Overview
PanzerBlitz is a tactical-level hex-and-counter wargame simulating armored combat on the Eastern Front during World War II (1941-1945). Players command German and Soviet platoon and company-sized units across geomorphic mapboards. Each turn represents 6 minutes of real time.
Components
- 3-section geomorphic mapboard (sections 1, 2, 3)
- German die-cut counters (platoon/battery units)
- Soviet die-cut counters
- Situation Cards
- Player Aid Cards (including Combat Results Table, Terrain Effects Table, Weapons Effectiveness Chart)
- 1 die
Setup
Select a Situation Card specifying mapboard arrangement, forces, deployment areas, victory conditions, and turn count. Place units according to the Situation’s instructions.
Turn Structure
Each game turn has two player turns (German first, then Soviet). Each player turn follows:
1. Movement Phase
Move any or all units up to their Movement Factor. Terrain costs movement points per the Terrain Effects Table.
2. Combat Phase
Resolve attacks with eligible units against enemy units within range and line of sight.
Actions
Movement
- Movement Factor (MF): Maximum hexes/movement points per turn.
- Terrain costs: Clear = 1 MP; woods, towns, hills cost more.
- Road movement: Reduced costs when following connected road hexes.
- Transporting: Infantry can ride on transport vehicles (trucks, halftracks).
- Stacking: Multiple friendly units may occupy one hex (varies by situation; typically 3 units max).
- Units cannot enter enemy-occupied hexes except via overrun.
Combat
- Attack Factor (AF): Offensive strength for calculating combat ratios.
- Defense Factor (DF): Defensive strength.
- Range Factor (RF): Maximum distance (in hexes) for attacking.
- Line of Sight/Fire (LOS/LOF): Must have a clear line between attacker and target. Blocked by hills, woods, towns at certain elevations.
- Combat Resolution: Sum attack factors vs. target defense factor (modified by terrain). Find the ratio column on the CRT and roll the die.
- Weapons Effectiveness Chart (WEC): Cross-references weapon type against target type to determine if attack is effective, modified, or ineffective.
Special Combat Types
- Overrun: Armored units may attack during movement by entering an enemy hex with sufficient strength advantage.
- Close Assault: Infantry in the same hex as enemy units use special close combat procedures.
Combat Results Table
| Result |
Effect |
| D |
Defender eliminated |
| DD |
Defender dispersed |
| A |
Attacker eliminated |
| X |
Exchange |
| NE |
No effect |
Scoring / Victory Conditions
Determined by the chosen Situation Card. Common objectives include:
- Destroying a set number of enemy units
- Controlling specific hexes or map areas
- Exiting units off the map edge
- Surviving for a specified number of turns
Special Rules & Edge Cases
- Spotting: Concealed units in certain terrain require spotting before they can be attacked.
- Mines: Placed during setup; damage units entering the mined hex.
- Fortifications: Provide enhanced defensive bonuses.
- Blockage: Destroyed vehicles create wreckage that impedes movement.
- Gullies and Streambeds: Provide concealment and movement corridors.
- Optional rules: Indirect fire (artillery firing beyond LOS), hidden deployment, ammunition limits, and experimental indirect fire rules add complexity.
- The game is “geomorphic” – mapboard sections can be rearranged for different scenarios.
Player Reference
| Phase |
Action |
| 1. Movement |
Move units spending movement points |
| 2. Combat |
Attack enemy units within range and LOS |
| Factor |
Meaning |
| MF |
Movement points per turn |
| AF |
Attack strength |
| DF |
Defense strength |
| RF |
Range in hexes |