Optional Rules In Panzer Campaigns
Too many players in Panzer Campaigns will automatically try to use all the possible optional rules given in the game, without giving too much thought as to how they may affect play balance or realism. However, most of the Panzer Campaign options have significant impacts on play balance and certain combinations of rules can lead to less realistic play. This article is intended to give my view of the various optional rules available, when and how they can best be used, and how they can affect game balance. Of course other Panzer Campaigns players will have significantly different viewpoints and perhaps this article can lead to fruitful discussion.
Manual Defensive Fire (MDF)
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This rule replaces the extremely versatile and powerful default turn phasing with more stringent time/space constraints. The free-flowing Panzer Campaigns turn sequence is replaced by a turn sequence more similar to John Tiller’s Battleground games with separate movement, defensive fire, and assault phases. Usually this greatly benefits the defender in a scenario since breakthroughs will be more difficult to achieve and exploit. MDF also prevents some “gamey” tactics such as “dancing” and what I call “the hit parade.” Dancing refers to using a unit to draw off enemy opportunity fire by repeatedly moving it past a defender so that no further opportunity fire is available when more valuable units move in. The Hit Parade refers to the situation where a single defending hex may be attacked repeatedly from the same direction by several different units which move in, fire, then move away.
MDF is best used in situations where the dynamic fluidity which arises from the default turn sequence does not seem appropriate. Such situations may include fighting in extremely dense terrain such as bocage, urban, or fortified locations. Many players feel that MDF is the best way to play most of the Normandy ’44 scenarios due to the static nature of much of the campaign.
Many players will see MDF as a fun versus realism dilemma. The default sequence produces much more dramatic situations while MDF forces players to more rigorously adhere to actual time and space constraints.
Automatic Defensive Fire (ADF)
Contrary to what many players believe, this rule has absolutely no effect except in PBEM games using MDF. It’s purpose is to shorten the number of mailings necessary to use MDF by letting the computer do all of the defensive firing at the end of the phasing players movement. If you like MDF but dislike the effect it has on PBEM game length, you will want to use ADF. The MDF/ADF combination again favors the defender, but less than MDF alone since the AI will do all of the firing for the non-phasing player.
Alternative Indirect Fire Resolution
This rule halves the number of shots available to indirect fire artillery and doubles it’s attack strength. It also causes all the units in an attacked hex to be affected by indirect fire, with smaller units taking less of the firepower than larger units. As a result, smaller units become more difficult to kill with indirect fire. This rule will usually favor the side with smaller, more dispersed formations. I like to use this rule because I feel that it simulates indirect fire properties well.
Alternative Air Strike Resolution
Similar to Alternative Indirect Fire Resolution, this rule has the effect of dividing air attacks amongst all of the units in a targeted hex, with larger units taking more damage than the smaller units. If you believe that airpower in a given scenario was not accurate enough to pick out individual targets amongst several in a 1 km square hex, then you will probably like this rule. This rule has the effect of making smaller units more difficult to kill with airpower and probably reduces the overall effectiveness of airpower in a scenario. I like to use this rule to simulate Allied airpower capabilities while I believe that the default mode simulates German Stuka capabilities well.
Alternative Direct Fire Resolution
This seemingly innocuous rule can have an enormous effect on play balance and game play. Under the rule, direct fire still targets a specific unit in the target hex. However, the smaller the unit is, the more difficult it will be to kill/affect with direct fire and the fire will be scattered among all the units in the hex. With Alternative Direct Fire Resolution a 3-man broken remnant of a battalion can resist the fire of a 1000-man battalion. You’ll have to resort to assaults to mop small units up. This rule seems to simulate dense terrain situations well, but may not be appropriate for more wide-open scenarios. Use of Alternative Direct Fire Resolution will greatly benefit the side with smaller units.
Alternative Assault Resolution
Alternative Assault resolution makes armor more difficult to assault with infantry since infantry must use its anti-armor strength instead of assault strength to combat armor. The anti-armor strength of infantry units is typically about one-third the assault strength so the rule will make assaulting armor with infantry alone much more difficult. Its use will benefit the player with more armor.
Artillery Set Up
Under Artillery Set Up units are no longer capable of indirect fire immediately after moving. Each turn after a move is made, the unit has a % chance of setting up for indirect fire varying from 20% for the Soviets to 90% for the Germans/Western Allies. Since use of this rule prevents players from quickly assembling powerful indirect fire systems on the move, its use will generally favor the defender. However, in highly fluid situations where the Soviet player is defending, the effect on play balance is not clear since the hindrance to the attacking Germans is offset by the extremely slow average set up times of the Russians.
Recon Spotting
Allows reconnaissance units to spend movement points to attempt to spot units within their LOS. Obviously this rule will favor players with more reconnaissance assets. Its use is pretty universal in most PBEM games. Don’t forget that the Soviet cavalry units are also recon-capable.
Virtual Supply Trucks
First available in Kharkov ’42, and adaptable to the earlier games with some scenario editing, this rule was the result of repeated player requests for more realistic supply constraints. Major roads become much more important in the supply network since supplies move more freely along them. Use of this rule will favor the defending player in most situations since the attacker will have to secure a road network in order to continue deep penetrations.
Optional Fire Results/Optional Assault Results
These rules alter the combat results distribution from a flat distribution to a bell-curve distribution, with average results being more likely than extreme results. It is similar to using 2 dice on a combat results table with extreme results placed at the “snake eyes (2)” and “boxcars (12)” dice rolls rather than one die where a “6” or a “1” roll is just as likely as a “3”. Use of these rules should be neutral to play balance and is based only upon your preference for getting extreme combat results.
Locking Zones of Control
This rule is “on” as a default. Without locking ZOC’s units are able to move one hex directly from one ZOC of an enemy unit to another enemy ZOC if and only if there is a friendly unit in the hex moved to. With locking ZOC’s a defensive line is actually stronger with units in every other hex than with units in each hex because adjacent defenders on the flanks can be assaulted and the central unit surrounded with little possibility of escape. My opinion is that the fluid ZOC’s actually benefit defenders in most situations because it becomes more difficult to surround and trap large pockets of units. Because a friendly unit must be present in the hex moved to under fluid ZOC’s, its use by attackers is limited. The fluid ZOC’s may be more of a benefit to the attacking side in specific river crossings since it will be easier to reinforce contested river crossings.
Higher Fatigue Recovery
This rule allows relatively healthy (low fatigue) units to reduce their fatigue level 3x as fast as normal. Moderately fatigued units (100-199) regain fatigue at 2x the normal level, while high fatigue units are unaffected. This will usually benefit the attacker since it allows a high tempo of attack. However it may aid the defender as well if the defender in a scenario is on the receiving end of most of the combat damage.
Indirect Fire and Airstrikes by the Map
This rule allows artillery and air to attack units that are not presently spotted by friendly units. Used in conjunction with aerial reconnaissance, it can devastate rear area artillery, moving transport mode units. Although the fire strength is one-fourth of the normal attack strength, the results are still deadly versus vulnerable units. The dangerous effects of random interdiction can be amplified by use of this rule in combination with aerial reconnaissance against enemy roads and bridges. Use this rule with caution as it may greatly affect balance.
Counterbattery Fire
Allows non-phasing player to spot attacking artillery units which fire and can even trigger return fire from non phasing batteries which are in range, Soviet units are not as adept at Counterbattery Fire, so its use will be to their disadvantage. Will also tilt balance more toward players with stronger, longer-ranged artillery.
Night Fatigue
Another rule which was put in at the request of many players. This causes units which move or fire at night to gain a small amount of fatigue. It will usually slow down the attacking side in a scenario since small amounts of fatigue will be added as well as forfeiting the normal double fatigue recovery at night.
No Low Fuel Effects
This option is a great advantage to more mobile forces, since they can range far from their HQ’s without fear of running low on fuel. As low fuel is only tested at the 2400 hours turn, this rule will not affect short scenarios without a midnight turn.
Summary
Hopefully this review of optional rules will be helpful to players when deciding which options to use. For example, if you feel the Germans in the Normandy ’44 Campaign Game are severely disadvantaged, you might want to put the following list of options into effect:
Manual Defensive Fire ON to slow the Allied advance. Automatic Defensive Fire ON if pbem Alternative Indirect Fire Resolution ON to benefit the less concentrated German forces Alternative Airstrike Resolution ON to reduce air effectiveness Alternative Direct Fire Resolution ON to improve survivability of small German units Alternative Assault Resolution ON to improve resistance of positions containing armor Artillery Set Up ON to slow the Allied advance. Recon Spotting OFF to keep German units better concealed Virtual Supply Trucks Not Applicable currently, ON when Normandy ’44 is updated Optional Fire Results No effect on balence. Optional Assault Results No effect on balence. Locking ZOC’s OFF to improve tenability of defensive positions and reduce deadly encirclements. Higher Fatigue Recovery ON to improve German resistance to fatigue since they are on the receiving end of most attacks. Indirect Fire and Airstrikes By the Map OFF to reduce Allied artillery and air effectiveness Counterbattery Fire OFF to reduce Allied artillery effectiveness No Low Fuel Effects OFF to reduce Allied mobility