Panzer (Yaquinto) Rules TOC

TABLE OF CONTENTS

INTRODUCTION TO THE RULES
I. GENERAL INTRODUCTION
II. GAME SCALES
III. GAME COMPONENTS
IV. INTERPRETING THE DATA CARDS

SET UP AND PREPARATION FOR PLAY
I. SCENARIO AND SIDE SELECTION
11, MAPBOARD SETUP
III. COMMAND SHEET PREPARATION

THE ARMOR GAME RULES
I. INTRODUCTION TO THE ARMOR GAME RULES
II. THE ARMOR GAME SEQUENCE OF PLAY
III. GENERAL GAME PROCEDURES AND RULES
A. READING THE DICE
B. STACKING-UNITS PER HEX LIMITATIONS
C. UNIT FACING
D. MEASURING RANGES
IV. THE SIGHTING PHASE
A. GENERAL SIGHTING PROCEDURES
B. LINE OF SIGHT
1. ELEVATION LEVELS
2. GENERAL ELEVATION SIGHTING RULES
C. SIGHTING RANGES - THE SIGHTING RANGES TABLE
V. THE ORDER PLOT PHASE - HOWTO MOVE
A. COMMAND SHEET NOTATIONS
B. GENERAL RULES OF MOVEMENT
C. SAMPLE COMMAND SHEET NOTATIONS
VI. THE DIRECT FIRE PHASE - HOWTO FIRE AP SHELLS
A. DIRECT FIRE DETERMINATION
B. DIRECT FIRE PROCEDURE
C. DIRECT FIRE EXAMPLES
VII. THE MOVEMENT EXECUTION AND OPPORTUNITY FIRE PHASE
A. COMMAND SHEETS EXPOSED
B. EXACT MOVES
C. ILLEGAL MOVES
D. UNITS FROM BOTH SIDES IN THE SAME HEX
E. ENTERING BUILDING HEXES
F. OPPORTUNITY FIRE
VIII. THE FINAL FACING AND ADJUSTMENT PHASE
A. FINAL FACING MOVEMENTS - PIVOT IN PLACE
B. TURRET UNIT ADJUSTMENTS
IX. VICTORY CONDITIONS - HOW TO WIN

THE ADVANCED GAME RULES
I. INTRODUCTION TO THE ADVANCED GAME RULES
II. THE ADVANCED GAME SEQUENCE OF PLAY
III. ADVANCED GAME COMMAND SHEET PREPARATION
IV. THE ADVANCED ORDER PLOTS
V. ADVANCED GAME RULES OF MOVEMENT
A. LEG UNITS
B. TOWED UNITS
C. TRANSPORTING UNITS
D. ADVANCED VEHICLE MOVEMENT RULES
VI. ADVANCED GAME FIRING
A. ADVANCED FIRE DETERMINATION Page
B. ADVANCED FIRE PROCEDURES - HOWTO FIRE GP WEAPONS
C. NON-PENETRATING AP HITS DAMAGE
D. SPECIAL TURRETLESS HULL DOWN
E. ADVANCED COMPARTMENT HITS
VII. THE CLOSE ASSAULT PHASE
VIII. THE OVERRUN PHASE
A. OVERRUN DEFENSIVE FIRE
B. OVERRUN FIRE
C. POST-OVERRUN PROCEDURE
D. SPECIAL NOTE - CLOSE ASSAULT AND OVERRUN COMBATS
IX. BAILED OUT VEHICLE CREWS AND TRANSPORTED UNITS
X. ADVANCED GAME NOTES

THE OPTIONAL RULES _
I. INTRODUCTION TO THE OPTIONAL RULES
II. ARTILLERY AND MORTAR RULESINDIRECT FIRE
A. THE ORDER PLOT PHASE FOR ARTILLERY
1. PLANNED ARTILLERY FIRE
2. DESIGNATED ARTILLERY FIRE
3. CALLED ARTILLERY FIRE
4. CONTINUOUS ARTILLERY FIRE
B. SPOTTING UNITS
C. ARTILLERY TYPES
D. ARTILLERY FIRE RESOLUTION
E. MORTAR RULES
F. INDIRECT FIRE
III. AIR SUPPORT RULES
A. PLANE MOVEMENT
B. ALLOWABLE ATTACKS
C. PLANE SIGHTING
O. THE PLANE MOVEMENT AND COMBAT PHASE
E. AIR SPOTTING FOR ARTILLERY
IV. MINE RULES
V. SPECIAL INFANTRY UNITS AND EQUIPMENT
A. SQUAD PLUS INFANTRY
B. ASSAULT INFANTRY SQUAD
C. RANGER AND COMMANDO INFANTRY
VI. MAIN GUN DEPRESSION
VII. EFFECTS OF TURRET FACING
VIII. TIME OF DAY AND WEATHER RULES EFFECTS ON SIGHTING AND MOVEMENT
IX. SMOKE AND STARSHELLS
X. LIMITED INTELLIGENCE
A. INVERTED UNITS
B. COMPLETELY HIDDEN UNITS
C. OPTIONAL SIGHTING RULES
D. OPTIONAL NOISE RULES
XI. FIRES IN BUILDINGS AND ALLEYS
XII. INFANTRY UNIT REDUCTION
XIII. WEIGHT LIMITATIONS
A. SOFT HEXES
B. BRIDGE LIMITATIONS
XIV. ORGANIZATION AND COMMAND
CONTROL
A. UNIT ORGANIZATION
B. COMMAND CONTROL
C. INTERRUPTED COMMAND CONTROL RADIO JAMMING
XV. TRACKING FIRE
XVI. MULTI-PLAYER RULES - UMPIRED GAMES
XVII. MORALE AND PANIC - TRAINING AND EXPERIENCE
A. MORALE
B. PANIC MORALE CHECKS
C. PANIC MOVEMENT
D. RALLY MORALE CHECKS
E. VOLUNTARY PANIC
F. TOWED UNITS BAILED OUT CREWS
G. ACE UNITS
H. EARNING MORALE GRADE
I. INITIAL TRAINING AND EXPERIENCE
XVIII. BUILDING DESTRUCTION
XIX. 88mm FLAK 38 AT GUN
XX. GERMAN ARMORED CAR REVERSE MOVEMENT
XXL ADDITIONAL VEHICLE ARMOR
XXII. CAPTURED AND BORROWED EQUIPMENT
XXIII. AMERICAN APCR AMMUNITION
XXIV. LIMITED AMMUNITION AND FUEL
XXV. SPECIAL VEHICLE UNITS
A. THE SHERMAN "CRAB"
B. THE CHURCHILL PETARD AVRE
C. THE CHURCHILLSBG BRIDGE AVRE
D. THE FLAMETHROWER TANKS
1. THE FLAMETHROWER TANKS
2. THE CHURCHILL "CROCODILE"
E. THE CULIN HEDGEROW DEVICE
XXVI. ASSAULT BOATS
XXVII. TERRAIN OPTIONS
A. ROADS - TRACK - CLEAR
B. ROUGH HILLS
C. CRESTS ON HILLS
D. NARROWSTREETS AND ALLEYS
E. HEAVY WOODS
F. STREAMS & FORDS
G. RIVERS
XXVIII. MACHINEGUN TEAM PINNING FIRE
XXIX. GP FIRE TERRAIN MODIFIERS AGAINST VEHICLES
XXX. EMERGENCY VEHICLE SPEED
XXXI. AIRBORNE OPERATIONS
A. PARATROOPS
B. GLIDERS
XXXII. HASTY ENTRENCHMENTS
XXXIII. ARMOR REDUCED MAP
XXXIV. UNIT RECORD SHEET

Rules TOC