vadersson -> RE: 4 game issues - have they been fixed? (6/5/2007 8:05:52 PM)
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Here are some rules for Panzer Blitz I found on-line Overrun Attack A- Armored vehicle units may overrun enemy units in clear terrain. B- To overrun a unit or stack of units, move the attacking armored vehicle unit(s) straight through the enemy-occupied hex, exiting into the hex DIRECTLY opposite the hex of entry. Overrunning units must stop in the “exit-hex” and may move no further that turn. If the exit hex is occupied by enemy units, the overrun may not be made. Overrunning units may not travel at the roadmovement rate during that turn. Overrunning units must have sufficient movement factors available to reach the exit hex. The exit hex does not have to be a clear terrain hex, nor does the entry hex: only the target hex must be clear terrain. C- As you move over the enemy unit or stack of units, execute your attack. This is the only case in which an attack may be made during the movement phase of a turn. D- Overrunning units attack with an increased combat effect. Figure the odds ratio of the attack using the basic AF to DF system then increase the odds by one in favor of the attacker ( e.g. a ratio of 3 to 1 increases to 4 to 1). Also subtract 2 from the die roll results (e.g. a die roll of 3 is treated as if it were a roll of 1). A defending stack is treated as one combined defense factor when being overrun. More than one armored unit may overrun an enemy stack and the overrunning units do not have to enter and exit through the same hexes. They must, however, combine their attack into one large attack factor. In other words, a defending unit or stack may not suffer more than one overrun attack per turn. E- In determining overrun odds use only the factors printed on the units (for attacker and defender). Do not halve or double the attack factors as shown on the Weapons Effectiveness Chart. Use only the overrun “bonus” as outlined in rule “D”. F- You may not fire overrunning units during the usual combat portion of the turn in which the overrun is made. G- Units on Block, Wreck, Minefield or Fortification counters may not be overrun. H- The German SPA units (Maultier, Wespe and Hummel) may NOT make overrun attacks. Halftracks may not overrun Armored Vehicles (including enemy halftracks). I- Units may only be overrun when they are in clear terrain or clear terrain-road hexes. Close Assault Tactics All types of Russian and German infantry and engineer units as well as Russian cavalry units have the option of using Close Assault Tactics instead of making a normal attack. Close Assault takes place AFTER movement. A- Close-assaulting units must be directly adjacent to the defending unit or stack of units (i.e. in one of the six surrounding hexes). B- CAT attacks take place after all movement, normal attacking and overrun attacks are finished. C- Units utilizing CAT may NOT make normal attacks in the same turn. They may, however, move in the same turn. (NOTE: Overrun and CAT attacks are the only exceptions to the general rule which forbids movement and combat by the same unit in the same turn.) D- Close Assaulting units have their effectiveness increased by subtracting 2 from their die-roll result: e.g. a die-roll of “2” becomes a die-roll of “0”. The defending stack must be treated as one combined defense factor, and may suffer only one Close Assault per turn. E- If infantry and engineer units are stacked together when Close Assaulting the same defender, the effectiveness of that Close Assault is further increased by raising the odds in their favor to the next highest ratio (as in the Overrun rule). At least one engineer unit must be stacked with at least one infantry or cavalry unit, on at least one of the hexes of Assaulting units. F- Units capable of using Close Assault do not HAVE to use it to attack adjacent enemy units (they may attack them normally in the normal attack phase if the player so desires). G- Close Assault is the only way in which “I” units may attack Armored Vehicle units. H- Any type of defending unit may be attacked using Close Assault Tactics, CAT may be used in any type of terrain. I- Russian cavalry may not move more than one hex in a turn in which it is to be used for a Close Assault. No unit may use the road movement rate and make a Close Assault in the same turn. J- Halftracks may not use CAT.
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