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Hans ‘n Panzer: A game of World War II Combat

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Hans ‘n Panzer: A game of World War II Combat

What we do is scale everything


down. We scale down the movement,
the range of weapons and the number of
men in a unit. This allows us to recreate
a battle in a much smaller space.
“Scaling down” has been used for years.
It does not sacrifice the realism of the
game. Scaling allows you to enjoy a full
Hans in Panzer is a game of tank battle in minimal space, with a
combat in World War II. Using small manageable number of pieces.
scale soldiers and vehicles, you can re- Our description describes our
create an entire battle on a coffee table. scaled-down movement and shooting in
The rules accommodate tanks and inches. For smaller spaces, you can use
equipment used by American, German, centimeters in place of inches.
British and Russian forces.
Movement
The average space for a game
would be 4” by 8” or so. Using these Movement: To simulate how different
rules, you can even play on a coffee soldiers move, we use a simple trick.
table. All you need are miniature Imagine if a man and a horse were going
soldiers, terrain pieces, measuring sticks to race. Instead of the race being a set
and six-sided dice. distance, such as 500 yards, it would be
a set time. It might be a few seconds. If
Scale a man and horse both ran five seconds,
the man might go 10 to 15 yards. The
To recreate the battles of old, you would horse might go 20 to 30 yards. We use
need thousands of miniature figures and a similar thing in our game. A man
a massive playing area. Even small moves half the distance of a horse,
skirmishes might involve a thousand or simulating how fast he goes.
more men. Likewise, the ranges of
weapons range from 100 yards for a Men and vehicles in the field go slower
submachine gun to a mile or more for a than if they were on a road. The speeds
howitzer. A skirmish could involve below are measured in numbers. Most
movement and firing over a mile of people use inches, but for smaller spaces
terrain. A larger battle would rage over you might use centimeters. If you have
anything from a square mile to several a very large space, you might double
miles. them. (If you double movement, you
How much space would it take to must also double firing range.)
recreate a mile of battle? If you used
25mm figures, it would be 65 foot by 65 The chart shows the speeds of men and
foot. For HO, which is 20m scale, it vehicles. You will see two speeds listed:
would be a little over 64 foot. 15mm is of and off road. Off road is one half of
close to 1/120, and that would be 44 on road speed.
foot. Imagine setting up and moving If a unit goes from road to open land, or
thousands of figures over 65 foot! vice versa, it must change its speed. For
example, a half track moves 5 inches on

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Hans ‘n Panzer: A game of World War II Combat

a road, and then goes into woods. This Speeds


leaves ten inches. However, since off Vehicle On Road Off
road speed is ½, then the unit can only Road
go 5 inches into the woods. Tiger Tank 9 5
JSI and II 10 6
Some kinds of terrain make it even
KV 1, 2, 85 10 6
harder to move. There are penalties for
Pershing 10 5
movement in rough terrain: going uphill,
going through a swamp, or fording a Panther 15 8
river at a ford (you cannot ford a river Churchill 7 4
that has no ford.) Speed in these places T-34 15 8
is reduced to 2/3 You must determine T-60 T-70 15 8
2/3 of the regular speed. In case the BT 5. BT7 18 9
result is an awkward number, round PZ IV 12 6
down. (For instance if speed is 11, 2/3 is PZ III (late), 12 6
somewhere between 6 and 7. Round PZIV (Early)
down to 6.) PZ III 12 6
(Early)
If a unit goes from regular to rough Stug III 12 6
terrain, he must adjust accordingly. For Sherman 12 6
instance, a Panzer IV going on a road Lee 12 6
five inches comes to a ford. That would M3 / M5 18 9
leave 7 inches. Since the rough terrain Light
speed is about 2/3 of the regular road (Stuart)
speed, and the ford is in the road, he Matilda 7 4
would go 4 more inches. For Valentine 9 5
determining speed when moving from Cruiser / 18 9
regular to rough terrain, we use a “rough Crusader
guess-timate” that rough terrain speed is tank
2/3 of normal movement 13/40, 14/41 14 7
Heavy 24 6
When men embark or disembark from Armored Car
vehicles, they use up 1/3 of their move. Light 24 6
Men cannot embark or disembark if the Armored Car
vehicles has moved that turn. The Half Track 15 9
vehicle must not move while loading or Truck, Jeep, 24 6
unloading personnel. etc.
Infantryman 3 3

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Hans ‘n Panzer: A game of World War II Combat

Tank and Antitank Several things can adjust your ability to


hit. Add or subtract to your dice roll
In our game, armored according to this chart. These are:
vehicles play a large role.
Battles with tanks, self- Target is in soft cover – 1
propelled guns, half tracks Target is behind low wall -2
and armored cars are to be Target is “hull down” (only turret or
expected. Therefore, anti- superstructure visible) -2
tank weapons hold an
important place in our game.
There are two steps to If you hit target,
firing an antitank weapon. your next move
First, we roll to hit the target. is to see if you
Second, we determine if the damage it. We
impact was enough to destroy use the tank
the vehicle. stick to see
where you
managed to hit
the tank. The
We need a angle of the
tool called stick shows the
a “tank angle of impact.
stick” It is 45 inches long ,and has a Too steep an
protractor at the end. The protractor angle makes it harder to penetrate armor.
swivels at the end of the stick. To make Use the stick as shown The section of
the protractor, we cut a semi-circle and the protractor where the stick lies
mark it off in 30 degree increments. The indicates how much to add or subtract to
sections on the ends are marked ‘-2”. your dice score. An oblique shot gets `-,
Those nearer the middle are “-1” The and a glancing strike gets –2. These are
center section is unmarked. subtracted from the dice score.

The tank stick is used to help determine Now roll two dice and add or subtract as
the effectiveness of a shot. the tank stick indicates.

Shooting tanks: The first step in shooting Look at the chart of strike values. See
tanks is to get the range. We have the gun you fired and the range you fired
arranged this into four increments: 0 to at. There will be a number for you.
10 inches, 10 to 20 inches, 20 to 30 Now add or subtract as per the tank stick
inches, and the longest range is 30 to 45 to get your final number. If your dice
inches. Using the chart for range, you roll is lower than that number, you
roll two dice. If your roll matches or is destroy the vehicle and kill half the
lower then the number for your range, crew. If it matches the number, you
you miss. If higher, you hit. disable the vehicle. (It can only fire, not
move). If it is higher than the number,
your shell glances off the armor.

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Hans ‘n Panzer: A game of World War II Combat

Antitank Gun tables


Strike values
Disabled vehicles remain immobile for
the rest of the game. Weapon Nation Range 10 20 30
0-10 to to to
Destroyed vehicles are turned on their 20 30 45
side. Disabled vehicles remain as they 88mm Ger 12 11 9 7
were. Put a small piece of cotton on a 90mm US 13 11 9 7
disabled vehicle to mark it. Cotton 17 pdr UK 12 10 8 6
represents smoke coming from the 85mm Rus 11 9 8 6
disabled vehicle. 76mm Russian 8 7 5 4
76mm US 7 6 5 4
Armor Defense values 75 long Ger 7 6 5 4
Tiger Tank 20 75 short Ger 4 2 1 x
JSII 20 75mm US 6 5 4 2
KV 19 6 pdr UK 5 4 3 x
Pershing 19 57mm Rus 6 5 4 x
Panther 18 50mm Ger 5 4 3 x
Churchill 15 50mm Ger 4 3 1 x
T-34 14 short
T-60 T-70 12 2 pdr UK 5 4 2 x
BT 5. BT7 12 45mm Rus 5 3 1 x
PZ IV 14 45mm Ger 5 3 1 x
PZ III (late), PZIV 13 37mm US 4 3 2 x
(Early) 37mm Ger 4 2 1
PZ III (Early) 12 20mm Ger 3 1 x
Stug III 13
Sherman 14
Lee 13
M3 / M5 Light 12
(Stuart) Range and Hitting Target
Matilda 14 Range Score needed to
Valentine 13 hit
Cruiser / Crusader 12 0 - 10 6 or over
tank 10 - 20 7 or over
M13/40 – M14/41 12 20 - 30 8 or over
Heavy Armored 12 30 to 45 9 or over
Car
Light Armored Car 11
Half Track 10
Truck, Jeep, etc. 6

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Hans ‘n Panzer: A game of World War II Combat

Crewmen Weapon Nationality Range


88mm German 60
It is assumed that vehicles have a set 17 pdr British 60
number of crewmen. These are people 90mm Gun United States 60
assigned to work in the vehicle. 75mm long German 45
Crewmen are different from passengers. 75mm Shirt German 30
For our game, crewmen only matter 76mm Soviet 45
when leaving a disabled vehicle. The 76mm / 3 United States 45
move so that the disabled vehicle is inch gun
between them and the enemy. When 75mm United States 40
dismounted, crewmen act like infantry. 85mm Soviet 60
However, they can only defend. They 50mm German 30
do not attack or advance toward the 6 pdr British 30
enemy. 57mm Soviet 30
2 pdr British 30
Type of vehicle Number of 45mm gun Soviet 25
crewmen
45mm gun German 25
Heavy tank 5
37mm gun German 25
Medium tank 4
37mm gun United States 28
Light tank 3
20mm German 20
Armored car 3
Half track 2
Assault gun, Self- 4 Towed Guns
propelled gun
Jeep or truck 1 A towed gun, whether artillery pieces or
antitank guns, takes time to prepare.
Passengers The vehicle must stop, and crewmen
disembark and hook / unhook the gun.
The men who ride a vehicle are Antitank guns may be fired on
passengers. They are not crew. Infantry the next move.
riding in a half track or artillerymen Artillery takes an additional
riding in the towing truck are considered move, since it must be “zeroed in” by
passengers. “Fire Direction Control.”
If a vehicle is disabled,
passengers escape unharmed. They
leave the vehicle, taking cover behind it. Artillery and Mortars
If a vehicle is destroyed, half of
the passengers are killed The other half Unlike antitank guns, artillery and
take cover behind it. mortars are “indirect fire” weapons.
Passengers use 1/3 of their move They fire in a parabola rather than a
to embark or disembark. On the move straight line. Artillery must be directed
that they do so, the vehicle may not by a Forward Observer. Light infantry
move. mortars fire at targets they can see.
Heavy mortars use a Forward observer
to direct their fire.

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Hans ‘n Panzer: A game of World War II Combat

Target To To No
It takes 1 turn to set up an infantry destroy disable effect
mortar. Tank X 5, 6 1, 2, 3,
4
It takes two full turns to set up artillery. Armored 6 4, 5 1, 2, 3
Guns may begin working on the third car or
turn. half track
Jeep, 5, 6 3 1, 2
To use mortars, you truck or
need a Blast circle. It other soft
is composed of five vehicle
circles, each of 2”
diameter., as shown. Place the center of
the Blast circle over target and roll a die.
1 misfire, 2 falls short, 3 falls over, 4 is
Infantry Rules
right, 5 is left and 6 is dead center.
Infantry weapons range from rifles and
pistols to bazookas, heavy machine guns
Roll a saving die for each man in the
and light mortars. In our scaled-down
blast area. 5 and 6 saves him. Any other
world, the basic infantry unit has eight to
number means he is eliminated.
twelve men. There will be riflemen and
perhaps some submachine guns, plus a
Adjust the dice roll by adding or
light machine gunner and an officer or
subtracting as suggested below
NCO. Some of these units might have a
bazooka team. Others will have a
Behind wall away from the center of the
mortar. Still others could be from the
blast- +2
Headquarters unit’s “Combat Support”
Inside House +2
company. These sections will have
Within 1” of center of the blast –1
antitank guns, heavy machine guns and
Artillery can fire if the target is within
other special weapons.
sight of a forward observer. It takes one
move for the forward observer to call in
Infantry Weapons
fire. The guns fire the next move.
Weapon Max Range
Artillery fires in batteries, so the blast Pistol 1
area is a rectangle 3” by 4”. The Submchine gun 4
Artillery Square is composed of five Rifle 9
rectangles. To fire, place the center Heavy machine 18
Square circle over target and roll a die. 1 gun
misfire, 2 falls short, 3 falls over, 4 is Light machine gun 12
right, 5 is left and 6 is dead center. Roll Bazooka / 6
saving dice and adjust the same as for panzerschreck
Mortars. Panzerfaust 3
Infantry mortar 50
For vehicles caught in Grenade 2
an artillery square, roll PIAT 4
one die. Damage is as follows:

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Hans ‘n Panzer: A game of World War II Combat

The basic infantry weapon in the rifle. can become a casualty. Roll a die for
During World War II, most armies used each man inside the cone. You need to
bolt-action rifles. The exception was the get the numbers listed in the chart to
United States, whose M1 was semi- remove him.
automatic. In our game, rifle range is 9
inches. We divide this into three, for Machine Gun Fire
short, medoiu mand long range. To fire Range Range for Target Taregt Target
a rifle, roll a die. Check your result for Heavy in the in soft in
against this chart. These are the Light Macvhine open cover hard
numbers you need to hit target. Machine Gun cover
Gun
Range Target Target Target 0-4 0-6 3, 4, 4, 5, 6 5, 6
in the in soft in Hard 5, 6
open cover cover 4-8 6 – 12 4, 5, 6 5, 6 6
0 –3 4, 5, 6 5, 6 6 8 - 12 12 - 18 5, 6 6
3–6 5, 6 6
6–9 6 Machine guns an destroy soft vehicles.
Roll a die and consult chart below:

There are two types of machine gun. Range In Soft Hard


The light machine-gun is bipod- Open Cover Cover
mounted, and has a one or two-man Short 4, 5 6 5, 6 6
crew. Examples are the US BAR, Medium 5, 6 6 X
British Bren and Russian Degtyarev Long 6
(known for its saucer-like magazine).

Heavy machine-guns are tripod mounted


or fitted to vehicle mounts. These are
more stable and have a crew of two to
three men. Examples include the British
Vickers, US .50 caliber and water-
cooled.30 caliber. Submachine guns
For our purposes, the difference between Unlike the movies, real submachine guns
light and heavy machine guns is range. have a very short range. In our game,
You need to make two cones of fire. that is 4 inches. Between 0 and 2 inches
The one for light machine guns is 12 is short range, 2 to 4 inches is long. We
inches long, tapering to 1 inch wide at make a submachine gun cone that is 4
the far end. Divide it into three sections inches long, tapering to 1 inch wide at
of 4 inches each. The heavy machine the far end. We mark it into two
gun is an 18 inch cone that tapers to 1 sections representing long and short
inch at the far end. Divide it into three 6 range. To fire, place the tip of the cone
inch sections. at the firing soldier, and the large end
toward the enemy. Roll for each enemy
To fire, lay out the cone in the direction within the cone. The numbers you need
you want to fire. Anyone inside the cone

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Hans ‘n Panzer: A game of World War II Combat

to get in order to remove an enemy are area us 1 inch. If thrown into a house or
in this chart: bunker, a grenade affects the entire
room, whether it is 1 inch or larger.
Range Target Target Target Everyone in the room must roll to save
in the in soft behind himself. 1, 2, 3 or 4 kills. 5, 6 saves.
open cover hard
cover Morale
0–2 3, 4, 5, 4, 5, 6 5, 6
6 The difference between victory and
2=4 4, 5, 6 5, 6 6 defeat was often a matter of the state of
morale. For this reason, we need to look
at morale to determine if a unit stays and
Infantry Anti-tank weapons fights, or retreats.

The best-known antitank weapon is the When to check morale:


bazooka. In essence, it is a long tube
used to launch an antitank rocket. The Loss of 25% of men: unit halts one turn
German variant was the panzershreck. and checks morale
In our game, Bazookas have a range of 6 Loss of 50% of men: unit halts one turn
inches. At this range, it takes a 6 or and rolls for morale
better for a bazooka to hit its target. We Getting hit from behind by equal or
divide the range in two. At 0 – 3 inches, larger force: unit rolls for morale.
the bazooka’s strike value is 7. At 3 – 6 Getting beat in a melee or by projectile
inches, it is 6. Thus, if you hit the tank, weapons: roll for morale.
you must roll two dice and add the strike Loss of command unit: all units within
value to see if the vehicle is disabled or two moves of command unit must check
destroyed. morale
The Germans also used a very
short range launcher called a Panzerfaust Morale is checked by rolling one die for
It has a range of 3 inches and a strike the unit, and making the following
value of 6. adjustments.
Britain had a grenade thrower /
antitank weapon called PIAT. Its range Factors which adjust a dice roll:
is 4 inches and its strike value is 5.
The PIAT, Panzerschreck and Losing 25% of one’s unit: -1
Bazooka require a two-man crew. The Losing 50% of one’s unit: – 2
Panzerfaust needs only one man, but it is Command unit within sight: +1
a one-shot weapon that cannot be Command unit within 1 move: +2
reloaded. Once fired, the shooter reverts Losing of officer –1
to a regular rifleman. Losing of command unit (for units
within 2 moves of command unit) -2
Unit separated from other units (more
Grenades then 1 move away from allied units) -1
Elite Unit (Paratroopers, Rangers,
Grenades have limited use in our games.
Waffen SS, etc) +1
They have a range of 2 inches, with a 4,
5, 6 needed to hit. The grenade’s blast

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Hans ‘n Panzer: A game of World War II Combat

Unit has defeated an enemy unit within Houses can provide cover. Up to four
the three previous moves: +2 men can be in a small house, and six in a
Unit was defeated by enemy unit within large house.
three previous moves: -2 Artillery can do direct fire
Unit is unharmed: +1 against houses. Roll a die. 1, 2 and 3
New officer joins unit: +1 means nothing happened. 4. 5 and 6
mean damage was done. 4 hits by
Morale results: artillery can destroy a small house. 7
hits can destroy large house. When a
Roll dice; add and subtract factors listed house is destroyed, all occupants are
above. Below are the results. removed from the game. For antitank
guns, subtract 1 from the die roll. For
5, 6 Unit follows orders and fights mortars, subtract 1 to the die roll.
4 Unit holds for one move Direct artillery fire can attack
3 Unit retreats one move walls and fences. On a 5 or 6, the shell
2 Unit retreats for two moves. punches out a 1 inch wide gap. 1, 2, and
1 Unit routs: retreats until it leaves battle 3 do nothing. 4 reduces a 1 inch wide
or until checked section to half its previous height.

Checking a routed unit


Capturing Guns and
To stop a routed unit, an officer must Equipment
confront it. He rolls a dice. 5 and 6
mean the unit is rallied, and returns to It is possible to capture guns and
battle. 3, 4 means the unit halts and equipment. So long as no enemy soldier
must check morale on the next turn. 1, 2 is within two inches of the item, you can
means the unit continues to rout. The seize it. You need to have two men
officer can remain with the unit and try touch the item. The next move, your
to rally it again the next move men can move it away. You can capture
guns, mortars, and other gear. However,
Any unit that Loses its officer only artillerymen can operate a gun, and
automatically halts 2 moves. only mortarmen can operate mortars. If
you capture a gun, you cannot use it
Terrain unless it is manned by your artillerymen.

We know how certain kinds of terrain Sequence of Play


affect movement. Hills slow troops.
Rivers block them. Woods over some All movement and fire is simultaneous
cover from artillery. Both players move, working from left to
right
Rivers can only be crossed at fords and Artillery and antitank guns fire
bridges. Other weapons fire
Hills slow troops. Morale is checked

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Hans ‘n Panzer: A game of World War II Combat

Supplies Rivers, lakes and roads can be


cut from the appropriately- colored
Along with dice, you will need several paper.
items to play Hans und Panzer. These Miniature hills and mountains
include: can be found at shops that sell trains.

Miniature soldiers and their equipment


Miniature trees Visibility
Miniature lakes
Miniature bridges You can only shoot as far as you can see.
Miniature walls and fences Things like fog, sun and haze affect
Miniature houses visibility. Roll two dice before the game
to determine visibility.
Several companies
manufacture small Dice Throw Distance (inches)
soldiers that fit our game. 12 45
You can easily find 9, 10, 11 25
infantry, artillery, tanks, 5, 6, 7, 8 30
armored cars, support 3, 4 20
vehicles, etc. These 2 15
range from
inexpensive25mm plastic figures to
various metal castings ranging from
15mm to 30mm.
Houses can be found at hobby
shops that sell trains. Faller and other
brands offer realistic European houses.
Here is how to pick the best houses:
Use N or TT Scale for 15mm
figures
Use HO for 20 and 25mm figures
Use S Scale for big 25mm to 30mm This set of wargame rules has been
figures prepared for you by Milihistriot
For this era, it is wise to get
homes, farm buildings, stables, a church,
Quarterly, the Journal for
town hall and shops. Military Miniature Enthusiasts.
You can buy miniature walls and If you enjoy military miniatures, toy
fences in several scales. soldiers and miniature wargaming, you
Most hobby shops carry will enjoy visiting our website at
miniature trees. They also have lichen, www.milihistriot.com
which can be used to simulate bushes.
Miniature bridges can be gotten (These rules are based on a 1970
in hobby shops. WWII game by Charles Grant)
Another source of bridges,
castles and structures is aquarium
decorations.

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Hans ‘n Panzer: A game of World War II Combat

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