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1 ADVANCED PANZER LEADER

In order to introduce more reality and to overcome some of the rules-based unrealistic
limitations in Panzer Leader, this document introduces rule and sequence of play
changes.

1.1 Turn Sequence


Each turn in a game is divided into segments. Designations of first and second player
indicate which side is performing the segment. The side that is first is indicated in each
situation.

1.1.1 Indirect Fire (IF)

1.1.1.1 First Player IF Orders


The first player secretly writes down Indirect Fire orders for the next turn. Rules
governing hexes that may be targeted are unchanged.

1.1.1.2 First Player IF Attacks


The first player executes any IF attacks designated for the current turn. Rules governing
execution of IF attacks are unchanged.

1.1.1.3 Second Player IF Orders


Same as for first player.

1.1.1.4 Second Player IF Attacks


Same as for first player.

1.1.2 Air Combat


Air attacks are executed.

1.1.2.1 Entry
Each aircraft unit enters the board at a friendly edge hex. It moves in a straight line from
the edge hex to the target hex (stopping on the target hex).

1.1.2.2 Entry Anti-Aircraft (AA) Attacks


Any and all enemy AA units that are within range of the aircrafts flight path may attack
the aircraft before it executes its attack. Results are immediately taken. Any AA guns that
fire during the Air Combat segment may not fire during Combat-1.

1.1.2.3 Aircraft Attack


Any enemy unit in the target hex is attacked. Combat results are immediately taken.

1.1.2.4 Exit
Each aircraft must exit the board following the exact same entry flight path.

1.1.2.5 Exit AA Attacks


Any and all enemy AA units (those that did not fire during Entry AA Attacks) that are
within range of the aircrafts flight path may attack the aircraft before it exits the board.
Results are immediately taken. Any AA guns that fire during the Air Combat segment
may not fire during Combat-1.

1.1.3 Combat-1
NOTE: Combat results (dispersals, double dispersals, and elimination) are not executed
immediately. They are executed at the end of Combat-1. Units that are to be dispersed or
eliminated may not subsequently move (if a unit of the second player is eliminated or
dispersed during the first players actions, it may not move during the second players
Combat-1; but it may still attack).

1.1.3.1 First Player Move and Attack


Any un-dispersed unit may attack and move at any time during this segment.
Movement is restricted to half (rounded DOWN to the nearest whole MF point) the
printed Movement Factor (MF) of the unit.
Infantry units may expend 1 MF. They may not use road movement. An infantry unit may
move more than one hex only by using Quick Time (QT) but must roll for dispersal.
NOTE: Any time a unit moves, it is susceptible to OF attack from enemy units. If a unit
moves, all enemy units that are within Line Of Fire (LOF) may attack it. The hex where
the attack is targeted is the hex where movement begins.
NOTE: Combat results are not immediately executed.

1.1.3.2 Second Player Move and Attack


Any un-dispersed unit may either attack or move at any time during this segment. Follow
the same rules as First Player, but any unit that executed OF attack during the First Player
segment, may not fire during this segment.

1.1.3.3 Execute ALL Combat Results


All combat related dispersals and eliminations are executed.

1.1.4 Combat-2
Combat-2 is exactly the same as Combat-1 with the following exception:
Movement is restricted to half (rounded UP to the nearest whole MF point) the printed
Movement Factor (MF) of the unit.

Units with odd MF values will have one (1) more MF point in the second combat
segment than the first.

1.2 Movement
The Movement Factor (MF) of each unit is divided between the two combat segments.
Units with odd MF values have the extra MF point in the second combat segment.

1.2.1 Infantry
Infantry units may not employ road movement. These units may move a maximum of 1
MF (1 hex or 2 if using QT in clear terrain) during each combat segment.

1.2.2 Vehicles
A vehicular unit may move up to of its allotted MF during a combat segment.
A turreted armor unit may only move of its allotted MF if it fires in a combat segment
(either before or after firing).

1.3 Opportunity Fire


Any time an enemy unit moves while in LOF, it may be attacked utilizing OF. A unit may
OF attack only once during a combat segment.
NOTE: Units may execute both DF and OF in the same combat segment. They may DF
during their part of the combat segment and OF during movement by the enemy player.

1.4 Carriers
The current rules concerning MF requirements based upon type and size of passenger are
in effect.
Carrier units may not move in either combat phase if the passenger unit requires the
carrier to expend all of its MF for loading or unloading. In this case, the player may
choose which combat segment loading or unloading will be performed.
When loading or unloading units that only require MF, the remaining MF points may
be split for movement before and after loading/unloading. In each of the two combat
segments, a carrier may expend only up to half of its allotted MF points. The following
combinations are allowed:
1. Move MF in Combat-1 and load/unload in Combat-2.
2. Load/unload in Combat-1 and move MF in Combat-2.
3. Move less than MF in Combat-1, load/unload, and move the remaining MF
(from Combat-1) in Combat-2.

1.5 Dispersed Units


Units that are dispersed may still move and attack but with diminished effectiveness.
Dispersed units execute with their Movement and Attack Factors halved (instead of
dividing the MF in half for each combat segment, the MF is divided by four).

1.6 Vehicle Attack Ranges.


All Vehicle Attack Ranges are HALVED. Vehicle Ranges were all doubled for some
unknown reason.

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