PANZER Playbook PLAYBOOK Edition. GMT Games, LLC P.O. Box 1308, Hanford, CA , 2015 GMT Games, LLC
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1 PANZER Playbook 1 PLAYBOOK 2015 Edition GMT Games, LLC P.O. Box 1308, Hanford, CA
2 2 PANZER Playbook TABLE OF CONTENTS 8.0 TO&Es Military Formations Headquarters - HQ Ad-Hoc Formations Over-Strength Formations Under-Strength Formations Unit Summary Charts Individual Units Base Point Values Vehicle, Towed & Aircraft Point Values Leg Unit Point Values Artillery Battery Unit Point Values Availability Period THE SCENARIOS Scenario Format Situation Map Setup Victory Conditions Automatic Victory Mutual Ending Losses Caused Required Victory Margin Special Conditions Opposing Forces Formation Summary Designing Scenarios Initial Setup Type of Scenario Force Ratios Meeting Engagement Delaying Action Defensive Engagement Counterattack Point Values of Units Objectives Meeting Engagement Delaying Action Defensive Engagement Counterattack Determining Victory Margin Scenario Key... 9 Scenario 1: The Crossings: Ukraine, late Scenario 2: The Village: Poland, late Scenario 3: The Crossings Part 2: Ukraine, late Scenario 4: The Village Part 2: Poland, late Scenario 5: The Passing: Ukraine, late Scenario 6: Assault: Ukraine, early Scenario 7: Hold until Relived: Ukraine, late Scenario 8: Assault: Kursk, July Scenario 9: Hube s Pocket: Ukraine, April Scenario 10: Operation Kutuzov: Ukraine, August German Unit Summary Sheets Soviet Unit Summary Sheets Formation Summary Sheet... 38
3 8.0 TO&Es Individual vehicles, leg units and towed units do not operate alone as an unorganized mob. Instead, they form the building blocks for larger formations. Four German and six Soviet major organizations (corps and divisions) are provided for reference in Exp 1 and for use in constructing scenarios. These organizations contain the military formations fielded by Panzer s fighting units. Note that only combat formations and the units they fielded are depicted. Support and administrative units and organizations are not included. When selecting the forces for scenarios, use the formations and lower echelon formations to select the desired forces. Always keep in mind that formations were often not at full-strength; losses, breakdowns and other forms of attrition typically kept them under-strength. 8.1 Military Formations The Panzer TO&Es are presented as major organizations (corps and divisions), formations (brigades and regiments), and lower echelon formations (battalions, companies, batteries, troops, and squadrons). All formations have a GF (German Formation) or SF (Soviet Formation) prefix and are numbered from # to ##, while lower echelon formations are numbered ###. The major organizations depict their various formations and lower echelon formations vertically in chronological order. They also list the typical Formation Grade for its formations and support formations. Keep in mind that within type, this is an overall categorization. Some corps and divisions were better or worse than others, while at the same time, some formations or support formations certainly could have possessed a higher grade while others possessed a lower grade. At the time of the Battle of Kursk in mid-43, on paper a German panzer division fielded the following formations and lower echelon formations: GF3, GF8, GF9, GF107, GF113, GF124 and GF129. At the same time, on paper a Soviet Tank Corps fielded the following formations and lower echelon formations: SF4, SF4, SF4, SF13, SF104, SF103, SF5 or SF6, SF119, SF111, SF112, SF8, SF9 and SF114. Sub-formations are indented to the right from their parent formation. All formations along the same vertical column are considered to be at the same command level even if some are larger than others. They all report to or are commanded by the same Headquarters. Some formations show alternative combinations of units. This is indicated by a unit or units followed by an or. In that case, players may employ one of the possible alternative units or unit. Reference German GF21: Kampfgruppe late-43. Its (mot) Panzerjäger Platoon may field (3) SdKfz-11s or (3) Medium Trucks, or a combination of both. Basic formations are listed by type. These formations show which and how many individual units make up a formation, e.g., (3) T-34/76 M42, along with their Data Card IDs. PANZER Playbook Certain individual units have Command (RHQ, BHQ, and CHQ), Recon, Engineer and/or FO prefixes. These designations empower those units with unique capabilities. The prefixes may also be combined. In those cases, the units possess multiple capabilities. Units with a Command prefix are the only actual command units within an HQ. Most HQs are composed of a number of units including the actual command units, security forces, reconnaissance units, transport units, and observers (FO). Only those units with a Command prefix may exercise command authority over their subordinate units. Finally, each formation includes one or more notations that describe its use, special information, and unit substitutions. A company (battery, troop (USA)), or squadron (UK and France 40) is the smallest organized Formation fielded in the scenarios. This is not a restriction on employing smaller-sized forces, as the scenarios often utilize only a component of a larger formation, e.g., a single panzer company from a panzer battalion. It is just more accurate, and easier to manage from a command control perspective if the formations are presented as larger organizations Headquarters - HQ Everyone is answerable to someone, and that could not be truer when it comes to military formations. Each formation or lower echelon formation has at least one HQ composed of one or more individual units. Reference German GF20: Panzer Kampfgruppe late-43. This formation is composed of a Regimental HQ, Organic Artillery Batteries, a section, two platoons, and a series of Battalions and Companies. Note that each Battalion and Company has its own HQ. In this command hierarchy, the Company HQ commands its specific units; the Battalion HQ commands its specific units, and the Regimental HQ commands the entire formation Ad-Hoc Formations Formations and lower echelon formations are organized and presented in their paper or pure structures. In the German Army, formations rarely fought in their pure state since the tank and panzergrenadier regiments lacked standing infantry and armor forces, respectively. Typically, sub-formations were traded or cross-attached from formation to formation to create more balanced tank/infantry formations. This could take the form of tank and infantry companies exchanging a single platoon or on a larger scale, battalions exchanging entire companies. German formations GF20 and GF21 are examples of these ad-hoc formations. As dictated by battlefield situations, in most cases the Soviets took a much simpler approach by transferring sub-formations from one formation to another without receiving anything in return. This created specialized over-strength formations and, as a consequence, less effective under-strength formations. After the crushing losses suffered at the start of the war, the new Soviet tank, motorized and mechanized brigades took a more balanced approach by fielding infantry and tank units as standing components. 3
4 4 PANZER Playbook Reference German GF20: Panzer Kampfgruppe late-43. Its two panzer battalions each have a cross-attached panzergrenadier company. Both panzer battalions are now composed of three panzer companies and a single panzergrenadier company. After cross-attaching with the two panzer battalions, the panzergrenadier battalion is now composed of a single Panzergrenadier company, two panzer companies and its heavy weapons company Over-Strength Formations Over-strength formations have added one or more subordinate formations or combat units. These formations are depicted by a (+) following their name. In practice, individual units should be attached to appropriate existing sub-formations, while entire sub-formations should be attached as complete formations under the command of an appropriate HQ. Reference German GF21: Kampfgruppe late-43. Each of its three (mot) Infantry Battalions has an attached Assault Gun Platoon Under-Strength Formations Under-strength formations are missing one or more of their subordinate formations or combat units. These formations are depicted by a (-) following their name. In reality, it was rare to find any combat formation that had seen any action at full strength. Losses, breakdowns and detachments would typically reduce the strength of most formations. Formations should not be too under-strength unless the desire is to create a unique situation. Weak formations would normally be held out of the line, totally destroyed (a common Soviet trait), returned for refit or would be combined with other formations and reorganized to form ad-hoc formations of a more effective strength. 8.2 Unit Summary Charts Two Unit Summary Charts are provided for the German and Soviet forces. These charts each list each unit s name, Data Card ID, basic point values, and the period of availability Individual Units Each unit or attached crew-served weapon is listed individually. Crew-served flamethrowers do not have a Data Card. They are only utilized as combat modifiers in Close Assaults and Hand-to-Hand combats. They, along with any other attached crew-served weapons are never fielded individually; they must be attached to leg units Base Point Values The point values listed for the individual units are their basic values, unmodified for Unit Grade, morale or function, i.e., command, recon, engineer or FO. Each scenario (see 9.0) lists the adjustments point values for unit grade, morale and function Vehicle, Towed & Aircraft Point Values These units list a single base point value. When selected, the cost is the base point value (adjusted for Unit Grade, morale and function). Use the adjusted base point value when tallying Victory Points, if the vehicle is Knocked Out or Brewed Up. The same is true if a towed unit is eliminated or an aircraft is shot down Leg Unit Point Values Leg units list either two or a single base point value. Squad and half-squad units are presented on the same line and list a base point value for a squad followed by the half-squad unit of the same type. A Soviet Rifle squad and Rifle half-squad, Data Card S-8A, are 26 and 19 base points respectively. Any attached crew-served weapons have their base point value added to the base point value of the leg unit fielding the attached weapon. When a leg unit is selected, the cost is its base point value plus the base point value of any attached weapons (all adjusted for Unit Grade, morale and function). Fielding a German Rifle squad w/panzerfaust costs 40 (27+13) base points. If a squad-sized unit is eliminated, use the adjusted squad point value when tallying Victory Points plus the adjusted point value for any attached weapons; no Victory Points are awarded if it is reduced to a half-squad. All eliminated half-squads and sections use the adjusted point value plus the adjusted point value for any attached weapons. Note that attached weapons are not eliminated until the entire unit is eliminated. An optional rule (see 7.17) expands on this Artillery Battery Unit Point Values Off-map artillery batteries list a single base point value. When selected, the cost is the base point value adjusted for attachment level. Victory Points are awarded for knocking out an off-map artillery battery by counter-battery fire. Counter-batteries list a single base point value Availability Period In Panzer, a year is divided into three four-month periods, early (E), mid (M) and late (L). The shaded boxes indicate when a unit first became available and when it was officially withdrawn from active service. The Soviet KV-1 M42 first appeared in mid-42 (M42) and served through late-43 (L43). The initial availability is the earliest a unit is available. However, in many cases, units lingered on after they were officially withdrawn from service. Players may utilize units after their official withdrawal period as desired.
5 9.0 The Scenarios The scenarios are presented in three sections: Scenario Format, Designing Scenarios and the Historical Scenarios. The Designing Scenarios section provides players with the information and framework necessary to design their own scenarios. The Historical Scenarios are representations of actual battles that took place on the Eastern Front. 9.1 Scenario Format The information for each scenario is presented in the following format: Situation This section of a scenario describes the historical situation or the basis for the scenario Map This section indicates the required mapboards and layout for the scenario. It also indicates the forces mapboard edges Setup The Setup section lists the information required for preparation of play. This includes the visibility and terrain conditions. It also lists the order and placement of the forces, and any information related to the forces or Terrain. Off map vehicles entering the mapboard must stage their entry to meet Road/Path stacking limits Victory Conditions The Victory Conditions section includes the number of turns in the scenario and also describes how to gain Victory Points in the scenario. It outlines the different methods of scoring Victory Points and any conditions associated with each situation. It also outlines the Victory Point margin required to achieve victory Automatic Victory If all the ground combat units in a force have exited the mapboard or are either eliminated or immobilized (Track Hits), the other force immediately wins the scenario regardless if the scenario has not reached the turn limit and no matter the Victory Point differential. An exception to this rule is a situation where one force is required to exit the mapboard to acquire Victory Points (Delaying Action). In this case, once the final combat unit exits the mapboard, the Victory Points are totaled normally and the victorious force determined Mutual Ending If both players agree, a scenario may end at any time regardless if the scenario has not reached the turn limit or automatic victory. The Victory Points are totaled and the victorious force determined Losses Caused In addition to the specific Victory Conditions, players also receive Victory Points for the losses inflicted on the opposing PANZER Playbook force s combat and non-combat units. This includes vehicle Knock Out or Brew Up, leg/towed unit elimination, and aircraft and artillery unit elimination. Victory Points are not scored for the elimination of Terrain unless instructed otherwise by a scenario s Special Conditions. When determining these Victory Points, the base point value for units is adjusted for Unit Grade, function and morale. Scenarios indicate the adjusted unit point values Required Victory Margin If one force s total of Victory Points exceeds the other by the Required Victory Point Margin or more, they win a tactical victory; if less than the Required Victory Point Margin it is only a marginal victory Special Conditions The Special Conditions section outlines all of the notes, rules or situations unique to the scenario. These typically include Optional Rules (OR) in effect, planned artillery and artillery pre-registered points, and any other Optional Rules that may be employed at the players discretion. This section also lists what Panzer Expansion sets beyond the Base Set are required for play, if any. All notes, rules or suggestions that do not fit in any of the sections of a scenario are found in the Special Conditions Section Opposing Forces This section of a scenario lists the individual units, formation and force information for both forces. Force Grade, Formation Grade, Cohesion Point and the individual Unit Point Values (adjusted for Unit Grade, function or attachment) are points pre-calculated. Command, FO, Recon and Engineer units are labeled for the command level or unit represented. Recon and Engineer units are labeled immediately to the right of the unit. Reference the Scenario Key, Kampfgruppe Todt s (mot) Panzerjäger Company (-) has a single CHQ section. The Volkssturm Company (+) has a single CHQ section, a single FO section, and two SMG Recon squads. Certain Optional Rules limit command control aspects to units from the same section or platoon. Individually listed units, whether composed of a single or multiple units of a particular, is a section or platoon. Where a section or platoon is composed of different unit types, it is surrounded by a box. Reference the Scenario Key, Kampfgruppe Todt s Volkssturm Company (+) includes the following sections and platoons: CHQ Section FO Section SMG Recon Platoon (2 squads) SMG Platoon (3 squads) SMG Platoon (3 squads) Anti-Tank Platoon (3 sections) Heavy Weapons Section (1 HMG section, 1 8cm mortar section) 5
6 6 PANZER Playbook Organic artillery batteries are always listed at the beginning of the force information. Attached artillery batteries are listed as part of the controlling formation. Both are labeled as to type. Artillery counters are pictured for reference purposes; they are not utilized in the game. Reference the Scenario Key, Kampfgruppe Todt has a single organic medium artillery battery. Since leg counters represent a number of different types, leg units are labeled for the type of unit represented. Mortar sections are label for equipped mortar. Any attached crew-served weapons are listed on or immediately to the right of the units so equipped. Reference the Scenario Key, Kampfgruppe Todt s Volkssturm Company (+) has two platoons of SMG squads (3 squads each, 6 squads in total) equipped with Panzerfausts. In some cases, individual units within a formation may have a Unit Grade different from that listed for the formation. In those cases, utilize that specific unit grade listed immediately to the right of those units so marked. Reference the Scenario Key, Kampfgruppe Todt s (mot) Panzerjäger Company (-) s two Hetzers have Seasoned Unit Grade. In those scenarios that also include a Special Condition for Morale, a second set of points is included following a slash. Reference the Scenario Key, the overall German Force, Kampfgruppe Todt has Seasoned Force Grade and 1,593/1,616 total unit points. 1,593 is the German force point total when not employing the Morale Option and 1,616 is the German force point total when employing the Morale Option. Its panzer company (mixed) has Veteran Formation Grade, Outstanding Morale, 8 combat units, a Cohesion Point of 6 and 905/1,084 total unit points. The single STuG IIIG found in one of its two platoons has Veteran Unit Grade (taken from its formation) and 75/90 unit points. When available, aircraft and Terrain are listed at the beginning of the force information. Aircraft are Seasoned Unit Grade unless otherwise indicated. If different aircraft weapon loads are available and not designated, the player may select the weapon load to employ. When employing the optional Morale Optional Rules, it is at times necessary to adjust one force by adding additional units to maintain scenario balance. In those cases, the additional units are listed at the end of the force list along with the impacted formations Formation Summary As needed, use the Formation Summary to record the information about each formation included in a scenario. List its name, Formation Grade, command unit s or units individual identification number(s), and member units individual identification numbers in the respective sections. It s also a good place to record member units attached weapons or special statuses. The Command Control and Cohesion Point box is used to track losses for command and morale purposes. The box is divided into two identical sections each numbered In the top section, circle the number corresponding to the total number combat units (excluding recon units) in the formation. As non-recon combat units are lost, cross out the highest number on down for a quick reference as to the number of remaining combat units. Note that a formation fielding Recon units has its combat units total listed as two values, e.g., the Volkssturm Company in the Scenario Key 15(13). This indicates 15 combat units, of which 13 are not recon units. In the bottom section, circle the number corresponding to the formation s Numeric Cohesion Point. As combat units are lost, cross out the number starting at 1 for a quick reference at to its morale status. 9.2 Designing Scenarios The included scenarios just scratch the surface of what can be created with the game. One of the most appealing facets of tactical games is the ability to create an endless stream of historical or what if situations. Panzer was designed with that in mind. The following sections describe how to go about designing a scenario. Do not consider this the only approach - be creative. Combine a defensive engagement with a delaying action, make up different types of scenarios. Imagination is the only limiting factor Initial Setup It is best to start with the type of the scenario, the mapboard design and any optional or special rules. Do not start with a force and then attempt to adapt a scenario around it. The type of scenario indicates the relationship of the forces and the optional and special rules may dictate the types of units that should be included in a scenario. This section describes four basic types of scenarios: Meeting Engagements, Defensive Engagements, Delaying Actions and Counterattacks Type of Scenario Force Ratios Keep the intended number of players in mind, the required experience level and the expected time commitment when designing a scenario. In general, the more units involved, the longer each turn takes and the longer the scenario takes to play. Including more optional rules also increases the complexity of a scenario and many optional rules also require a certain amount of record keeping. Also keep in mind that having more players does not necessarily mean that a scenario plays quicker. An experienced player can typically manage a larger force than an inexperienced player. If experienced and inexperienced players are to play in a scenario, create larger and smaller formations in a force and distribute them accordingly.
7 PANZER Playbook Meeting Engagement Meeting Engagements represent situations where two relatively equal forces encounter one another while both are moving on a common objective or objectives. Neither force should control the objectives at the start of the scenario; if control does exist, it should be balanced for both forces. Meeting Engagements are typically turns in length. Each force receives approximately the same number of points. Scenarios 1-4 and 9 and 10 are Meeting Engagements Delaying Action Delaying Actions represent the defending force attempting to prevent the attacker from moving through its position to another position located off-map to its rear. Delaying Actions are typically turns in length. The attacking force should need no more than 2/3 of the scenario length to exit. The defending force should receive approximately 45% to 55% of the total points allowed for the attacking force. Scenario 5 is a Delaying Action Defensive Engagement Defensive Engagements represent the attacker attempting to oust the defender from a controlled objective. Defensive Engagements are typically turns in length. The defending force should receive approximately 50% to 70% of the total points allowed for the attacking force. Scenarios 6 and 8 are a Defensive Engagements Counterattack Counterattacks are a variation on Defensive Engagements. Again, the attacker is attempting to oust the defender from a controlled objective, but in this case a portion of the defending force comes to the relief of the hard-pressed holding group. Counterattacks are typically turns in length. The attacking force should receive approximately 80% to 85% of the total points allowed for the defending force. The defending force s total points should be split into a holding group of approximately 40% of the defending force s total points that starts play on the mapboard and a relief group of approximately 60% of the defending force s total points that enters play some time during the scenario. Scenario 7 is a Counterattack Point Values of Units The Unit Summary Charts list the base point values for all units, off-map artillery batteries, and attached weapons. Terrain (which is typically fielded only by the defending force) is summarized in a table below. The point value for combat units may increase or decrease due to Unit Grade, function, Attachment Level and morale. The three tables below summarize these adjustments within the following limitations: Non-combat unit point values are never adjusted for Unit Grade, function or morale. Off-map artillery batteries point values are adjusted only for Attachment Level. Unit Grade Point Adjustments Elite Unit Grade Veteran Unit Grade Seasoned Unit Grade Regulars Unit Grade Green Unit Grade 1.5 x listed point value 1.2 x listed point value No adjustment 0.8 x listed point value 0.5 x listed point value Function/Attachment Level Point Adjustments Bgd/Reg Command Unit Battalion Command Unit Company Command Unit FO Unit Recon Unit Engineer Unit Attached Off-Map Battery Bicycle Leg Unit Motorcycle Leg Unit Cavalry Leg Unit Morale Point Adjustments Superb Morale Exceptional Morale Outstanding Morale Superior Morale Excellent Morale Good Morale Adequate Morale Fair Morale Poor Morale 2 x listed point value 1.75 x listed point value 1.5 x listed point value 2 x listed point value 1.5 x listed point value 1.25 x listed point value 1.5 x listed point value +1 point +2 points No adjustment 1.4 x listed point value 1.3 x listed point value 1.2 x listed point value 1.1 x listed point value No adjustment 0.9 x listed point value 0.8 x listed point value 0.7 x listed point value 0.6 x listed point value Terrain point values are never adjusted. The listed cost is per hex of terrain. Terrain Units Block: 6 GP Defense 10 Block : 7 GP Defense 15 Block: 8 GP Defense 20 Wire: 1 GP Defense 5 Wire: 2 GP Defense 10 Wire: 3 GP Defense 15 Hasty Mines (either type) 10 Deliberate Mines (either type) 20 Improved Position 25
8 8 PANZER Playbook Morale adjustments are based on the formation s morale level; individual units do not have a separate morale level. All adjustments are cumulative; round fractional values down Objectives In most cases, scenarios should have an objective above and beyond the destruction of opposing units. Objectives typically include the capture of key terrain features such as villages, road junctions, bridges, dominating hilltops, or advancing to or preventing the advance of opposing forces to key positions. There needs to be some major focus for the scenario. This enables the players to use a variety of plans and maneuvers to capture the objectives. There are often multiple objectives that are each individually worth a number of VPs. Reference Scenario 1, there is a total of 215 Objective VPs available; 80 VPs for each of the two bridges and 55 VPs for the ford. The total number of Objective Victory Points, no matter how they are assigned to the individual objectives, should be as follows: Meeting Engagement Approximately 10% to 20% of the total points for both forces should be Objective Victory Points Delaying Action The attacking force receives the adjusted unit point value for exiting its ground combat units off the designated edge of the mapboard. When employing a convoy of supply trucks or other special non-combat units, the attacker could receive a set unit point value for those specific units in a scenario designed around a convoy setting. The defending force typically receives the adjusted unit point value for each operational attacking unit that fails to exit the mapboard (operational defined as not eliminated, knocked out or brewed up) or a Victory Point bonus of approximately 15% of the attacking force s total point value for preventing 20% or less of the attacking force s actual combat units (or convoy trucks) from exiting the mapboard Defensive Engagement Approximately 25% of the total points for both forces should be Objective Victory Points. The defending force should start the scenario in control of at least 80% of the objective points Counterattack Approximately 25% of the total points for both forces should be Objective Victory Points. The defending force should start the scenario in control of all of the Objective Victory Points. In this case, when the defender s relief group arrives it has an impact on the defending force s overall Victory Points. Most Counterattack scenarios utilize a random event, e.g., roll (100), to determine the arrival of the relief group. As an alternative, the defending force could plot the arrival turn before the scenario begins. An early arrival reduces the defending force s Victory Point total, while a later arrival increases the defending force s Victory Point total. This adjustment is based on the defending force s total point value (both holding and relief groups). Note that the relief force should not arrive before turn 6 or no later than turn 16. The defender s Victory Points are adjusted based on the following: Counterattack Victory Point Adjustment Turn of Arrival Point Adjustment % of Total Defending Force % of Total Defending Force No Adjustment % of Total Defending Force % of Total Defending Force % of Total Defending Force It is possible for the holding group to be totally eliminated, resulting in an automatic victory for the attacker, before the relief group arrives. If the defending force s total force points equal 1,500 (600 in the holding group and 900 in the relief group), the adjustment for Turns 6-7 would be 225 Victory Points; for Turns ; for Turns no adjustment; for Turns ; for Turns ; and for Turn Determining Victory Margin Scenarios should have a Required Victory Point Margin stating that to win a complete tactical victory a force must have a minimum number of Victory Points more than the other force. This pushes players to try to win a real measurable victory as opposed to just trying to finish the scenario with just a few Victory Points more than the opposing force. There are no draws. This Required Victory Margin is approximately 5% of the total points for both forces.
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33 PANZER Playbook 33 Name Card Points 2cm FlaK 38 AAG G-33A 23 2cm FlaK Zgkw 1t G-29B 23 2cm Flakvierling Zgkw 8t G-43B cm spzb 41 G-31A cm FlaK Zgkw 5t G-30A cm FlaK Zgkw 8t G-44A cm PaK 36 ATG G-31B 22 5cm PaK 38 ATG G-32A cm leig G-33B cm PaK 40 ATG G-6B cm FlaK 36 A/ATG G-6A cm PaK 43 ATG G-32B 61 15cm sig G-34A 60 Aircraft, Fw 190 F-1 G-7B2 86 Aircraft, Hs 129 B-1/R2 G-7B1 74 Aircraft, Ju 87B-1 G-34B1 53 Aircraft, Ju 87G-1 Kanonenvogel G-34B2 87 Artillery, Counter Battery G-7A 50 Artillery, Light Battery G-7A 40 Artillery, Medium Battery G-7A 54 Artillery, Heavy Battery G-7A 73 Artillery, Super Heavy Battery G-7A 95 Brummbär G-20A 74 CSW, Flamethrower CSW, HMG G-8B 15 CSW, Mortar, 5cm GrW 36 G-8B 9 CSW, Mortar, 8cm GrW 34 G-8B 28 CSW, Panzerfaust 30M/60M G-8B 13 CSW, PzB 39 ATR G-8B 6 CSW, RPzB 34/54 G-8B 19 Elefant G-19A 97 Flakpanzer 38(t) G-44B 28 Grille 33 G-20B 52 Grille 33/1 G-39B 47 Hetzer G-18B 71 Jagdpanther G-17B 93 Jagdpanzer IV G-16B 65 Jagdpanzer IV/70 G-17A 76 Jagdtiger G-19B 123 Leg, Section G-8A 10 Leg, Squad, Infantry Half-squad G-8A Leg, Squad, Rifle Half-squad G-8A Leg, Squad, SMG Half-squad G-8A Limber, Light G-28A 5 Limber, Medium G-28A 8 GERMAN UNIT SUMMARY CHART M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
34 34 PANZER Playbook Name Card Points Marder II G-4A 44 Marder III G-13B 39 Marder III PaK36(r) G-14A 40 Möbelwagen G-29A 27 Nashorn G-18A 55 Ostwind G-43A 31 Panzerjäger I G-13A 24 Prime Mover, SdKfz 7 G-5B1 13 Prime Mover, SdKfz 10 G-5B1 9 Prime Mover, SdKfz 11 G-5B1 11 PSW 221 G-25B 10 PSW 221 spzb G-26A 14 PSW 222 G-26B 21 PSW 231 G-27A 31 PSW 233 G-27B 32 PSW 234/1 G-41A 32 PSW 234/2 Puma G-41B 44 PSW 234/3 G-42A 33 PSW 234/4 G-42B 45 PSW II Luchs G-37A 33 PzKpfw 35(t) G-36A 25 PzKpfw 38(t) Aufklärer G-37B 29 PzKpfw 38(t)C G-36B 30 PzKpfw 38(t)E-F G-9B 36 PzKpfw IB G-35A 13 PzKpfw IIC G-35B 25 PzKpfw IIF G-9A 28 PzKpfw III (FL) G-21A 32 PzKpfw IIIF G-38A 33 PzKpfw IIIG [see Note] G-10A 38 PzKpfw IIIJ G-38B 45 PzKpfw IIIM G-1A 53 PzKpfw IIIN G-10B 49 PzKpfw IVD G-39A 38 PzKpfw IVE G-11A 40 PzKpfw IVF1 G-11B 43 PzKpfw IVF2 G-12A 59 PzKpfw IVG G-1B 64 PzKpfw IVH G-2A 73 PzKpfw IVJ G-12B 73 PzKpfw V Panther G-2B 88 PzKpfw VIE Tiger I G-3A 78 PzKpfw VIB Tiger II G-3B 117 SPW 250/1 G-23A 13 SPW 250/7 G-23B 41 GERMAN UNIT SUMMARY CHART M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
35 PANZER Playbook 35 Name Card Points SPW 250/8 G-24A 23 SPW 250/9 G-24B 22 SPW 250/10 G-25A 25 SPW 250/11 G-40B 15 SPW 251/1 G-5A 15 SPW 251/2 G-21B 39 SPW 251/9 G-22A 25 SPW 251/10 G-22B 23 SPW 251/17 G-30B 27 SPW 251/22 G-40A 30 StuG IIIB G-14B 37 StuG IIIF G-15A 55 StuG IIIG G-4B 63 StuH 42 G-15B 60 StuG IV G-16A 62 Truck, Light G-5B2 6 Truck, Medium G-5B2 9 Truck, Heavy G-5B2 12 Wirbelwind G-28B 43 GERMAN UNIT SUMMARY CHART M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 Panzer Base Set (G-1 to G-8), Expansion Set #1 (G-9 to G-34) and Expansion Set #2 (G-35 to G-44) Note: The PzKpfw IIIG entered service in June 1940, following the invasion of France and the Low Countries. L44 E45
36 36 PANZER Playbook Name Card Points 12.7mm AAMG S-30B 19 37mm M39 AAG S-19A 32 45mm M37 ATG S-16B 23 45mm M42 ATG S-17A 26 57mm ZIS-2 M43 ATG S-6A mm M27 IG S-20A mm M36 ATG S-17B mm M39 ATG S-6B 39 85mm M39 A/ATG S-19B 52 85mm M44 ATG S-18A mm M44 ATG S-18B 60 Aircraft, IL-2m3 Shturmovik S-7B1 91 Aircraft, Pe-2 S-20B2 91 Aircraft, Su-2 S-20B1 52 Aircraft, Yak-9T S-7B2 80 Artillery, Counter Battery S-7A 40 Artillery, Light Battery S-7A 40 Artillery, Medium Battery S-7A 54 Artillery, Heavy Battery S-7A 73 Artillery, Super Heavy Battery S-7A 95 BA-10 M38 S-29A 25 BA-20M M36 S-28B 10 BA-64B M43 S-14B 11 BT-7 M37 S-22B 30 BT-7A M37 S-23A 35 BT-8 M38 S-23B 31 Churchill III S-32A 63 CSW, Flamethrower CSW, HMG S-8B 14 CSW, M1 Bazooka S-8B 13 CSW, Mortar, 50mm RM40 S-8B 11 CSW, Mortar, 82mm BM41 S-8B 30 CSW, PTRD-41 ATR S-8B 7 GAZ-AA S-30A 10 IS-2m M44 S-3A 106 IS-3 M45 S-12A 116 ISU-122 M44 S-13B 81 ISU-152 M44 S-13A 72 Komsomolyets S-29B 14 KV-1 M40 S-26B 56 KV-1 M41 S-27A 64 KV-1 M42 S-10B 75 KV-1S M42 S-2B 64 KV-2 M41 S-11A 74 KV-85 M43 S-11B 81 SOVIET UNIT SUMMARY CHART M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45
37 PANZER Playbook 37 SOVIET UNIT SUMMARY CHART M40 L40 E41 M41 L41 E42 M42 L42 E43 M43 L43 E44 M44 L44 E45 Name Card Points Leg, Section S-8A 10 Leg, Squad, Infantry Half-squad S-8A Leg, Squad, Rifle Half-squad S-8A Leg, Squad, SMG Half-squad S-8A Limber, Light S-5B2 5 Limber, Medium S-5B2 8 M2 APC S-15B 17 M3 Lee S-33B 47 M3A1 Scout Car S-15A 11 M17 MGMC S-16A 28 Maltida II S-31B 47 OT-34 M42 S-14A 66 Sherman III (75) S-34A 61 Sherman III (76) S-34B 65 Stuart III S-33A 41 SU-57 M43 S-27B 22 SU-76i M43 S-28A 44 SU-76M M43 S-3B 43 SU-85 M43 [see Note} S-4A 64 SU-100 M44 S-4B 74 SU-122 M43 S-12B 72 SU-152 M43 S-5A 67 T-26S M37 S-24A 28 T-28 M34 S-24B 32 T-28E M38 S-25A 50 T-34/76 M40 S-25B 55 T-34/76 M41 S-9B 60 T-34/76 M42 S-10A 62 T-34/76 M43 S-1B 66 T-34/85 M44 S-2A 76 T-35 M35 S-26A 29 T-38 M37 S-21A 10 T-40 M40 S-21B 24 T-60 M41 S-22A 25 T-60 M42 S-9A 29 T-70 M42 S-1A 40 Truck, Light S-5B1 6 Truck, Medium S-5B1 9 Truck, Heavy S-5B1 12 Valentine II S-31A 43 Valentine VIII S-32B 51 Panzer Base Set (S-1 to S-8), Expansion Set #1 (S-9 to S-20), and Expansion Set #2 (S-21 to S-34) Note: The SU-85 M43 entered service in August 1943, following the Battle of Kursk.
38 38 PANZER Playbook
39 PANZER Playbook 39
40 40 PANZER Playbook GMT Games, LLC P.O. Box 1308, Hanford, CA
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