Overview
Panzer Leader is a tactical-level hex-and-counter wargame simulating armored and infantry combat on the Western Front during World War II. Players command platoon and battery-sized units across geomorphic mapboards, recreating engagements between Allied (American/British) and German forces. Each turn represents 6 minutes of real time, and each hex represents 250 meters.
Components
- 4-section geomorphic mapboard (sections A, B, C, D)
- 192 German die-cut counters
- 192 Allied die-cut counters
- 7 Situation and Player Aid Cards
- 1 die
- Rules booklet
Setup
Choose a Situation Card which specifies:
- Which mapboard sections to use and their arrangement
- Forces available to each side
- Setup areas and any special deployment rules
- Victory conditions
- Number of turns
Turn Structure
Each game turn consists of two player turns. Each player turn has 4 phases:
1. Direct Fire Phase
The active player may fire with any or all eligible units at enemy units within range and line of sight.
2. Movement Phase
The active player may move any or all of their units up to their movement allowance, spending movement points for terrain costs.
3. Defensive Fire Phase (Opportunity Fire)
The non-active player may fire at enemy units that moved during the Movement Phase (units that moved into or through the defender’s line of fire).
4. Close Assault Phase
Units in the same hex as enemy units may conduct close assault combat.
Actions
Movement
- Each unit has a Movement Factor (MF) representing movement points per turn.
- Moving into a hex costs movement points based on terrain type.
- Units may not enter hexes occupied by enemy units (except for close assault).
- Road movement: Units moving entirely along roads pay reduced costs.
- Transporting: Infantry and towed units may be carried by transport vehicles.
- Stacking: Multiple friendly units may occupy the same hex (limits apply per situation).
Combat
- Direct Fire: Attacking player totals attack strength of firing units against a target’s defense strength. Compare the ratio on the Combat Results Table (CRT) and roll the die.
- Range: Units can only fire at targets within their range factor (in hexes).
- Line of Sight (LOS): A clear line must exist between firer and target. Hills, towns, and woods can block LOS.
- Weapons Effectiveness Chart (WEC): Cross-references attacker weapon type vs. target type to determine combat modifiers.
- Close Assault: When units occupy the same hex, special close combat rules apply with modified odds.
- Overrun: Armored units may conduct an overrun attack during movement by entering an enemy-occupied hex.
Combat Results
| Result |
Effect |
| D |
Defender eliminated |
| DD |
Defender dispersed (reduced effectiveness) |
| A |
Attacker eliminated |
| X |
Exchange (both sides lose units) |
| NE |
No effect |
Terrain Effects
Terrain modifies both movement costs and combat:
- Clear: 1 MP, no combat modifier
- Woods: 2 MP, defensive bonus
- Town: 2 MP, significant defensive bonus
- Hills: Movement and LOS effects
- Rivers/streams: Movement obstacles requiring bridges or fording
Scoring / Victory Conditions
Victory conditions are defined by each Situation Card and typically involve:
- Destroying a specified number of enemy units
- Occupying specific terrain hexes
- Holding positions for a number of turns
- Combination objectives
Special Rules & Edge Cases
- Spotting: Some units must be “spotted” before they can be fired upon. Units in cover are harder to spot.
- Mines: Some situations include minefields which damage units entering them.
- Fortifications: Defensive positions provide enhanced protection.
- Indirect Fire (Optional): Artillery units may fire at targets they cannot see, using spotting units.
- Wreckage: Destroyed vehicle units leave wreckage counters that affect movement and LOS.
- Air support: Some situations include air strikes as special events.
- Unit counters have a PICS (Program Identity Code System) number for identification.
Player Reference
| Phase |
Active Player Action |
| 1. Direct Fire |
Fire at enemy units in range/LOS |
| 2. Movement |
Move units using movement points |
| 3. Defensive Fire |
Opponent fires at units that moved |
| 4. Close Assault |
Resolve same-hex combat |
| Unit Factor |
Meaning |
| Attack Strength |
Offensive power |
| Defense Strength |
Defensive power |
| Range |
Maximum firing distance in hexes |
| Movement Allowance |
Movement points per turn |