OBSTACLES AND ELEVATION (Modified)

Similar documents
PanzerBlitz Rules of Play

Panzer Warrior. Panzer Blitz/Panzer Leader Rules consolidation. Consolidated by Fred Schwarz

The following article is a

Name: Class: Date: Around the Web

SASL UNOFFICIAL RULES ADDENDA

Land Navigation / Map Reading

Note: all images, artwork, and mapboards and are from playtest graphics, not final game art.

UNITED STATES MARINE CORPS FIELD MEDICAL TRAINING BATTALION Camp Lejeune, NC

Panzer Leader Clarifications And Question Box

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory.

dreadnoughts & battlewagons folio STANDARD RULES

In the event that rules differ in the app from those described here, follow the app rules.

2017) BASIC GAME RULES GMT

Notes about the Kickstarter Print and Play: Components List (Core Game)

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Henry Bodenstedt s Game of the Franco-Prussian War

The Glory that was GREECE. Tanagra 457 BC

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives

Game Journal 47 Fierce Fight! Stalingrad Blitzkrieg

Game Journal 53 First fight Smolensk Blitzkrieg. Rules : updated 17/May/2016(see /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE)

Frontier/Modern Wargames Rules

Rules Version 2.0 Dec. 18, Table of Contents

Engineering Surveying -1 CE212 Contouring Lectures. Lecture 2016, November 29 th Muhammad Noman

2013 CORE RULEBOOK WELCOME TO HEROCLIX!

Jarl 3 Freeman 3 Spearman Chieftain Vala Berserker

This board game adaptation of Team Fortress 2 puts two players controlling 6 Team Fortress 2 class units from Team RED and Team BLU against each

command efficiency table

Sequence of Play This rulebook is organized according to this Sequence of Play.

QUICK-START RULES QUICK-START RULES

2012 CORE RULEBOOK WELCOME TO HEROCLIX!

Earth Sciences 089G Short Practical Assignment #4 Working in Three Dimensions

Surveying & Measurement. Detail Survey Topographic Surveying

Orthographic Projection 1

BACKGROUND INFORMATION

1.0 INTRODUCTION FORTRESSES COMPONENTS REPLACEMENTS GAME TERMS SEQUENCE OF PLAY VICTORY CONDITIONS

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units

Range Example. Cards Most Wanted The special rule for the Most Wanted objective card should read:

FUTURISTIC FORMS. Materials 2 Artwork 3 Explore: Draw 3D forms 4 Discover: Forms in buildings 6

PUBLISHED DUNGEON TWISTER EXPANSION SETS

Back when PanzerBlitz first

GE 6152 ENGINEERING GRAPHICS

Campaign Introduction

Watershed Topography

Summary of changes in this version VERSION / EFFECTIVE

Braccio da Montone INDEX

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For

Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play

Barbarossa: The War in the East, Second Edition "The Child's Game of Barbarossa" v 1.0

NAPOLEONIC WARFAREWITH HEXES BLUCHER CONVERTED FOR USE WITH HEXES

Range Example. CARDS Most Wanted The special rule for the Most Wanted objective card should read:

RULES OF PLAY Living Rules

Module 2: Mapping Topic 3 Content: Topographic Maps Presentation Notes. Topographic Maps

COPYRIGHTED MATERIAL. Contours and Form DEFINITION

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Battles of the Ancient World:

ARMY COMMANDER - GREAT WAR INDEX

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Contour An imaginary line on the ground surface joining the points of equal elevation is known as contour.

CONTOURS SURVEYING 1 CE 215 CHAPTER -3- Ishik University / Sulaimani Civil Engineering Department 12/7/2017. Ishik University / Sulaimani

Title: How steep are those hills? Engineering Grade: Estimated Time: 3 hours (2 days) Groups: 3 to 4 students

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287!

. line segment. 1. Draw a line segment to connect the word to its picture. ray. line. point. angle. 2. How is a line different from a line segment?

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

British Commonwealth 70. CANADA AND SOUTH AFRICA 71. AUSTRALIA 70.1 CANADA: 71.1 OVERVIEW: 70.2 SOUTH AFRICA:

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914

WWI TACTICAL COMBAT

DIGITAL. Manual. Copyright 2017 Lock n Load Publishing, LLC. All Rights Reserved

a b c d e f g h i j k l m n

Inch by Inch NAME. Measure the distance from the left edge of the ruler to the arrow. The following example shows 1 2 inch. 1. inches. 2.

Pattern Block Pizza OVERVIEW THE BIG IDEA

RU L E S REFERENCE USING THIS RULES REFERENCE

Eureka Math. Grade K, Module 2. Student File_A. Contains copy-ready classwork and homework as well as templates (including cut outs)

Axis & Allies Miniatures Contested Skies Errata

BRONZE EAGLES Version II

NAME: PERIOD: DATE: LAB PARTNERS: LAB #6 DRAWING A CONTOUR MAP FROM A THREE DIMENSIONAL MODEL

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance

The Planned Invasion of Japan

Inductive Reasoning Practice Test. Solution Booklet. 1

RULES DUNGEON TWISTER TM EXPANSION #1. ASMODEE editions LLC

GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008

RULE BOOK. Table of Contents. Game Design by Ted Raicer

Markville Secondary School Geography Department

Aperitif Game for Gentlemen, By Pierre Laporte

Maida 1806: Stuart vs. Reynier

Following are the geometrical elements of the aerial photographs:

I-95 GAMERS. Domination Missions

BASIC RULES Contents

Spanish Civil War Battles. Belchite, Teruel & Alfambra. Contents. System Rules

Getting Started with Modern Campaigns: Danube Front 85

Section 8 Operational Movement

THUNDER IN THE OZARKS: THE BATTLE OF PEA RIDGE 1862

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.

RUSSIAN FRONT; Wargame Academy unofficial 3rd edition rules, version Page 1 of 37 WGA 2 ND EDITION RULEBOOK CREDITS.

The 72 and the Fingerprint of God 2017 J.G. Bolfing. Instructions for construction of the Constellation of Aquarius

FAQ a n d Er ra t a - Version Updated January 27, 2011

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics.

Chapter 23. Garage Construction

Gradient and Rate of Change

Routing Flowchart A10.5

Transcription:

OBSTACLES AND ELEVATION (Modified) By Alan R. Arvold The PanzerBlitz map-board is a twodimensional representation of a threedimensional space. The various terrain features, aside from affecting movement and defense, also affect the ability of attacking units to fire at given defending units. Since the weapons used in PanzerBlitz are direct-fire weapons, an attacking unit may not fire at any target which it cannot see. The terrain symbols on the map show the location of potential obstructions and the obstacle-hex side symbols, and in some cases the hex itself, show in which direction fire is obstructed. These heavy hex-side symbols are colorcoded according to the type of obstruction they represent. There are five general types of obstacle/hex-sides and hexes which cut off the line of sight and therefore prevent fire: 1. Low Obstacles: Ground-level Green (woods) hex-sides, ground-level Grey (town) hexsides, and single hex town and woods hexes. 10 to 20 2. Medium-Low Obstacles: Dark Brown (Level 1 Slope) hexsides. 60 to 70 3. Medium Obstacles: Orange/Red (Level 1 Hilltop) hex-sides. 100 to 140 4. Medium-High Obstacles: Yellow (Level 2 Slope) hex-sides. 160 to 170 5. High Obstacles: Purple (Level 2 Hilltop) hex-sides. 200 to 240 Whether or not a firing unit can see over these Obstacles depends upon the elevation at which the firing unit and its potential target are. Units themselves are not considered as obstacles, and players may fire over or through all units, enemy or friendly. There are five elevations at which a unit may be: 1. Ground Level: 0 2. Level 1 Slope: 50 to 60 3. Level 1 Hilltop: 100 to 140 4. Level 2 Slope: 150 to 160 5. Level 2 Hilltop: 200 to 240 The elevation which a unit is at, is of course determined by the terrain it is on. The modified Target Elevation Table shows, in a general way, what hex-side symbols, obstruct the line-offire in different cases. The table, however, does not cover all the situations which might arise.

Obstacles and Elevation 2 Imaginative Strategist 17 September 2006 HOW TO DETERMINE THE LINE OF SIGHT/LINE-OF-FIRE (LOS/LOF) For all practical purposes the Line-of- Sight is equivalent to the Line-of-Fire. In real life the Line-of-Sight would be a perfectly straight line. In the game, however, the Line-of-Sight is traced through the hexagons in a manner similar to the way the units are moved. First, determine the range to the target. Then plot the route through the hexagons which your Line-of-Sight takes. The Line-of-Sight should trace through the exact same number of hexes as the range to the target. The Line-of-Sight, in other words, should be as short and as straight as possible while still conforming to the hexagonal grid. Whenever there is more than one possible shortest and straightest route, choose the one least favorable to the attacker: i.e. if one route is clear and an alternate route is obstructed, the obstructed route is considered to be the one through which the Line-of-Sight must be traced. In other words, the defender gets the benefit of the doubt. Using the modified TET and the special notes, determine whether or not any hex-side symbols encountered in tracing the Line-of-Sight, actually obstruct the Line-of-Sight. SPECIAL NOTES (TO BE USED IN CONJUNCTION WITH THE MODIFIED TET) A. When firing FROM a slope or a hilltop (of either level) TO a ground-level target, the Line-of- Sight is obstructed if the TARGET UNIT is directly behind a Grey or Green hex-side, or directly behind a single-hex Woods or Town hex: i.e. directly behind means that the intervening Gray or Green hexside(s) forms one or more of the hexagon sides of the target hex itself. In the case of a single-hex Town or Woods hex, the target unit must be in the adjacent hex directly behind the Town or Woods hex. B. When firing FROM ground-level TO a target on a hilltop or a slope (of either level), the Lineof-Sight is obstructed if the FIRING UNIT is directly behind a Gray or Green hex-side or directly behind a single-hex Woods or Town hex. C. When firing FROM a Level 1 hilltop TO a ground-level target, intervening Brown hex-side closer to the TARGET UNIT than to the firing unit or if the symbol is exactly mid-way between the two. To determine the relative position of the Brown symbol, count the number of hexagon SIDES through which the Line-of- Sight is traced (including the side of the firing hex and the side of the target hex). D. When firing FROM ground-level TO a target on a Level 1 hilltop, intervening Brown hex-side closer to the FIRING UNIT than to the target, or exactly midway between the two. E. When firing FROM a Level 2 hilltop TO a ground-level target,

Obstacles and Elevation 3 Imaginative Strategist 17 September 2006 intervening Brown, Yellow, and Orange/Red hex-side symbols if such a symbol is at least 2/3 or more of the distance from the FIRING UNIT to the target. F. When firing FROM ground-level TO a target on a Level 2 hilltop, intervening Brown, Yellow, and Orange/Red hex-side symbols if such a symbol is 1/3 or less of the distance from the FIRING UNIT to the target unit. G. When firing FROM a Level 2 hilltop to a target on a Level 1 hilltop or Level 1 slope, the Lineof-Sight is obstructed by intervening Yellow hex-side closer to the TARGET UNIT than to the firing unit or if the symbol is exactly mid-way between the two. H. When firing FROM a Level 1 hilltop or Level-1 slope to a target on a Level 2 hilltop, the Line-of-Sight is obstructed by intervening Yellow hex-side closer to the FIRING UNIT than to the target, or exactly midway between the two. I. When firing FROM a Level 2 hilltop or Level 2 slope to a target on a Level1 hilltop or a Level 1 slope, the Line-of-Sight is NOT obstructed by any intervening Orange/Red hexside symbols. J. When firing FROM a Level 1 hilltop or Level 1 slope to a target on a Level 2 hilltop or a Level 2 slope, the Line-of-Sight is NOT obstructed by any intervening Orange/Red hexside symbols. K. (Note B is the converse of Note A, Note D is the converse of Note C, Note F is the converse of Note E, Note H is the converse of Note G, and Note J is the converse of Note I.) L. The ONLY case in which a unit may trace an unobstructed Lineof-Sight through more than ONE Orange/Red (Level 1 hilltop) or Purple (Level 2 hilltop) hex-side symbol, other than in cases G, H, I, and J above, is when both the target and the firing unit are on the same level hilltops. In all other situations, except in cases G, H, I, and J above, the LOS is obstructed if it must be traced through more than one Orange/Red and/or Purple hex-side. M. No matter what the obstacle or the terrain, a unit may ALWAYS fire at a target to which it is directly adjacent (regardless of elevation). N. Notice that is some cases there are towns and woods on top of hilltops. The Green and Gray hex-sides, and in the case of single-hex town and woods the hex itself, obstruct ALL fire no matter what the elevation of the target and the firing unit (except when directly adjacent to each other as per note J ). The ONLY exception to this is when the target or firing unit is on a Level 2 hilltop or slope hex and the other unit is on a Level 1 hilltop in which case notes A

Obstacles and Elevation 4 Imaginative Strategist 17 September 2006 and B would apply with the unit on the Level 1 hilltop hex being treated as if it were on a ground-level hex. O. Note that when both the target and the attacker are on groundlevel, ALL hex-side symbols (Gray, Green, Brown, Orange/Red, Yellow, and Purple) obstruct the Line-of-Sight (except as per note J ). P. (MAPBOARD NOTES:) The interior hexes on the large plateau-like hilltops on various map-boards such as Board No. 2 are all hilltop hexes even though they do not have Orange/Red hex-sides superimposed upon them. (For practical and esthetic purposes the board designer felt it would be redundant to so outline those hexes.) Q. You will notice that in some cases, slope hexes do not have Brown or Yellow hex-side symbols. This is because the Brown and Yellow symbols actually represent the way in which slopes curve and form corners to obstruct the LOS. Consequently, whenever a slope is relatively straight, it does not obstruct the LOS along it. R. In some instances, two or more slope hexes meet without a hilltop being formed between them. This represents a ridge or razorback hillock. The Brown or Yellow hex-side symbols represent the spine of these ridges. HILL AND SLOPE DEFENSE EXCEPTIONS As indicated on the TEC (Terrain Effects Chart) a unit attacking an enemy unit defending on a slope or hilltop, attacks at half-attack-factor. There are some exceptional cases, however, in which the attacker is NOT halved. They are: A. When the defending unit is on a hilltop hex, an attacking unit is NOT halved if it is also on a hilltop hex (not necessarily the same hilltop) of the same or higher level. An attacking unit is also not halved if he is on a Level 2 Slope hex and firing down at a defending unit on a Level 1 Hilltop hex. A defender on a hilltop hex could conceivably be attacked by units not on hilltops and units on hilltops as part of the same attack; in which case the attackers not on hilltops would STILL be halved, except as noted above. B. When a defender is on a slope (of either level), the attacking unit is not halved if the attacker is directly adjacent to the defender (regardless of elevation). If, however, there is a Brown or Yellow hex-side symbol between an adjacent attacker and defender, the attacking unit s factor is halved. Units on slopes can conceivably be attacked by attacking units which are halved and units which are not halved as part of the same attack.

Obstacles and Elevation 5 Imaginative Strategist 17 September 2006 C. In all situations other than those described in A and B above, an attacking unit (regardless of elevation) is halved when firing at units defending on slopes or hilltops. GULLIES AND STREAMBEDS The gullies and streambeds shown on the board are DEPRESSIONS (minus 5 to 7 meters). The terms streambed and gullies are interchangeable. A. Units in gullies may not fire at (or BE fired at by) units at ground level or in other gullyhexes (unless they are directly adjacent to each other). B. Units in gullies may fire at (and BE fired at by) units on slopes and hilltops of either level. In these cases treat the unit in the gully as if it were at groundlevel for TET purposes. C. Fords represent exposed (not depressed) areas of the streambed. They are equivalent to clear terrain for all purposes. The hexagons on which a road crosses a gully (note that on the newer maps the roads will have a bridge symbol where it crosses over the gully) are also considered as clear terrain (even if for some reason the road becomes unusable). D. Hexagons containing the end or beginning of a gully are treated as full fledged gullies. REAL-SPACE LINE OF SIGHT DETERMINATION (OPTIONAL RULE) Use a straight edge (ruler, stiff cardboard, etc.) to determine the Line of Sight. Determine range in the normal way but to calculate Line of Sight, place a straight edge between the center of the firing hex and the center of the target hex. Only those hex-side symbols intersected by the straightedge need be taken into account. If the straight edge bisects a hex-side symbol through its LENGTH, take that symbol into account UNLESS it is a Brown or Yellow symbol which connects with an Orange/Red or Purple symbol of the same respective level. The defender gets the benefit of the doubt if the straight-edge cuts exactly through the corner of a hex where a symbol-side and a non-symbol side meet. In any other ambiguous cases, use commonsense to decide, keeping in mind the fact that the board is representing a three-dimensional space. Alan R. Arvold