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Steppe Leader - Battles in Manchuria, 1938-9A Panzerblitz/ Panzer Leader/ Arab-Israeli Wars Gonzo Variant?2000 Brian R. TrainPanzerblitz (PB) was published in 1970. Each follow-on game, Panzer Leader (PL, 1974) and Arab-Israeli Wars (AIW, 1977) improved the original game, so in the interest of both retrofitting the better rules and introducing new units and situations, I designed this variant. You will need some Soviet counters and German truck counters from PB and the boards, rules and charts from AIW, plus the new rules and counters supplied with this variant (and the air unit rules from Panzer Leader if you want to use aircraft).New Old RulesTo play the game, use the following rules from AIW:- all Basic Rules, modified as necessary by the new TEC and WEC and any rules particular to the variant; and- all Standard Rules, except III. Split Move and Fire and VI. The Suez Canal.New New RulesNew TEC - movementSome variants postulated for PB/PL suggested reducing the movement allowances of all units by 40%, as was done in AIW. I do think the MAs are much too high but instead of reprinting all the counters, a better solution is to leave them as is but use the new Terrain Effects Chart (TEC). This has pretty much the same effect but saves having to write all over your counters or having to take a mental 40% discount every time you move a unit.New TEC - CombatUse the same TEC as in AIW with the following additions: Hull-Down Shielding: Confer or deny this protection in accordance with the AIW rules. All Russian and Japanese tank and armored car units get a +1 DRM for hull-down shielding. New Weapons Effectiveness Chart (WEC)Use this new WEC, which generally follows that which appeared in AIW. You will notice that the strengths of (H) type units supplied with this variant are much reduced from their PB/PL counterparts. Infantry MovementRifle units can both move and fire in the same turn, and may always move one hex. They also may make use of the Infantry Quick March rule as described in AIW, A. II. C., and so move through two hexes, if and only if both hexes are clear or contain a road.Japanese anti-tank tactics: During the frontier battles, Japanese infantry would frequently attack Soviet tanks with Molotov cocktails, satchel charges on long poles, or what have you. As an optional rule, allow Japanese rifle or engineer units to double their Attack Strength when making a CAT attack against tank or armored car units, at the cost of the unit's automatic dispersal.NEW UNITSNote: in Steppe Leader, all infantry and vehicle units are company-size, while all towed-artillery class units are platoons. Company-size units are two stacking points (therefore, no more than two companies can stack in a hex). Company-size truck units can transport either one infantry company or two towed-artillery class units.Japanese units: These are all portrayed at company level, for conformity with the Russian units. The cavalry units cannot be carried in trucks, of course. The Japanese did not have many tanks, even in Manchuria, but I have included counters for some representative models as well as a basic machine gun-armed armored car. The 70mm infantry gun is a light model, almost like a trench mortar on wheels, that they dragged everywhere with them for direct fire support.Soviet units: Two regiment’s worth of early-war Soviet infantry companies, for use 1930s to 1942, are supplied, as well as new counters for the BA-32 and BA-6 armored cars, the BT-5 "fast tank", and the T-26b.Aircraft: Use the air unit rules and Anti-Aircraft Table as found in PL, but note the weapon-target relations in the new WEC (AA units are those with the AA symbol, but none appear in this variant.). Friendly Fire: if aircraft are attacking a hex that is adjacent to friendly units, roll 1d6 just before the attack is resolved. On a 1 or 2, resolve the attack on an adjacent hex containing friendly units (enemy's choice which hex)!Dive/attack Bomber FighterFighter-Bomber MGs1 (i)3 (i)2 (i)Bombs20 (H)--5 (H) TERRAIN EFFECTS CHARTTerrain TypeTruckOther vehother effects on movement or combatClear32noneRoads11Units that move at the road rate cannot overrun or CAT that turn.Town21- Defenders add +1 DRM- total defense +5- no overrunsWoods22- defenders add +1 DRM- no overrunsSlope42ground-level hexsides do not confer hull-down shielding when the attacker or defender is on a slope hex.sand dune hexside (gold)00gives hull-down shieldingridge hexside (light brown)21gives hull-down shieldingcrest hexside (dark brown)21gives hull-down shieldingWEAPONS EFFECTIVENESS CHARTarmored targetnon-armored targetaircraftattack typeweapon type1-2 hexes3-5 hexes6+ hexes1-2 hexes3+ hexes1-4 hexesproximity/sightingDRMDF/OFInormal*----normalhalvednormalLOS/see TECAdoublednormalhalvedhalvedquartered--LOF &H, M, (H)normalhalvedhalveddoubleddoubled-- (AA doubled)spotIFM, (H)halvedhalvedhalvednormalnormal--spotORAnormal----normal----adjacent + 2 MFodds +1 column; DRM -2I------normal----CATInormal----normal----adjacentDRM -2 (-3 w/ engr)* applied only when units perform opportunity fire on armored targets that are in the process of overrunning them.SCENARIOS In all scenarios, the Japanese use German truck counters.Note on board layout: consider the top of the page as North and place each mapboard so that the top of its identifying letter is pointed the same direction as the > mark next to it. That oughta confuse you.1. CHANGKUFENG6 Aug 38: After weeks of confused fighting and negotiations, Soviet troops attack Japanese troops in possession of the Changkufeng Heights (in eastern Manchuria, near the point where Manchuria, Korea and Siberia all come together).Japanese (morale A)37 Infantry Brigade:12 x rifle companies2 x MG companies2 x 70mm infantry gunsOBA: 2 x 75mm (each (6 (H)), 1 x 150mm (15 (H))Soviets (morale B)Elements 39 Rifle Corps:18 x rifle companies3 x MG companies6 x BT-52 x BA-32OBA: 2 x 122mm (each 12 (H)), 2 x 152mm (each 15 (H))Map: D\/Ignore all roads and the town.Setup: Japanese set up first, anywhere on the board; at least 6 rifle companies must set up north of the fold. All Soviet units enter on the east edge of the board on turn 1.Game Length: 10 turns - Soviets move first.Victory Points: The Soviet player scores 1 VP for each 'height' (individual clump of slope hexes - total of 10 on the board) that has only Soviet units on it at the end of the game. The Japanese player wins if the Soviet player has five or fewer VP.2. NOMONHAN: TAKE ME TO THE HALHA2 Jul 39: The Japanese Task Force (TF) Yasuoka, using most of the available tanks in Manchuria, advances down the east bank of the Halha River to drive away the encroaching Soviet forces.Japanese (morale B)TF Yasuoka:1 x 75mm howitzer2 x 37mm AT2 x 70mm IG6 x rifle companies2 x MG companies1 x engineer company3 x trucks3 x Type 89 tank3 x Type 95 tank1 x Type 92 tankette2 x M25 armored car2/28 Motorized Regiment:1 x 70mm IG1 x 37mm AT3 x rifle companies1 x MG company6 x trucksOBA: 2 x 75mm (each 6 (H)); 1 x 120mm (12 (H))2 x fighter-bomberSoviets (morale B)9 Mechanized Brigade: 1 x 45mm AT1 x 82mm mortar (motorized)3 x rifle5 x truck3 x BT-5 tank6 x T-26b tank149 Motorized Regiment:2 x 45mm AT2 x 82mm mortar (motorized)6 x rifle2 x MG company12 x truck2 x BA-6 armored carOBA: 1 x 122mm (12 (H))Map: A^B^Ignore all roads on board B and all treat all woods and town hexes on the west side of the Suez Canal on Board A as clear. Setup: Soviets set up first: 9 Mechanized Brigade on board A, on or north of hex row Q; 149 Motorized Regiment on board B on or south of hex row Q. Place a brodge across the Canal on hex row U. Task Force Yasuoka enters on turn 1 anywhere on the north edge of both boards; 2/28 Motorized Regiment enters in the same zone on turn 8.Special Rules: The Halha River. The river, which in this scenario is represented by the Suez Canal, is uncrossable except at the bridge and lined by marshes. Double the movement cost for each non-road hex four hexes or less from a Suex Canal hex(trucks 6 MF, other vehicles 4 MF). Each non-infantry class unit that starts the turn in a non-road marsh hex must roll 1d6 when attempting to move. On a 1 or 2 it is disrupted instead.Game Length: 15 turns: Japanese move first.Victory Points: both sides: 3 points for being in possession of the bridge at the end of the game; 1 point for each enemy unit eliminated.4. NOMONHAN: BRIDGEHEAD DEFENSE3 Jul 39: To the north of TF Yasuoka, Task Force Kobayashi crossed the Halha and dug in against determined Soviet counterattacks.Japanese (morale B)72 Infantry Regiment:1 x 37mm AT1 x 70mm IG6 x rifle companies1 x MG company1 x truck71 Infantry Regiment:1 x 37mm AT1 x 70mm IG6 x rifle companies1 x MG company1 x truck23 Reconnaissance Unit:2 x cavalry 1 x Type 92 tankette1 x M25 armored carOBA: 2 x 75mm hwz (each 6 (H)); 1 x 120mm (each 12 (H))Soviets (morale B)24 Motorized Regiment:2 x 82mm mortar (motorized)6 x rifle2 x MG company10 x truckElements 11 Tank Brigade:6 x BT-5 tank3 x T-26b7 Mechanized Brigade: 1 x 45mm AT1 x 82mm mortar (motorized)3 x rifle5 x truck3 x BA-6 armored car8 Mongolian People's Revolutionary Army Cavalry Division Reconnaissance Unit:2 x BA-32 armored carOBA: 3 x 122mm (each 12 (H))2 x fighter1 x fighter-bomberMap: B^A\/Ignore all roads on both boards. Setup: Japanese set up first - 72 IR on board B, on or north of hexrow Q; 71 IR on board A on or south of hexrow P. 23 Recon with either group. Soviets enter as follows: 11 Tank Brigade on south edge of board B; 7 Mechanized Brigade on south edge of Board A; 24 Motorized on north half of board B; Mongolians with any of the above units. Special Rules: The Halha river is uncrossable (therefore ignore all hexes east of the Suez Canal) but the west bank is not marshy as in the previous scenario.Game Length: 15 turns: Soviets move first.Victory Points: both sides: 1 point for each enemy unit eliminated.5. NOMONHAN: STORM OF STEEL23 Jul 39: The Japanese 72nd Infantry Regiment, with all the artillery support that can be scraped up, advances on elements of the 5 Machine Gun Brigade.Japanese (morale B)1 x 70mm IG7 x rifle companies1 x MG companyOBA: 2 x 75mm hwz (each 6 (H)); 1 x 120mm (each 12 (H)) Soviets (morale B)1 x 76.2mm IG2 x 82mm mortar4 x rifle companies4 x MG companiesMap: <CIgnore all roads, towns and woods hexes.Setup: Soviets set up first, on or west of hex row Z. Japanese enter anywhere on the east edge of the board on turn 1.Special Rules: Night combat: The Japanese are advancing under cover of darkness and so may not be fired at unless they are either adjacent to a Soviet unit or "illuminated." Japanese units may only fire at adjacent Soviet units. The Soviet player may use one or both of his mortar units to fire illumination flares into any hex within its range (LOS is not required): this will create "daylight" in that hex and all adjacent hexes, and so allow Soviet units to trace a standard LOS to those hexes. Illumination lasts only during the Soviet player turn; it can be fired at the beginning of the Fire Phase so that other units can fire directly on the revealed Japanese units.Japanese pre-registered fire: After the Soviet player sets up, but before the Japanese player enters the board on turn 1, the Japanese player may select SIX hexes on the board that will be "pre-registered targets" (write them down). These hexes must be within the LOS of a notional unit located on any hex on the east edge of the board, and can automatically receive Japanese indirect fire (from any or all of the three batteries available) without any unit having to have an actual LOS to the hex, though the Japanese player still has to roll for drift.Game Length: 12 turns - Japanese move first.Victory Points: both sides - 1 point per enemy unit eliminated.6. NOMONHAN: ZHUKOV'S FURY20 Aug 39: After an extended buildup, the Soviet 24 and 149 Motorized Regiments advance to smash the 64th Infantry Regiment of the 7th Division (a better-quality unit that was brought in to support the flagging fortunes of the 23rd).Japanese (morale A)1 x 37mm AT2 x 70mm IG8 x rifle companies2 x MG companies1 x truck4 x Improved PositionsOBA: 2 x 120mm (each 12 (H))Soviets (morale A)2 x 76.2mm IG3 x 82mm mortar (motorized)9 x rifle companies3 x MG companies17 x truck3 x BA-6 armored carOBA: 2 x 122mm (each 12 (H)); 1 x 152mm (15 (H)) ; 2 x fighter-bomberMap: B>A>Ignore all hexes south of the Suez Canal (which stands in for the Halsten River, ordinarily not much of an obstacle but in this scenario it's the boundary of the axis of advance).Setup: Japanese first, on both boards and on or east of hex row W. Entire Soviet force enters on the west edge of either or both boards on Turn 1.Game Length: 15 turns: Soviets move first.Victory Points: both sides: one point for each enemy unit destroyed or left on the board at the end of the game; Soviets: one point for each non-truck unit exited off the east edge of either board (the unit may not return).6. AUGUST STORM10 Aug 45: The forward detachment of the Soviet 36th Army attacks southward to seize Hailar in order to cut the rail lines from the fortified border areas to central Manchuria. The Japanese resist them, though the war would be over in five days.Japanese (morale C)80 Independent Mixed Brigade2 x 75mm howitzer3 x 70mm IG3 x 37mm AT12 rifle companies1 x engineer company8 x Improved Position2 x FORT6 x BLOCK6 x TRENCH9 x 1-1 minefieldSoviets (morale A)152 Rifle Regiment1 x 76.2mm IG3 x 82mm mortar9 x rifle companies1 x SMG company1 x engineer company3 x wagons2 x trucks205 Tank Brigade1 x 82mm mortar (motorized)3 x SMG companies4 trucks6 x T34/85OBA: 2 x 122mm (each 12 (H)); 3 x fighter-bombers; 1 x attack bomberMap: <BC>Setup: Japanese first, on both boards and on or south of the line drawn by the east-west road on board B (from hex B-A-3 to B-F-6, then to B-Z-8, then the south fork terminating in B-GG-3). Soviets enter on the north edge of board B on turn 1.Special Rules: Use the 5i4/16-1 Soviet infantry companies supplied in the original Panzerblitz game.Game Length: 15 turns - Soviets move first.Victory Points: Japanese: two points for each enemy unit destroyed or left on the board at the end of the game; Soviets: one point for each enemy unit destroyed and one point for each non-truck/wagon unit exited off the south edge of either board (the unit may not return).7. THE USSURI BREAKSSpring, 1969: Border skirmishes degenerate into open warfare - a Soviet motor rifle battalion, as advance guard for a division, engages part of a Chinese Border Guard division.Chinese (morale C)18 x infantry platoon (use lighter color Arab infantry units)3 x 107mm RG2 x 82 mm mortar9 x Improved Position4 x BLOCK4 x TRENCH6 x 1-1 minefieldSoviets (morale B)2 x 120mm mortar9 x infantry platoon (use darker color Arab infantry units)2 x combat engineer platoons9 x BMP4 x BTR-603 x T-62 tankOBA: 3 x 122mm battery (each 12 (H))Map: C^D^Setup: Chinese first, anywhere on either board but at least three hexes from the east edge of board D. Soviets enter anywhere on the east edge of board D on turn 1.Special Rules: This is a modern scenario. Play it as a straight AIW game except Chinese infantry units are not normally doubled when attacking Soviet armored targets. They may use the "Japanese anti-tank tactics" special rule at their option.Game Length: 15 turns - Soviets move first.Victory Points: Chinese: 2 points for each enemy unit eliminated, 1 point for each enemy unit left on board D at end of the game. Soviets: 1 point for each enemy unit eliminated or road hex cleared of BLOCK counters or minefields; 1 point for each unit exited off the west edge of board C.MANIFEST OF NEW UNITS SUPPLIED WITH THIS VARIANTUnit# AFWTRDFMFClassnotesJapanese37mm AT35a320towed gun4 x 37mm anti-tank guns70mm IG33h821towed gun4 x 70mm infantry guns75mm hwz26(h)3220towed gun4 x 75mm howitzerRifle coy124i2151infantry168 men, 6 x LMG, 3 x GLCav sqn38i183infantry125 cavalrymen, 2 x LMGMG coy33i391infantry8 x MMGEngr13i1101infantryabout 100 pioneers + eqptM2523i2210armd car10 x armored cars (MG)Type 8936a345tank10 x Type 89 tanks (57mm)Type 9213i228tank10 x Type 92 tankettes (MG)Type 9535a2211tank10 x Type 95 tanks (37mm)SovietRifle183i2141infantry150 men, 12 x LMG, 3 x GLMG44i3101infantry12 x MMGBA-637a3211armd car10 x cars (45mm)BA-3225a2211armd car10 x cars (37mm)BT-567a3410tank10 x tanks (45mm)T-26b67a345tank10 x tanks (45mm) ................
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