Panzer Kids Basic
Panzer Kids Basic
Kids sic
Ba
pieces provide obstacles and cover. You can use plastic aquarium plants
from your local pet store can represent woods or an oasis. Building
blocks can serve as ruins. You can even make your own terrain from
construction paper or other craft supplies.
You’ll need some six-sided dice just like the ones found in many
board games. Markers like pennies, glass beads, or cotton balls can
serve to mark hits on tanks. Panzer Kids requires players to measure
distances to move their tanks or shoot at targets, so you’ll need a ruler,
yard stick, or tape measure with inches clearly marked.
You’ll also need some pieces in the form of appropriately sized tank
models....
Setting Up A Skirmish
“One does not plan and then try to make circumstances fit
those plans. One tries to make the plans fit the
circumstances.”
— General George S. Patton, American tank commander (1885–1945)
The basic Panzer Kids rules focus on tank battles in North Africa in
1941–1943. These skirmishes pit the major Axis powers of Germany
and Italy against the Allied forces of America and Great Britain. You
can also use these rules to simulate tank skirmishes on other fronts where
all-tank battles occurred, such as the Russian Front. Players choose
opposing sides and a number of tanks to command, typically the same
number on each side. If you want a more even fight, match the total
“cost” listed for the tanks as closely as possible. In the example below,
for instance, two Panzer III tanks cost 16 (8 each), fairly even with the
cost of three Crusader II tanks (5 each for a total of 15).
Example: Amy and Bill sit down for a game of Panzer Kids. Amy
wants to command two German Panzer III tanks, so Bill chooses
to field three British A15 Crusader II tanks.
Two opposing players can easily fight a tank skirmish, but additional
players can join in the action, too. Sometimes two players on the same
side command separate tanks or groups of tanks (called a “platoon”),
giving everyone a chance to play. The total number of tanks on each
side, however, shouldn’t change. For instance, two players each
controlling a German tank platoon (three tanks each) would face off
against one player controlling two British platoons (six tanks). During
World War II a platoon consisted of three to five tanks. Single massive
tanks like the German Tiger often formed their own one-tank platoon.
The Board
Miniature wargames use a table decorated with terrain props on which
players fight skirmishes. Sometimes players set up a mat on a large,
clear space on the floor. The size varies depending on available space,
4
A sample set-up for a Panzer Kids game. Three British A 15 Crusader IIs
in the foreground face off against two distant German Panzer IIIs with
two stands of palm trees in between providing potential cover.
but an area of 4x6 feet works well. The play area typically consists of a
colored cloth or felt simulating the terrain type (tan for desert, white for
winter, green for temperate climates) with several props like hills, trees,
houses, walls, and other environmental and man-made features. Desert
operations typically include low, rocky hills, sand dunes, oases, and
small villages.
Players agree on 2–4 appropriate terrain pieces for a given environment
(for instance, no European villages in the desert…) and take turns placing
them around a center line dividing the table between sides. Make sure
they allow space for tanks to move and shoot around them.
The Pieces
Players determine among themselves or according to a pre-set mission
the number and types of tanks they’ll field in a skirmish. Players can
assemble their forces based on available tank models, evening out each
side as best they can based on the total tanks available.
Example: Amy and Bill have amassed a collection of five German
Panzer III tanks and six British A15 Crusader II tanks. For their first
game trying out these rules, they decide to play with two Panzer III
tanks and three A15 Crusader II tanks as suggested in the rules
below. After playing the game several times with these squadrons
they feel ready to command larger forces. They agree to increase
the number of tanks to three Panzer IIIs and five A15 Crusader IIs.
Looking for quick ideas on tanks to use in a desert skirmish? Use one
of these combinations along with your own models or pieces. These are
typical of the tanks used in the North African desert during the campaigns
of 1942 and early 1943 as the British—and later American forces landed
during Operation Torch—battled the German armored units of the
infamous Afrika Korps.
Tank Card
Each tank type used in Panzer Kids Basic comes with a card to
print, cut out, and use as reference on the gaming table. Several
values define a tank’s capabilities on the battlefield.
Speed: This number represents the maximum inches a tank can
move during the movement part of a turn. You don’t have to move
the tank the entire distance if you don’t want to, but you cannot
move it farther
than this distance.
Range: The Panzer III
number listed here Speed 9”
shows the
maximum inches Range 24”
a tank can shoot. Attack +4
A tank has no
chance to hit Defense 7
targets beyond Cost 8
this range.
Attack: The plus
sign before this number indicates it’s added to a single six-sided die
roll to determine whether a tank hits its target. Regardless of this
number, rolling a 1 always misses and rolling a 6 always hits.
Defense: This number reflects a tank’s armor. To score a hit the
sum of an opponent’s die roll added to her tank’s “attack” value
must be higher than this number; if she rolls a 6 she scores an
automatic hit regardless of the target’s defense number and if she
rolls a 1 the shot automatically misses regardless of the attack total.
(Cost: This number allows players to easily compare tanks’
capabilities. The higher the number, the more powerful the tank.
Players use cost in advanced games to more carefully balance their
forces, making them as close as possible to make sure every player
has a fair chance of winning.)
Turn Sequence
Once players set up the board and place their forces they’re ready to
begin the game. Each turn consists of three different parts played through
in order:
1. Movement: Everyone takes turns moving their tanks one at a time.
2. Combat: Everyone takes turns shooting with tanks that have targets
in sight and in range.
3. Casualties: Players remove any destroyed tanks from the field.
1. Movement
“The engine of the tank is a weapon just as the main gun.”
— General Heinz Guderian, German tank commander (1888–1954)
Beginning with the Allied player, each side takes turns moving one
tank until all units have moved. Use a tape measure or ruler. Measure a
move from the front edge of a tank. Lay the ruler or tape measure
against the tank’s front edge and move the piece so that edge comes up
to the proper value for its “speed” number (or any other distance less
than the allowable movement value).
Once one player completes a move for one tank, the other player gets
to move one of her tanks.
A player may decide a tank is not moving that turn. Instead of moving
it, he points to it and declares it’s not moving; this counts as his “move”
and his opponent gets to move one of her tanks next. If a player declares
that a tank is not moving he cannot go back later in the movement turn
and suddenly decide it’s moving.
Continue taking turns moving tanks (or declaring they’re not moving)
until all tanks have had a turn.
Example: Bill and Amy begin their first turn by moving their
tanks. Bill has three British A15 Crusader IIs with a 10-inch
movement score and Amy has two German Panzer IIIs with a
9-inch movement score. Bill, as the Allied player, moves one
A German Panzer III can move 9 inches. Measuring from the front of the
tank, place the figure so the front of the tank is 9 inches in the desired
direction of movement.
2. Combat
“Don’t fight a battle if you don’t gain anything by winning.”
— General Erwin Rommel, German tank commander (1891–1944)
Like the movement portion of the turn, the Allied player takes the
first action in combat. Each player takes turns shooting with one of their
tanks. A player chooses one of her tanks with a target in range and line
of sight, rolls a die and adds her tank’s attack value, trying to exceed the
target tank’s defense score and claim a hit.
Range: A target tank must be within the attacking tank’s range to come
under fire. For instance, a Crusader II has a range of 24 inches; any
The German tank A has a clear line of sight to British tank B, so it can
shoot it during the combat turn (and the British tank can shoot back).
Tank A cannot shoot tank C since the palm tree oasis blocks the line of
sight (and tank C cannot shoot tank A).
10
German tank A is out in the open and does not gain a +2 cover bonus if
British tank B shoots at it. Tank B is considered in cover nestled against
the piece of terrain and gains a +2 bonus to its defense value if it comes
under fire from any tank.
enemy tanks within that range are valid targets, but tanks beyond 24
inches are out of range and cannot take fire from this particular tank.
Line of Sight: A target tank must also be within the attacking tank’s
“line of sight,” a straight line between both tanks uninterrupted by
obstacles including terrain features with any degree of height (buildings,
hills, oases) or other tanks. If you can see any part of a target from your
tank, you can shoot it.
Cover: A target next to cover (with at least one side touching the cover
terrain) yet still within line of sight gains a +2 bonus to its defense value
when under fire.
To fire on an enemy tank the shooting player rolls a six-sided die and
adds the result to his tank’s attack score. The total must exceed the target
tank’s defense score to hit. Rolling a 1 always misses and rolling a 6
always hits regardless of attack or defense values. To indicate a tank has
taken a hit, place a marker like a penny, glass bead, or cotton ball
behind the damaged tank.
11
Players continue taking turns firing their tanks at valid targets until
all tanks on each side have taken their shots. Although each tank only
gets one chance to fire, target tanks can take hits from more than one
tank within range and line of sight
Example 1: As the Allied player, Bill gets to take the first shot
during the combat turn. He chooses one of his tanks nearest one
of Amy’s panzers. He measures the distance between the two to
make sure the target’s in his own tank’s range of 24 inches. Bill
makes sure the target tank’s within a clear line of sight of his own
tank, without any obstacles in the way. He notes that Amy’s tank
is not touching any obstacle that might provide cover (and hence
a bonus to her defense score). Amy’s Panzer III has a defense of
6, Bill’s A15 Crusader II has an attack bonus of +3; so he rolls
one die and gets a 5, adds the +3 for a total of 8, and beats the
panzer’s defense of 6. To indicate the hit Amy places a hit marker
just behind her tank.
Example 2: It’s Amy’s turn to shoot back at the tank that shot
her! She knows she’s within range (24 inches) and line of sight
to Bill’s tank; but during the movement turn he maneuvered his
A15 Crusader II next to an oasis, giving that tank a +2 cover
bonus to his defense value of 5...now Amy needs to beat a 7 to
hit Bill’s tank. She rolls one die, gets a 3, and adds her panzer’s
attack bonus of +4 for a total of 7. Since she doesn’t beat
Bill’s modified defense value of 7, she does not score a hit
against his tank.
Tip: If one tank can shoot another, the target tank has a clear line of
sight if it shoots back (but check for range and cover).
12
3. Casualties
“You have only to play at Little Wars three or four times to
realize just what a blundering thing Great War must be.”
— H. G. Wells, writer (1866–1946)
Each tank can sustain up to three hits before it’s knocked out of the
game. At the end of each turn remove any tanks that have taken three or
more hits. Those with only one or two hits remain on the battlefield and
keep their hit markers in the next turn.
If each side still has tanks on the board at the end of the turn, start the
sequence again in a new turn, resolving movement, combat, and
casualties. If all tanks on one side have been eliminated, the surviving
side wins the skirmish!
Example: At the end of the first turn Amy’s Panzer III has one hit
marker on it...so it remains on the battlefield. If, however, it had
three hit markers, Bill would have destroyed it and Amy would
remove it from the table.
Tanks B and D each took one hit, which tank D adds to its tally of two hits
from a previous turn. During the casualty turn remove any tank with three
hits; players would remove British tank D, but tanks A, B, and C remain,
even though tank B has one hit. Tank B keeps its hit into the next turn.
13
Credits
Design, Writing, Layout: Peter Schweighofer
Cover Illustration: Library of Congress Prints & Photographs Division,
Reproduction Number LC-DIG-fsac-1a35208
Frontis Illustration: Library of Congress Prints & Photographs Division,
Reproduction Number LC-DIG-fsac-1a35215
Interior Photos: Peter Schweighofer
Playtesting & Advice: Connor, Henry, Luke, and their Dads; Doug
Anderson
14
M3 Stuart T-34
Speed 13" Speed 12"
Range 24" Range 30"
M3 Stuart T-34
Speed 13" Speed 12"
Range 24" Range 30"
Attack +3 Attack +6
Defense 6 Defense 8
Cost 6 Cost 12
Turn Summary
1. Movement
Players take turns moving single units up to their maximum speed value in
inches.
Units must move around terrain features; units ending their movement touching
terrain features that offer cover (buildings, hills, oases) gain a +2 bonus to
their defense score in combat.
2. Combat
Players take turns shooting with single units. Tanks with turrets can shoot in any
direction. Valid targets must be within the attacker’s range and line of sight.
Each attacking tank rolls 1D6 and adds its attack value. A die roll of 1 always
misses and a roll of 6 always hits.
If the sum of the 1D6 roll and the attack value exceeds the target’s defense
value, the target takes one hit, noted with a hit marker on the tank itself.
3. Casualties
Hits take effect in damaging or destroying units. Any tank with 3 hits is destroyed
and removed from the field. Tanks with 1 or 2 hits keep those markers into the
next turn.
Permission is granted to reproduce this page for personal use.
Thomas Musco (Order #35797744)