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Panzer Kids Basic

Panzer Kids

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100% found this document useful (1 vote)
560 views22 pages

Panzer Kids Basic

Panzer Kids

Uploaded by

Tom Musco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Panzer

Kids sic
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Easy Wargame Rules for Quick Tank Battles


By Peter Schweighofer
Thomas Musco (Order #35797744)
Thomas Musco (Order #35797744)
Panzer Kids Basic
Easy Wargame Rules for Quick Tank Battles
By Peter Schweighofer

“Prepare for the unknown by studying how others in the past


have coped with the unforeseeable and the unpredictable.”
—General George S. Patton, American tank commander (1885–1945)

© 2016 Peter Schweighofer, Griffon Publishing Studio

Thomas Musco (Order #35797744)


Panzer Kids Basic Rules

Panzer Kids is a simple wargame played with miniatures to simulate


small tank skirmishes from World War II. These rules present
guidelines for playing tabletop tank battles with figures in 15mm
scale—about two inches long and an inch wide—with simple rules
simulating battlefield conditions. The basic game covers fights between
tanks only, without infantry, artillery, or aircraft units. Advanced
options offered in Panzer Kids Deluxe provide rules for attacks at
close range, mission objectives, terrain obstacles, cover, anti-tank
artillery, hull-down positions, and other concepts familiar to
experienced wargamers. These can add more depth to your Panzer
Kids game if you enjoy the basic version.

What Is A Miniature Wargame?


A miniature wargame has components and rules like many other
familiar games. The “board” consists of a large space set up much
like a museum diorama, like a large piece of felt, blanket, or tablecloth
covering a table or floor space to represent the base terrain. Additional
props help to visualize forests, hills, rocks, swamps, and buildings.
The board changes depending on the mission, historical period, and
location.
Players take turns moving and attacking with their pieces, maneuvering
around and sometimes even hiding in the terrain to gain an advantage
over opponents.
These by no means serve as detailed simulation rules for World War
II tank engagements. They offer basic guidelines to provide newcomers
to historical miniatures wargaming—including kids seven years old and
up—a chance to quickly and easily enjoy the hobby.

What Will I Need to Play?


Like any board game you’ll need some components. For the board
you should use a large, clear space like a dining room table or a large
area of the floor. Here you can spread a cloth to represent the overall
terrain: green for temperate areas or tan for desert environments. Terrain

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Panzer Kids Basic Rules

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....

Where Do I Find Pieces?


Tank models come in different sizes, from large plastic models to
smaller, unpainted miniatures. This game provides information for using
a popular scale: 15mm, or 1:100 to modelers. A tank at 15mm scale
typically measures two inches long and one inch wide. Many wargaming
companies manufacture 15mm scale tanks, most of which come unpainted;
gamers give them paint jobs that range from a basic coating of olive
green or desert tan to historically authentic color schemes and detailing.
The most popular manufacturers include Battlefront, which publishes
the Flames of War game (www.flamesofwar.com), and Old Glory, which
makes miniatures for the Command Decision game
(www.oldgloryminiatures.com). Hobby specialty stores often carry
miniatures for the games mentioned above, as well as prepared scenery
and other terrain pieces. Online web stores also allow people to order
miniatures and accessories for those seeking a more realistic look to
their games. Panzer Kids introduces the basic concepts behind these
more intricate wargames. If you need tank pieces you can make your
own counters on one-inch by two-inch cardboard. You might also find
toy tanks at this size in the die-cast car section of your local toy
department. You can also check out JuniorGeneral.org, a website for
young wargamers that provides a host of historically accurate “print-
and-play” pieces in both “top down” counter format or “stand-up”
configuration.

Thomas Musco (Order #35797744)


Panzer Kids Basic Rules

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

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Panzer Kids Basic Rules

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

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Panzer Kids Basic Rules

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.

Axis vs. Allies


2 Panzer IIIs vs. 3 A15 Crusader IIs
3 Panzer IVs vs. 3 M4 Shermans
1 Tiger vs. 3 A15 Crusader IIs
3 Panzer IIIs vs. 2 T-34s
3 M 13/40s vs. 3 A15 Crusader IIs
2 Panzer IVs vs. 3 M3 Stuarts
Players start with their pieces placed along their own edge of the
board, frequently opposite each other. (For an added challenge, deploy
forces in opposite corners of the table.)
Example: For their first skirmish, Amy places her two German
Panzer IIIs at the center of her side of the play area, each only
several inches apart. Bill, commanding three British A15 Crusader
IIs, spreads his forces out, placing one in each corner and a third
in the center of his side of the board.

Thomas Musco (Order #35797744)


Panzer Kids Basic Rules

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.)

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Panzer Kids Basic Rules

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

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Panzer Kids Basic Rules

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.

of his tanks 10 inches first, moving toward Amy’s forces. Amy,


as the Axis player, moves second, bringing one of her tanks 9
inches onto the battlefield. Bill moves his second tank only 6
inches; Amy continues moving her second tank the full 9 inches.
Bill, however, decides to hold his last tank in reserve and—
pointing to it—tells Amy he’s not moving it this turn. Amy
acknowledges it and, having no more tanks to move herself,
moves on to the combat turn.
Tip: Try moving tanks so several can fire on one enemy tank in the
turn. Concentrate firepower to knock out enemy tanks quickly
and reduce their own ability to strike back.
Players may not move tanks through terrain features such as hills,
buildings, oases, minefields, or tank obstacles; they must move tanks
around these obstructions as far as their movement score allows. Tanks
ending their movement touching the edge of certain terrain that offers
cover from enemy tank shots—such as buildings, hills, and oases—gain
a “cover bonus” to defense scores during the combat phase.

Thomas Musco (Order #35797744)


Panzer Kids Basic Rules

Example: An oasis stands in the direct path of one of Amy’s tanks.


Rather than moving 9 inches straight through the oasis, Amy must
turn her tank to go around the obstacle, preventing it from moving
forward toward enemy tanks as much as she would have preferred.
Tip: Ending a tank’s movement touching a terrain feature gives it
cover and a +2 bonus to its defense value if fired upon.

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

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Panzer Kids Basic Rules

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

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Panzer Kids Basic Rules

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

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Panzer Kids Basic Rules

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

Thomas Musco (Order #35797744)


Panzer Kids Basic Rules

Mind Your Manners


“Always be tactful and well-mannered.... Avoid excessive
sharpness or harshness of voice, which usually indicates the
man who has shortcomings of his own to hide.”
— General Erwin Rommel, German tank commander (1891–1944)

Games of any sort assume players follow certain common-sense


courtesies to make sure everyone sees what’s going on in the game and
that nobody feels like someone’s cheating. When it’s your turn take
your time and communicate your intentions and actions to other players.
Point to the tank you intend to move and state clearly which of your
tanks is attacking a particular enemy tank. Declare how far your tank
moves as you measure for its movement. Make sure everyone agrees on
line of sight and range before making any attack rolls. State your tank’s
attack value—and ask your opponent to verify her tank’s defense value—
before rolling the die to determine whether you hit. Roll dice on a clear
portion of the table away from other tank pieces or terrain features; re-
roll any die skewed against anything on the table and re-roll any die that
skitters off the table. Leave rolled dice visible for a moment so all player
feel satisfied seeing the results.

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

Thomas Musco (Order #35797744)


Tiger M 13/40

Thomas Musco (Order #35797744)


Speed 8" Speed 15"
Range 30" Range 24"
Attack +6 Attack +3
Defense 12 Defense 6
Cost 16 Cost 6

Permission is granted to reproduce


Panzer IV Panzer III
Speed 11" Speed 9"
Panzer Kids Basic Rules

Range 30" Range 24"

15 this page for personal use.


Attack +5 Attack +4
Defense 8 Defense 7
Cost 11 Cost 8
A15 Crusader II M4 Sherman

Thomas Musco (Order #35797744)


Speed 10" Speed 10"
Range 24" Range 24"
Attack +3 Attack +5
Defense 5 Defense 8
Cost 5 Cost 10

M3 Stuart T-34
Speed 13" Speed 12"
Range 24" Range 30"

Permission is granted to reproduce this page for personal use.


Attack +3 Attack +6
Defense 6 Defense 8
Cost 6 Cost 12
Glossary of Game Terms
Attack (page 10): The bonus value players add to their die roll in
determining whether a shot hits its target.
Cover (page 11): Terrain that helps hide a tank and make attacks more
difficult. Targets touching cover gain a +2 bonus to their defense
value.
Defense (page 10): To hit a target an attacker must exceed this score
with a die roll plus his attack value.
Line of Sight (page 11): A straight line between an attacker and target
that is clear of obstacles like terrain or other tanks that might obstruct
a shot.
Range (page 10): The distance within which a tank can shoot a target.
Tanks cannot shoot other tanks beyond their range
Speed (page 8): The distance a tank can move across the battlefield.
Terrain (page 4): Landscape features like hills, oases, houses, and
minefields represented on a battlefield to provide cover and obstacles
to movement.
Turn Sequence (page 8): The three steps (movement, combat, casualties)
players take each turn; after a full turn, repeat the steps to continue
the battle until one side wins.

Key to National Symbols


Germany
Italy
Soviet Union
United Kingdom
United States

Thomas Musco (Order #35797744)


Fight Tank Battles on Your Tabletop!
“The engine of the tank is a weapon
just as the main gun.”
— General Heinz Guderian,
German tank commander

Panzer Kids Basic contains all the rules to run simple


tabletop skirmishes between World War II tanks. You
provide the miniatures, dice, and terrain to use. The rules
outline how to set up the battlefield, deploy your tanks,
move them to get the best shots on opponents while taking
advantage of cover, and attack! The game offers sugges-
tions on matching up opposing tanks from World War II,
with cards describing game stats for several period Axis
and Allied tanks.
Panzer Kids introduces wargaming newcomers to fun-
damental elements like movement, range, line of sight,
cover, and casualties. Appropriate for adults interested in
learning about miniature wargames or introducing chil-
dren to the hobby.
If you want to expand your Panzer Kids experience, check
out Panzer Kids Deluxe from Griffon Publishing Studios;
it includes optional rules you can add on to account for
minefields, anti-tank artillery, hull-mounted guns, dam-
age effects, wrecks on the battlefield, and more.

© 2016 Peter Schweighofer, Griffon Publishing Studio

Thomas Musco (Order #35797744)


Tiger M 13/40
Speed 8" Speed 15"
Range 30" Range 24"
Attack +6 Attack +3
Defense 12 Defense 6
Cost 16 Cost 6

Panzer IV Panzer III


Speed 11" Speed 9"
Range 30" Range 24"

Permission is granted to reproduce this page for personal use.


Attack +5 Attack +4
Defense 8 Defense 7
Cost 11 Cost 8

A15 Crusader II M4 Sherman


Speed 10" Speed 10"
Range 24" Range 24"
Attack +3 Attack +5
Defense 5 Defense 8
Cost 5 Cost 10

M3 Stuart T-34
Speed 13" Speed 12"
Range 24" Range 30"
Attack +3 Attack +6
Defense 6 Defense 8
Cost 6 Cost 12

Thomas Musco (Order #35797744)


Panzer Kids
Easy Wargame Rules for Quick Tank Battles
“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)

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)

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