Solitaire Rules For PB and PL
Solitaire Rules For PB and PL
"The defensive is easier than the offensive for all time not turned to any account falls into the
scale in favour of the defence." – Clausewitz
"In war between partially mechanised armies the armoured attack must fail many times. Its
supreme value lies in mobility which enables it to withdraw from a bad situation and retrieve it
by striking successfully in a more favourable quarter. A governing principle therefore is the
avoidance of a situation which commits tanks to attack along one line until they prevail or are
defeated." - S. L. A. Marshall: Armies on Wheels
Based on Rick Matthew's "The Lone Fox, a solitaire system for Tobruk"
from Volume 18, Number 5 of Avalon Hill's "The General". (Jan-Feb 1982)
Attacking player must seize the objective (town hexes, road junction hexes, ford hexes, bridge
hexes, or hill top hexes) within twelve turns or the defense has won a tactical victory.
Select Defender units including fortifications, concertina wire/obstructions, minefields and place
in a logical manner around the objective so as to inflict maximum damage on anyone attacking.
Select Attacking (Player) units and place at least 20 hexes away from objective.
Defender's units do not move. Attacker (Player) moves first.
Remember PB/PL rules state vehicles move first, then personnel units move.
Defender AFVs fire at nearest player AFVs. If no player tanks are within range then at other
AFV such as armored cars and halftracks. When presented with only non-AFV targets,
defender ATG and TD will automatically fire at the nearest. They never fire at player empty
trucks.
Defender ATG and TD will fire at nearest player AFVs. If no player tanks are within range then
at other AFVs such as armored cars and halftracks. When presented with only non-AFV targets,
defender ATG and TD will automatically fire at the nearest. They will never fire at unloaded
trucks or wagons.
Defender SPA and artillery will fire at nearest player personnel unit or loaded carrier unit. If
none, then at nearest weapon unit. Lastly, at nearest AFVs.
Pre-plotting indirect fire is done by ignoring pre-plotting. Just roll a die with a 5-6 meaning you
can fire.
Defender personnel units always fire at the nearest player personnel unit.
If a weapon cannot inflict damage on an AFV, it will ignore it. Likewise, if it cannot inflict
damage on a personnel unit, it will ignore it.
Hidden minefields variant:
"No battle plan survives contact with the enemy." – Helmuth Von Moltke
Note: the intent of this hidden minefield variant is to create chaos in the attacking player's
attack plan, especially when playing PanzerBlitz or Panzer Leader solo.
When attacking player's units are entering a hex that is within 10 hexes of their objective hex
(town, road junction, ford, bridge or hilltop) roll 1d6 for each unit. Passengers in or on vehicles
are considered as part of that vehicle and do not roll separately. If a 6 comes up, that unit has
entered a previously unknown minefield and the unit (and any passengers in or on it) is placed
under the minefield counter, cannot move any further, and is subject to minefield attack. Other
units in the hex, that did not roll a 6, are placed on top of the minefield counter and may continue
moving.
Attacker does not roll for hidden minefields when entering a hex occupied by enemy units.
Attacker does not roll for hidden minefields when entering sea, town, bridge or swamp hexes.
The defending player, during the combat portion of his turn, rolls the die for the attacking
minefield. The minefield attacks ALL units (under it) at 2 to 1 odds no matter what the terrain.
Each unit under a minefield counter is “attacked” separately. Surviving units may move off in
their next turn.
Units dispersed by minefields may not move off them, and must again suffer a minefield attack
in the following turn.
A minefield is never “used up”. It remains active until removed by an engineer unit.
Minefield attacks take place in the combat phase BEFORE normal attacks and do not preclude
direct or indirect attacks against that unit in the SAME combat phase.
Paramutual PanzerBlitz (Jagdpanther V3#1)
This works kind of strange, but it's a bit of fun. You begin by buying your units from your
opponent. Their cost is simply the total of all four factors. You do this secretly and
simultaneously, exposing your Force at the same time and paying for it then. For example, a
Panzer IVh, (14-8-8-8) would cost you $.38.
The boards are deployed upside down in a random pattern, then inverted, and your forces enter
the board. A ten turn scenario is played, and when that is over, you collect from your opponent
cash for key terrain which you hold. The following types of hexes are considered to be key
terrain, and worth $.25 each: town hexes, road junction hexes, ford hexes, bridge hexes, and hill
top hexes. Hexes occupied without combat during the last two turns do not count. This
prevents running a bunch of trucks in at the last minute.
After your opponent pays you for the terrain you are on, you sell him back your remaining units.
Units destroyed cannot be turned in for cash.
"In war between partially mechanised armies the armoured attack must fail many times. Its
supreme value lies in mobility which enables it to withdraw from a bad situation and retrieve it
by striking successfully in a more favourable quarter. A governing principle therefore is the
avoidance of a situation which commits tanks to attack along one line until they prevail or are
defeated." - S. L. A. Marshall: Armies on Wheels