Panzer
Grenadier Assault Variant
Tactical Assault Advantage
By David Murray
February 2013
Panzer Grenadier battles of the last 200 meters are represented
by assault combat within a single hex. The fighting involved
in a single hex covers a lot of ground, attacks, feints, repulses,
flanking attempts etc. This is elegantly simulated in the
system by a range of column modifiers and resolved with each
player rolling a single die. The actions represented by the
assault combat in Panzer
Grenadier are based in historical reality and so
each of the turns represented contains a large amount of non-combat
time, after all in most combat situations the soldiers spent
only a small part of their time actually firing bullets or
even rarer in hand to hand combat, most of the time was spent
in whatever cover they could find, manoeuvring carefully seeking
a tactical advantage and intermittent small arms fire.
The following optional rule allows the player to simulate
some of the nuances of the fighting within the hex. It does
not add any complexity to the system but creates a more detailed
picture of the combat and the actions that are taking place.
17.7 Tactical Assault Advantage
Conduct the first round of an assault as normal. At the end
of that assault phase the player who scored the highest result
on the Assault Combat Chart, regardless of the later outcome
of morale checks or step losses, gains a tactical assault
advantage.
Hierarchy of results are from lowest to highest: No effect,
M, M1, M2, 1, 2, and 3.
Example: Player A gains an M check and Player
B gains a M1 check – as Player B had the ‘higher’
result they gain a tactical assault advantage. If both players
have the same result on the Assault Combat Chart then no advantage
is gained by either.
Tactical assault advantages are represented by markers, either
+1 or +2. Use the following track to identify what tactical
advantage has been gained:
When an assault is first started the tactical advantage is
at 0.
Example: The Axis player has a +1 advantage
but in the next assault phase the Allied player gains an advantage.
Moving along the track one from Axis +1 towards Allied Advantage
the result is 0. The marker is removed and any tactical advantage
that the Axis player had has been lost.
If an assaulting player gains a +2 tactical assault advantage
against a dug-in enemy the enemy is assumed to have been driven
out of their original positions and they lose the dug-in first
fire advantage. Dug-in status is removed and cannot be regained.
During the next assault phase add the tactical advantage
to the owning side. At the end of this and every subsequent
assault phase repeat the process from step 1.
As long as the original assault continues, regardless of
units entering and exiting the assault the marker remains
in place. Only when one side is solely present in the assault
hex is the marker removed. Removed markers have no further
effect on play even if that hex is subsequently assaulted
again.
You can download the
Assault markers here.
Rule Rationale:
The purpose of using tactical assault advantage is to reflect
the progress of terrain captured and flanking effects within
the 200-meter hex. Take for instance a Soviet assault into
a German-occupied town hex. All standard modifiers apply,
at the end of the assault phase if the Soviets gained a better
result on the assault combat table regardless of the actual
losses they suffered they would gain a +1 marker, representing
maybe the capture of a significant building. If the Germans
gained a better result on the table therefore gaining a +1
this represents the initial Soviet assault not gaining the
ground necessary and maybe being driven into less defensible
buildings of the town hex. If the Soviet assault continues
to go badly and they lose on the next result on the table
they will see the German defenders with a +2 counter –
time to withdraw as the assault has been a disaster. The Soviets
should look to withdraw and then send in fresh troops are
even return in a following turn. As soon as all the Soviets
withdraw the assault advantage is lost and its counter, if
any, removed. Soviets that enter from then on are assumed
to be trying a different route or approach and the previous
advantage/disadvantage for both sides is lost. This system
can have a significant effect on town combat as players rush
to reinforce areas of the town where they have an advantage
and withdraw from others.
This optional system rewards good play – a well prepared
attack will quickly gain tactical advantage while those that
are not will suffer proportionally. Tactical assault advantage
will reward good preparation and planning for both sides.
Try out this system...
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Grenadier Eastern Front TODAY!
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