Spot/Move counter on it.
Finally, the SPW 251/1 wants to move to 0903. It spends 1 MP for entering the clear terrain hex 0803 and then
spends 3 MP to enter 0903 (2 MP for the Light Woods terrain, and +1 MP for changing 1 Height across the Slope
hexside), for a total of 4 MP. The SPW ends its movement and places a Spot/Move counter on it.
At the end of the Movement Phase the situation is as follows:

1 MP

1 MP

1 MP
1 MP

3 MP
1 MP

All MP

1 MP

All MP
1 hex min. move
1 MP

1 MP

1 MP

1 MP

OK, weve moved across the battlefield, but we want to move faster, so well use Roads and Paths.
If you want to use your Road or Path speed, you must begin your movement on a Road or Path hex (no matter the
initial facing) and follow the Road or Path for the entire movement. Facing must be following the Road or Path as if
you wanted to enter the next Road or Path hex, even at the end of the movement, and thats not an option.
If you move along a Path for your entire movement, use your Path movement speed allowance. If you move along a
Road, then use your Road movement speed allowance. If you combine both Road and Path movement, then do the
following:
Imagine that you have moved along the Road/Path at Road speed. If at the end of the movement the number of
Road hexes is more than the Path hexes, then you can use your Road speed. If equal to or less than the Path hexes,
then you must use your Path movement speed allowance for the entire move. Lets see it with an example.
24
Fernando Sola 2015

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Tiger II C

Tiger II B

Tiger II A

We have a splendid new Platoon of Tiger IIs. We are testing the moving characteristics of our new machines. As we
can see, the Tiger II has a Cross Country movement speed allowance of 3 MP, a Path speed of 5 MP and a Road
speed of 8 MP.
Tiger II A wants to move to hex 1307 at Road speed. If we did that we would travel 2 hexes along a Road and 6 hexes
along a Path. Since the Road hexes are less than the Path hexes, the Tiger II A must use its Path movement speed of
5 MP and can only reach hex 1009.
Tiger II B wants to move to hex 1108. As the Road hexes are equal to the Path hexes, the Tiger II B cant use its Road
speed. It uses its Path speed and reaches hex 0810. Note that at the beginning of its movement the Tiger II B was not
facing the Road, but it must do so during its entire movement, including the last hex entered.
Tiger II C wants to enter the road and move at Road speed. Since the Tiger II C begins its movement outside a Road
or Path, it must use its Cross Country speed of 3 MP. It moves to 0508, spending 1 MP, then to 0409, spending
another MP, and then makes a 120 turn, expending its last MP.
Our drivers werent much skilled, after all.
If by any chance a vehicle passes through an overstacked hex (or the hex is overstacked by the presence of the
vehicle when it passes), a Wreck or an enemy unit, then the Road or Path speed cant be used, only Cross Country
speed.

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Fernando Sola 2015

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Tiger II A

Tiger II C

Tiger II B

Remember that you cant enter Prohibited terrain. But if you use a Path or a Road, you could enter Prohibited
terrain as long as you dont leave that Path or Road. Remember also that, as written, the rules state that if you dont
start your movement on a Road or Path, then you must use your Cross Country speed and pay normal hex terrain.
What would that mean if trying to enter a prohibited terrain using a path or road but entering that road or path
from a non-road or path hex? That you cant move to that prohibited terrain until the following turn using your Road
or Path speed.
I suggest you to use Optional Rule 7.40 (from Expansion #3), which is an expanded explanation of Road and Path
movement.
7.40 Road/Path Movement [Expanded]
Vehicles may move at the road/path rate of 1 movement factor per hex (not at the bonus movement rate or change
elevation bonus) when on a road/path through terrain even if they did not start on a road/path when moving along a
road/path. It must maintain facing while moving.
If you use that rule, then you could enter prohibited terrain using a Road or Path, even if entering that Road or Path
from a non-Road or Path hex, but using CC speed.
Want an example?

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Fernando Sola 2015

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T-34/85 A

T-34/85 B

T-34/85 A can enter prohibited Heavy Woods terrain at J7, K7 and L7 using the Path at the Path speed. If using the
standard Basic Rules, T-34/85 B, as it begins its movement outside the Path hex, would use Cross Country speed and
would pay normal terrain costs when entering new hexes, even if those hexes are Path hexes. Thus, if T-34/85 B
wants to pass through the Heavy Woods hexes, it would enter hex I6, spending 3MP, and then it couldnt enter hex
J7 because it is prohibited terrain. It would have to wait until the next turn and use the Path speed to do so.
If you use Optional rule 7.40, then T-34/85 B would pay 3 MP to enter I6 and then 1 MP for entering J7 and 1 MP for
entering K7, for a total of 5 MP (its Cross Country speed). I highly recommend using this optional rule when playing,
even at the Basic Game level.
One last thing: vehicles can pass through hexes containing friendly or enemy hexes, bet never can end its movement
in a hex containing enemy units. Never. Ever.
Part 4-2: Adjustment
Read rules 4.6 to 4.6.2
During the Adjustment Phase reveal all unused commands (it can be only N/C or OW commands). If any unit has a
Fire, Short Halt of Move command, mark them with a Spot/Fire (for Fire and Short Halt) or a Spot/Move (for Move
command) counter. But this should not happen, as its illegal.
Remove all command counters and advance the turn counter one space. If its the final turn, check Victory
Conditions.
Thats it. Weve finished with the Basic Rules. Anyone for a game?

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