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Panzer Strike: France 1944 – Pocket thumbnail

Panzer Strike: France 1944 – Pocket

Panzer Strike: France 1944 – Pocket Rulebook

Table of Contents

Table of Contents

  • Rules
    • Choosing Tanks
    • Initial Positions
  • Movement
  • Shooting and Armour
  • Tables
    • Table A
    • Dice Table
  • Hit Direction Schemes
  • Board Assembly
  • Task: Capture the Flag
  • Optional Rules

Rules

Choosing Tanks

Each type of tank has its value (last column in the Tables). Agree a total value for a team and choose tanks accordingly.

Tank types:

  • Light
  • Medium
  • Heavy

Initial Positions

Choose the initial positions of the tanks (on the opposite sides of the board). Place the pieces on the centre of squares orthogonally or diagonally (45°).

Movement

In each turn, players roll dice to determine movement. The number of dice rolled is determined by the number of active tanks (see Dice Table) and a player can move a tank per dice rolled (you can move fewer tanks, or none if you want to).

If the same large number is rolled on all the dice, then one extra tank can be moved.

Different tanks have different max. speeds. For some tanks, the large number represents the number of steps they can move, while that number is modified for other types according to the second column in the Tables.

  • Heavy tank: large number − 2
  • Medium tank: large number
  • Light tank: large number + 1

Example from the printed sheet: a Light tank with a large number of 6 (modified by +1) may move 7 steps.

The movement consists of a sequence of steps. Any motion forward by one square or rotation for 45° counts as one step. A movement backwards is restricted to one step: a tank can move only by a square backwards.

Shooting and Armour

Different tanks have different Armour value (column "Armour" in the Tables).

Depending on the direction from which a tank is targeted, certain part of its armour can be hit: front, side or rear.

Any shot fired from a square divided by an arrow hits the side armour (see Hit Direction Schemes).

After moving, all tanks can shoot. Tanks that haven't moved in current turn can shoot in any direction (360°). Tanks that have moved can shoot only +/- 90° (including the squares along 90° line).

Players can determine if a tank can shoot at an enemy as well as the distance between them with the ruler provided. The trajectory of the shell must be clear – there must not be anything on its way (like a part of a building or an active or destroyed tank).

To shoot, a player rolls as many dice as indicated for that tank type in the column "Gun" in the Tables.

In order to destroy a target, the sum of the small numbers on the dice rolled (Firepower) must be equal or greater than the sum of distance to the target (the minimum distance to be able to shoot is 2) and its armour (front, side or rear). If the target is destroyed, the piece is flipped to its side and it remains on the board (as an obstacle).

The winner is the player who destroys all enemy tanks.

Tables

Table A

TankSpeedArmour FrontArmour SideArmour RearGun (firepower) diceValue (points)
Heavylarge number − 2107443
Mediumlarge number74232
Lightlarge number + 142121

Dice Table

Active tanksDice rolled
1 – 42
5 – 83
9 – 124
13 +5

Hit Direction Schemes

The printed sheet shows two grid diagrams (front, side and rear zones of a target, with blue tanks marking the firing positions). The diagrams are graphics with no text beyond the zone labels FRONT, SIDE and REAR, so they are described here by reference only; the rule they illustrate is stated under Shooting and Armour above.

Board Assembly

There are 12 double-sided board tiles. You can play on the north, the south or somewhere in between. Use the marks (as shown in the picture) to identify and place the tiles.

The tiles are marked I-a through I-d, II-a through II-d, III-a through III-d (the northern group, shown as three rows of four) and IV-a through IV-d, V-a through V-d, VI-a through VI-d (the southern group, shown as three rows of four below it). The printed picture shows the north bracket covering rows I–III and the south bracket covering rows IV–VI.

If you have two sets of this game, you can assemble a bigger board out of all 24 tiles.

Task: Capture the Flag

The goal of the game can be to capture enemy flags. It can be symmetrical (1 or 2 flags each) or attack vs. defence (one player has up to 4 flags).

The flags are placed on empty squares. Tanks can shoot over, but not pass through squares with flags. When captured, a flag is removed from the board.

To capture a flag, a tank must come to a square next to it, survive the following opponent's turn and stand still on that square one more turn. The winner is the player who captures all enemy flags first. In attack vs. defence, the game can be limited to a certain number of turns until which the attacker must capture the flag(s).

Optional Rules

Damage: If the sum of small numbers on dice rolled is equal to distance + armour, the targeted tank is only damaged. A plastic square marker is then placed underneath it and from that moment the tank can't move (it can only shoot).

Barricades: Barricades can be placed on any street square. Tanks can neither move nor shoot over them.