Panzer
Grenadier:
The Laskas Rock-n-Roll Variant
By Karl Laskas
February 2013
These rules are intended to create a faster
Panzer Grenadier experience for those
who want more rock and roll in their wargames.
1. Default Rules.
Except where specified below, use the published
Panzer Grenadier rules.
2. Time Scale Change.
This variant changes the time scale to 30
minute turns. The number of turns in each
scenario is cut in half. The movement factor
of each unit is doubled.
3. I Go, You Go.
The side winning initiative continues to
take action segments per 3.1 until he has
moved or fired all his units. After that,
the non-initiative player does likewise until
he has moved or fired all his units.
4. Opportunity Fire.
a. Cheap But Only Once Per Turn. Each
of your units may take opportunity fire once
during your opponent’s turn if eligible.
Taking that opportunity fire does not restrict
the unit’s ability to move or fire on
its own turn.
Thus the turn sequence becomes:
• Initiative player moves and fires,
with the non-initiative player taking any
opportunity fire
• Non-initiative player moves and fires,
with the initiative player taking opportunity
fire.
b. Extended Movement. Any unit
that has expended more than its printed movement
allowance (but less than its doubled movement
allowance) must stop if targeted by opportunity
fire.
5. Four Dice.
To prepare for play, you’ll need four
six-sided dice. Two of these should be light-colored,
two dark-colored. Roll four dice during fire
combat, two light-colored dice and two dark-colored
dice. The light dice determine the fire combat
results. The dark dice determine the results
of any required morale check.
6. New Morale Rules.
a. One Die Roll. When conducting
morale checks for an entire stack, apply the
sum of the two dark dice as the morale check
for all units in that stack.
b. Step Losses Instead of Demoralization.
This variant eliminates the Demoralized
state. Any unit that would become demoralized
under the published rules (either by failing
a morale check by 3 or more, or by a disrupted
unit suffering a second disruption) instead
suffers a step loss (or eliminated if it cannot
be further reduced).
c. No Markers. Eliminate counter
fiddling and marker clutter by just rotating
counters to show morale deterioration. Start
by facing all your units in a uniform direction
toward a hex side. When units become disrupted,
just rotate those units 45 degrees to face
a hex vertex.
7. Leader Casualties.
If a step loss was inflicted during the combat
and a leader was in the hex, check the four
dice to see if each of the four dice display
an even number (each of the light and dark
dice display a 2, 4 or 6). If so, the leader
is killed.
8. Tank Leaders.
Ignore the published tank leader rules. Each
armored vehicle is assumed to contain a tank
leader.
9. Assault.
Assault is results in resolved as a series
of three rounds, executed per the published
rules.
10. Antitank Fire.
Antitank fire is resolved per the published
rules, with the following exceptions.
• After resolving the results of antitank
fire, if neither of the light dice rolled
a 1 or 2, then the firing unit has achieved
a Burst on Target. A Burst on Target allows
the firing unit to resolve antitank fire again
— but only against the same target.
Assuming he or she continues to roll high
enough, the firing unit may fire until either
the target is destroyed or the firing unit
rolls a 1 or 2 on either die.
• If a vehicle is targeted by antitank
opportunity fire and a Burst on Target is
achieved against it, the vehicle must stop
movement in that hex.
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