Achtung Panzer! Rules and Regulations

The following rules have been created to try and balance all nations throughout the campaign.

Game Dates:
Achtung Panzer!, will be played in June (6) in the following years:

1938
1941
1943
1945
1946

All games will be 25 turns long.
The visibility setting and map files will be preset and provided by the Custodians on the corresponding Battle Page.

Player One will set up the game using the parameters provided on the corresponding Battle Page.
Commanders, please take your time and try to get it right the first time.
It is the responsibility of Player 2 to CHECK that that ALL parameters have been set correctly.
The Custodians will penalise any player/s an unspecified number of Tourney points according to the indiscretion if and when a mistake comes to the attention of the Custodian.

So…CHECK carefully before starting the game.

Victory Flags:
In order that the game does not quit early, you must edit the Victory Flags.
P1 must create at least one Green and one Blue Flag and place them in an out-of-the-way corner of the map. Give these two flags a value of at least 1 point.

These Flags ARE NOT to be captured during the battle.

All other Flags should be neutral and placed on the grey edge of the map or out of the battle areas.
Victory Flags play no part in these battles.
This procedure is to be done purely to prevent the game from quitting early.
If you do not know how to edit the Flags on a map, practice on another file, and then if still having problems please ask your opponent for help.
Failing that, ask a Custodian.
It is not difficult and you should learn how to do this simple procedure.

Force Selection:
Players may only purchase units that are FULLY tracked. These may include artillery, FOOs, and ammo re-supply with no restrictions as long as they are fully tracked. If purchasing artillery, players may utilise the artillery target markers provided at game start. Arty pre-bombard is NOT allowed. First arty plot to be made DURING Turn 1 only.

Players will have the following nations to choose from. When a player chooses a nation to play is up to him, but once played it cannot be played again. Before each round begins players must inform the Custodians which nation they will be playing.

Default nations for game play are set to Green and Blue. Players will pick the nation they wish to play as an ALLIED nation, NOT captured. This means players will have to take into account nation morale and experience when choosing.

NOTE: Remember to set your nation back to green or blue after choosing all your allied forces as sometimes the game will not return the Victory Flags to the original nation. It's a strange bug, if you have a problem ask a Custodian for help with this.

NOTE: Players are NOT allowed to pick ELITE units at any time (SS, Guards, USMC etc)

Major Nations:
Players may pick any two (2) of the following nations to play during the campaign:

USA, UK, USSR, and Germany;

And any three (3) of the following minor nations:

Poland, Belgium, Finland, Bulgaria, Hungary, Romania, Italy, and France/Vichy France

The player’s choice of nation will be posted on the relevant Battle Page along with their results so everyone can see who has played what nation so far in the tournament.

Force Restrictions:
Once again, to prevent imbalance of game play the following nations have a tank percentile restriction applied. This is to prevent hordes of T34s going up against Pz-II’s in 1941 etc. Restrictions are written as follows:

Pz-III 30% (40) means that in 1940 and before, a player may spend no more then 30% of his points on Pz-III’s.

If available, a nation must contain at least 20% of its own nation’s tanks (IE: Hungary has the Turin 40 and StuG in 1943, at least 20% must be the Turin or other Hungary models).

France – Souma 30%, At Least 20% National Type

Germany – Pz-III/Pz-IV combined 20% (38) 30% (40) 50% (41), Size 5 and 6, 40% (Tigers, King Tigers, Panthers, Elephants, all years), all other 88mm and above gun 30% (Nashorns, JagdPanther, JagdTiger etc)

UK – Firefly 40% (44) 50% (45), Centurion 30%, At Least 20% National Type (Cromwell, Churchill, etc)

US – Firefly 40% (44), 50% (45), Pershing 40% (44, 45)

USSR – T-34/KV series 30% total combined (40, 41), 70% total combined (43), Size 5 40% (44-46) other than KV series

Italy – Size 5 20%, All German versions 30% other then size 5 and above which is still 20%, At Least 20% National Type

Finland –Total German 50%, Size 5 and above 30%, T34/KV series 20% (40, 41)

Bulgaria – Size 5 and above 20%, At Least 20% National Type

Hungary – Size 5 and above 20%, At Least 20% National Type

Poland – Somua 30%, Firefly and Centurion 40%, At Least 20% National Type

Belgium – Size 5 20% (other then Sherman 75mm), Firefly 20% (44) 30% (45, 46), At Least 20% National Type

Romania – Size 5 20%, 88mm (other then size 5) 20%, At Least 20% National Type

NOTE: the Sherman 75mm is exempt from the size 5 rule for all nations

ALL NATIONS MAY HAVE NO MORE THAN 30% CAPTURED TANKS IF NOT OTHERWISE LISTED ABOVE.

Point base amount:

R1: 1750 Point % break down: 20% = 350, 30% = 525, 40% = 700, 50% = 875, 70% = 1225
R2: 2250 Point % break down: 20% = 450, 30% = 675, 40% = 900, 50% = 1125, 70% = 1575
R3: 2750 Point % break down: 20% = 550, 30% = 825, 40% = 1100, 50% = 1375, 70% = 1925
R4: 3250 Point % break down: 20% = 650, 30% = 975, 40% = 1300, 50% = 1625, 70% = 2275
R5: 3750 Point % break down: 20% = 750, 30% = 1125, 40% = 1500, 50% = 1875, 70% = 2625

Bonus Points:
Players will also be provided the opportunity to add one 500 point and one 1000 point Bonus to any battle, but once a Bonus is used, it cannot be used again. Both bonuses cannot be used in the same battle. The force restrictions will then apply to the battle point total plus the Bonus.
Players must inform the custodian before game start if they are using a Bonus.
This information will be posted in the results section so everyone can see who has one pending or who has used them all.

Turn 23 Rule:

To prevent P2 from having an advantage in moving last, and thus being able to ambush an objective area on his turn 25, the turn 23 rule is created.
The turn 23 rule is simply as follows.
Turn 23 is the LAST TURN a player may move units into an objective area. Once turn 24 is started by P1 no other units may enter an objective area, although units may leave an objective area if they like. If a unit leaves an objective area after turn 23 it MAY NOT re-enter in later turns.
On the maps you will see "TURN 23" written, this is to remind players of the rule during the battle.
Also as a check, Player 1 must send the game files to the custodians once turn 23 is completed, and also once the game is finished. Games will be checked to ensure units are not moved into areas after turn 23. If a unit has been moved into an area after turn 23, that area will be awarded to his opponent.

Achtung Panzer! Game Play and Scoring:
Achtung Panzer! will utilise game rules and scoring options never before used in a Steel Panthers tournament. Tanks losses will only affect your ability to capture enemy objectives, not the level of your win. Likewise, there will be no flags to capture on the map, instead players will be assigned Objective Areas worth points. The harder the area is to capture the more points it is worth.

Because of these many changes, players MUST ensure they read all the guidelines to prevent mistakes during play, which could cost them a win.

Game Scoring:

Players will notice six (6) areas on the map outlined in white text. These areas are listed as: MN, MD, and D for:

Minor
Medium
Decisive

Each area has a specific point value that is cumulative. These point totals are:

Minor = 1 pt
Medium = 2 pts
Decisive = 3 pts

A player scores points by controlling an objective area while denying control of it to his opponent. Players add their points and subtract their opponent’s points to get a game result, higher score minus lower score:

1 point = Minor Win
2 points = Medium Win
3 points = Decisive Win
4+ points = Overwhelming Win

What is Control?

To have ‘control’ a player must have at least one non-destroyed, tracked unit in the area, while his opponent has none. The objective area includes all hexes outlined in the white text, including the text itself. So a tank sitting in a hex with a MN written in the hex is considered inside the objective area.

Scoring Examples:

Example 1:

Player 1 (P1) has a tank in two minor areas, a medium and a decisive area. Player 2 (P2) has a tank in a medium and decisive area. This would be scored as:

P1
Minor (1) + minor (1) + medium (2) + decisive (3) = 7 points

P2
Medium (2) + decisive (3) = 5 points

Result:
P1: 7 pts – P2: 5 pts = 2 which is a medium win.

Example 2:

P1 has tanks in two minor areas, a medium and a decisive. P2 has tanks in a minor area, medium and decisive. This would be scored as:

P1:
Minor (1) + medium (2) + decisive (3) = 6 points

P2:
Medium (2) + decisive (3) = 5 points

Result:
6 – 5 = 1 point, this is a minor win.

Why do P1 and P2 not get points for two minor areas? Both P1 and P2 have tanks in the same minor area at game end. This means that no player clearly controls the area as defined above so both players score zero points for the contested area.

Scoring on the Blitz Ladder:

The Custodians will inform the players of how and when this is to be done.
Please DO NOT score your games on the Blitz ladder until you have the go ahead from the Custodians.



The Blitz Email the Custodians