Panzer (GMT) Rules TOC

Table of Contents

INTRODUCTION 5
SCALE. 5
1.0 COMPONENTS 5
1.1 Rulebook 5
1.2 Mapboard 5
1.3 Geomorphic Mapboards 6
1.4 Game Cards 6
1.5 Data Card Keys 6
1.6 Data Cards 6
1.7 Game Counters 6
1.8 Turn Track, Transport & Summary & Hidden Unit Card 7
1.9 Formation Summary (Scenario Book) 7
1.10 Percentile Dice 7
1.11 Other Items (not included) 7
2.0 PREPARATION FOR PLAY 7
3.0 GENERAL PROCEDURES & RULES. 8
3.1 Definition of the Phasing Player 8
3.2 Reading the Dice 8
3.3 Vehicle Facing 8
3.4 Counter Use & Facing 8
3.5 Range 8
3.6 Controlling Objectives 8
3.7 Modifiers & Adjustments 9
3.8 Stacking 9
4.0 SEQUENCE OF PLAY 9
4.1 Basic Game Spotting Phase 9
4.2 Basic Game Command Phase 14
4.3 Basic Game Initiative Phase 14
4.4 Basic Game Combat Phase 15
4.5 Basic Game Movement Phase 19
4.6 Adjustment Phase 21
4.6.2 End Turn Step 21

INTRODUCTION TO THE ADVANCED GAME (AG) 22
5.0 ADVANCED GAME GENERAL PROCEDURES & RULES 22
5.1 Leg Units 22
5.2 Towed Units 23
5.3 Artillery Units 23
5.4 Aircraft Units 23
5.5 Advanced Game Unit Facing 23
5.6 Minimum Range 23
5.7 Small Arms 23
5.8 Grade 23
5.9 Command, Recon, Engineer, and FO Units 24
5.10 Suppression 24
5.11 Coexisting Fire, Smoke & Barrages 24
5.12 Modifiers & Adjustments 24
5.13 Stacking. 24
5.14 Dual Fire 24
5.15 Bailing Out 25
5.16 Ammo Limits 25
6.0 ADVANCED GAME SEQUENCE OF PLAY 26
6.1 Advanced Game Spotting Phase 26
6.2 Advanced Game Command Phase 30
6.3 Advanced Game Initiative Phase 32
6.4 Advanced Game 1st Air Phase 32
6.5 Advanced Game Combat Phase 32
6.6 Advanced Game Movement Phase 47
6.7 Advanced Game 2nd Air Phase 56
6.8 Advanced Game Adjustment Phase 60
GLOSSARY 62
INDEX 64

OPTIONAL RULES:
7.0 Optional Rules 3
7.1 Morale 3
7.2 Hidden Units 5
7.3 Platoon & Section Command Control 6
7.4 Without Radio Sets 6
7.5 Soviet Early War Communications 6
7.6 Tank Fright 6
7.7 Limited Spotting 7
7.8 Turrets 7
7.9 Smoke Dischargers 8
7.10 CE Ammo Types 8
7.11 Bu Modifier 8
7.12 Variable AP Penetration 8
7.13 Lower Hull Hits 9
7.13.1 Changing Elevation 9
7.13.2 Height Difference 9
7.14 Fire Priority 9
7.15 CE Ammo GP Direct Fire 9
7.16 Towed Unit Platform Gun Mounts 9
7.17 Attached Weapon Loss 9
7.18 Pinning Fire 9
7.19 Engineer vs. Terrain Combat 9
7.20 Long Guns 9
7.21 Variable Track Damage 9
7.22 Infantry Smoke 10
7.23 Vehicle Collateral Damage 10
7.24 Camouflage 10
7.25 Weapon Malfunction 10
7.26 Indirect Fire Scatter 11
7.27 Illumination Indirect Fire Missions 11
7.28 Counter Battery Fire 11
7.29 Bogging Down 12
7.30 Narrow Roads & Paths 12
7.31 Mines & Minefields 12
7.32 Weight Limitations 13
7.33 Dual Driving Controls 13
7.34 Amphibious Movement 13
7.35 Fires 14
7.36 Terrain, Time of Day & Weather Conditions 14
7.37 Artillery Reconnaissance by Fire 14
7.42 Staggered Initiative 15
7.52 Command Span 15

1. Spotting Phase - This is a check to see if units can be seen by the enemy and can therefore targeted by fire attacks later in the turn
2. Command Phase - – Players prepare their vehicles for the coming turn by secretly assigning legal face-down Command Chits to their units
Fire, Move, Short Halt, Overwatch, No Command.
3. Initiative Phase - Each player rolls 2d10 (re-roll ties). Higher roll decides who is Player 1 for this turn
4. Combat Phase The 1st player resolves Fire and Short Halt actions in any desired order and flips Command Chit as order is carried out.
Then the 2nd player resolves Fire and Short Halt actions in any desired order.
5. Movement Phase – Player order is reversed for movement, 2nd player resolves Move and Short Halt actions in any desired order.
Then the 1st player resolves Move and Short Halt actions in any desired order
6. Adjustment Phase – Flip all face-down Command Chits to check that those remaining are only NC or Overwatch. Remove all Command Chits from map and Advance Turn Marker.

Rules TOC