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Hans ‘n Panzer: A game of World War II Combat

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Hans ‘n Panzer: A game of World War II Combat

What we do is scale everything

down. We scale down the movement,
the range of weapons and the number of
men in a unit. This allows us to recreate
a battle in a much smaller space.
“Scaling down” has been used for years.
It does not sacrifice the realism of the
game. Scaling allows you to enjoy a full
Hans und Panzer Afrika is a game of battle in minimal space, with a
tank combat in the North African theater manageable number of pieces.
in World War II. Using small scale Our description describes our
soldiers and vehicles, you can re-create scaled-down movement and shooting in
an entire battle on a coffee table. The inches. For smaller spaces, you can use
rules accommodate tanks and equipment centimeters in place of inches.
used by American, German, British and
Italian forces. Movement
The average space for a game Movement: To simulate how different
would be 4” by 8” or so. Using these soldiers move, we use a simple trick.
rules, you can even play on a coffee Imagine if a man and a horse were going
table. All you need are miniature to race. Instead of the race being a set
soldiers, terrain pieces, measuring sticks distance, such as 500 yards, it would be
and six-sided dice. a set time. It might be a few seconds. If
a man and horse both ran five seconds,
Scale the man might go 10 to 15 yards. The
horse might go 20 to 30 yards. We use
To recreate the battles of old, you would a similar thing in our game. A man
need thousands of miniature figures and moves half the distance of a horse,
a massive playing area. Even small simulating how fast he goes.
skirmishes might involve a thousand or
more men. Likewise, the ranges of Men and vehicles in the field go slower
weapons range from 100 yards for a than if they were on a road. The speeds
submachine gun to a mile or more for a below are measured in numbers. Most
howitzer. A skirmish could involve people use inches, but for smaller spaces
movement and firing over a mile of you might use centimeters. If you have
terrain. A larger battle would rage over a very large space, you might double
anything from a square mile to several them. (If you double movement, you
miles. must also double firing range.)
How much space would it take to
recreate a mile of battle? If you used The chart shows the speeds of men and
25mm figures, it would be 65 foot by 65 vehicles. You will see two speeds listed:
foot. For HO, which is 20m scale, it of and off road. Off road is one half of
would be a little over 64 foot. 15mm is on road speed.
close to 1/120, and that would be 44 If a unit goes from road to open land, or
foot. Imagine setting up and moving vice versa, it must change its speed. For
thousands of figures over 65 foot! example, a half track moves 5 inches on

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Hans ‘n Panzer: A game of World War II Combat

a road, and then goes into woods. This Speeds

leaves ten inches. However, since off Vehicle On Road Off
road speed is ½, then the unit can only Road
go 5 inches into the woods.
Churchill 7 4
Some kinds of terrain make it even
PZ I 12 6
harder to move. There are penalties for
PZ II 12 7
movement in rough terrain: going uphill,
PZ IV 12 6
going through a swamp, or fording a
river at a ford (you cannot ford a river PZ III (late), 12 6
that has no ford.) Speed in these places PZIV (Early)
is reduced to 2/3 You must determine PZ III 12 6
2/3 of the regular speed. In case the (Early)
result is an awkward number, round Stug III 12 6
down. (For instance if speed is 11, 2/3 is Sherman 12 6
somewhere between 6 and 7. Round Lee 12 6
down to 6.) M3 / M5 18 9
If a unit goes from regular to rough (Stuart)
terrain, he must adjust accordingly. For Matilda 7 4
instance, a Panzer IV going on a road Valentine 9 5
five inches comes to a ford. That would Cruiser / 18 9
leave 7 inches. Since the rough terrain Crusader
speed is about 2/3 of the regular road tank
speed, and the ford is in the road, he 11/39, L6/40 12 6
would go 4 more inches. For 13/40, 14/41 14 7
determining speed when moving from Heavy 24 6
regular to rough terrain, we use a “rough Armored Car
guess-timate” that rough terrain speed is Light 24 6
2/3 of normal movement Armored Car
When men embark or disembark from Half Track 15 9
vehicles, they use up 1/3 of their move. Truck, Jeep, 24 6
Men cannot embark or disembark if the etc.
vehicles has moved that turn. The Infantryman 3 3
vehicle must not move while loading or
unloading personnel.

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Hans ‘n Panzer: A game of World War II Combat

Tank and Antitank Several things can adjust your ability to

hit. Add or subtract to your dice roll
In our game, armored according to this chart. These are:
vehicles play a large role.
Battles with tanks, self- Target is in soft cover – 1
propelled guns, half tracks Target is behind low wall -2
and armored cars are to be Target is “hull down” (only turret or
expected. Therefore, anti- superstructure visible) -2
tank weapons hold an
important place in our game.
There are two steps to If you hit target,
firing an antitank weapon. your next move
First, we roll to hit the target. is to see if you
Second, we determine if the damage it. We
impact was enough to destroy use the tank
the vehicle. stick to see
where you
managed to hit
the tank. The
We need a angle of the
tool called stick shows the
a “tank angle of impact.
stick” It is 45 inches long ,and has a Too steep an
protractor at the end. The protractor angle makes it harder to penetrate armor.
swivels at the end of the stick. To make Use the stick as shown The section of
the protractor, we cut a semi-circle and the protractor where the stick lies
mark it off in 30 degree increments. The indicates how much to add or subtract to
sections on the ends are marked ‘-2”. your dice score. An oblique shot gets `-,
Those nearer the middle are “-1” The and a glancing strike gets –2. These are
center section is unmarked. subtracted from the dice score.

The tank stick is used to help determine Now roll two dice and add or subtract as
the effectiveness of a shot. the tank stick indicates.

Shooting tanks: The first step in shooting Look at the chart of strike values. See
tanks is to get the range. We have the gun you fired and the range you fired
arranged this into four increments: 0 to at. There will be a number for you.
10 inches, 10 to 20 inches, 20 to 30 Now add or subtract as per the tank stick
inches, and the longest range is 30 to 45 to get your final number. If your dice
inches. Using the chart for range, you roll is lower than that number, you
roll two dice. If your roll matches or is destroy the vehicle and kill half the
lower then the number for your range, crew. If it matches the number, you
you miss. If higher, you hit. disable the vehicle. (It can only fire, not
move). If it is higher than the number,
your shell glances off the armor.

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Hans ‘n Panzer: A game of World War II Combat

Antitank Gun tables

Strike values
Disabled vehicles remain immobile for
the rest of the game. Weapon Nation Range 10 20 30
0-10 to to to
Destroyed vehicles are turned on their 20 30 45
side. Disabled vehicles remain as they 88mm Ger 12 11 9 7
were. Put a small piece of cotton on a 90mm US 13 11 9 7
disabled vehicle to mark it. Cotton 17 pdr UK 12 10 8 6
represents smoke coming from the 85mm Rus 11 9 8 6
disabled vehicle. 76mm Russian 8 7 5 4
76mm US 7 6 5 4
Armor Defense values 75 long Ger 7 6 5 4
Tiger Tank 20 75 short Ger 4 2 1 x
Churchill 15 75mm US 6 5 4 2
PZ IV 14 6 pdr UK 5 4 3 x
PZ III (late), PZIV 13 57mm Rus 6 5 4 x
(Early) 50mm Ger 5 4 3 x
PZ III (Early) 12 50mm Ger 4 3 1 x
Stug III 13 short
Sherman 14 2 pdr UK 5 4 2 x
Lee 13 47m Italy 5 3 1 x
M3 / M5 Light 12 45mm Ger 5 3 1 x
(Stuart) 37mm US 4 3 2 x
Matilda 14 37mm Ger 4 2 1
Valentine 13 20mm Ger 3 1 x
Cruiser / Crusader 12
M11/39, L6-40 12
M13/40 – M14/41 12 When rolling against strike value,
Heavy Armored 12 make these adjustments:
Light Armored Car 11 Subtract 2 from Target’s defense value if
Half Track 10 you strike the rear of his vehicle
Truck, Jeep, etc. 6 Add 1 if you hit frontal armor

Range and Hitting Target

Range Score needed to
0 - 10 6 or over
10 - 20 7 or over
20 - 30 8 or over
30 to 45 9 or over

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Hans ‘n Panzer: A game of World War II Combat

Crewmen Weapon Nationality Range

88mm German 60
It is assumed that vehicles have a set 17 pdr British 60
number of crewmen. These are people 90mm Gun United States 60
assigned to work in the vehicle. 75mm long German 45
Crewmen are different from passengers. 75mm Shirt German 30
For our game, crewmen only matter 76mm Soviet 45
when leaving a disabled vehicle. The 76mm / 3 United States 45
move so that the disabled vehicle is inch gun
between them and the enemy. When 75mm United States 40
dismounted, crewmen act like infantry. 50mm German 30
However, they can only defend. They 6 pdr British 30
do not attack or advance toward the 57mm US 30
enemy. 2 pdr British 30
47m gun Italy 25
Type of vehicle Number of 45mm gun German 25
37mm gun German 25
Heavy tank 5
37mm gun United States 28
Medium tank 4
20mm German 20
Light tank 3
Armored car 3
Half track 2 Towed Guns
Assault gun, Self- 4
propelled gun A towed gun, whether artillery pieces or
Jeep or truck 1 antitank guns, takes time to prepare.
The vehicle must stop, and crewmen
Passengers disembark and hook / unhook the gun.
Antitank guns may be fired on
The men who ride a vehicle are the next move.
passengers. They are not crew. Infantry Artillery takes an additional
riding in a half track or artillerymen move, since it must be “zeroed in” by
riding in the towing truck are considered “Fire Direction Control.”
If a vehicle is disabled,
passengers escape unharmed. They Artillery and Mortars
leave the vehicle, taking cover behind it.
If a vehicle is destroyed, half of Unlike antitank guns, artillery and
the passengers are killed The other half mortars are “indirect fire” weapons.
take cover behind it. They fire in a parabola rather than a
Passengers use 1/3 of their move straight line. Artillery must be directed
to embark or disembark. On the move by a Forward Observer. Light infantry
that they do so, the vehicle may not mortars fire at targets they can see.
move. Heavy mortars use a Forward observer
to direct their fire.

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Hans ‘n Panzer: A game of World War II Combat

It takes 1 turn to set up an infantry For vehicles caught in an artillery

mortar. square, roll one die. Damage is as
It takes two full turns to set up artillery. Target To To No
Guns may begin working on the third destroy disable effect
turn. Tank X 5, 6 1, 2, 3,
To use mortars, you Armored 6 4, 5 1, 2, 3
need a Blast circle. It car or
is composed of five half track
circles, each of 2” Jeep, 5, 6 3 1, 2
diameter., as shown. Place the center of truck or
the Blast circle over target and roll a die. other soft
1 misfire, 2 falls short, 3 falls over, 4 is vehicle
right, 5 is left and 6 is dead center.

Roll a saving die for each man in the

blast area. 5 and 6 saves him. Any other
Infantry Rules
number means he is eliminated.
Infantry weapons range from rifles and
pistols to bazookas, heavy machine guns
Adjust the dice roll by adding or
and light mortars. In our scaled-down
subtracting as suggested below
world, the basic infantry unit has eight to
twelve men. There will be riflemen and
Behind wall away from the center of the
perhaps some submachine guns, plus a
blast- +2
light machine gunner and an officer or
Inside House +2
NCO. Some of these units might have a
Within 1” of center of the blast –1
bazooka team. Others will have a
Artillery can fire if the target is within
mortar. Still others could be from the
sight of a forward observer. It takes one
Headquarters unit’s “Combat Support”
move for the forward observer to call in
company. These sections will have
fire. The guns fire the next move.
antitank guns, heavy machine guns and
other special weapons.
Artillery fires in batteries, so the blast
area is a rectangle 3” by 4”. The
Infantry Weapons
Artillery Square is composed of five
Weapon Max Range
rectangles. To fire, place the center
Square circle over target and roll a die. 1 Pistol 1
misfire, 2 falls short, 3 falls over, 4 is Submchine gun 4
right, 5 is left and 6 is dead center. Roll Rifle 9
saving dice and adjust the same as for Heavy machine 18
Mortars. gun
Light machine gun 12
Bazooka 6
Infantry mortar 50
Grenade 2
Antitank rifle 12

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The basic infantry weapon in the rifle. can become a casualty. Roll a die for
During World War II, most armies used each man inside the cone. You need to
bolt-action rifles. The exception was the get the numbers listed in the chart to
United States, whose M1 was semi- remove him.
automatic. In our game, rifle range is 9
inches. We divide this into three, for Machine Gun Fire
short, medium and long range. To fire a Range Range Target Target Target
rifle, roll a die. Check your result for for in the in soft in
against this chart. These are the Light Heavy open cover hard
numbers you need to hit target. Machine Machine cover
Gun Gun
Range Target Target Target 0-4 0-6 3, 4, 4, 5, 6 5, 6
in the in soft in Hard 5, 6
open cover cover 4-8 6 – 12 4, 5, 6 5, 6 6
0 –3 4, 5, 6 5, 6 6 8 - 12 12 - 18 5, 6 6
3–6 5, 6 6
6–9 6 Machine guns can destroy soft vehicles.
Roll a die and consult chart below:

There are two types of machine gun. Range In Soft Hard

The light machine-gun is bipod- Open Cover Cover
mounted, and has a one or two-man Short 4, 5 6 5, 6 6
crew. Examples are the US BAR, Medium 5, 6 6 X
British Bren and Russian Degtyarev Long 6
(known for its saucer-like magazine).

Heavy machine-guns are tripod mounted

or fitted to vehicle mounts. These are
more stable and have a crew of two to
three men. Examples include the British
Vickers, US .50 caliber and water-
cooled.30 caliber.

For our purposes, the difference between

light and heavy machine guns is range. Submachine guns
You need to make two cones of fire.
The one for light machine guns is 12 Unlike the movies, real submachine guns
inches long, tapering to 1 inch wide at have a very short range. In our game,
the far end. Divide it into three sections that is 4 inches. Between 0 and 2 inches
of 4 inches each. The heavy machine is short range, 2 to 4 inches is long. We
gun is an 18 inch cone that tapers to 1 make a submachine gun cone that is 4
inch at the far end. Divide it into three 6 inches long, tapering to 1 inch wide at
inch sections. the far end. We mark it into two
sections representing long and short
To fire, lay out the cone in the direction range. To fire, place the tip of the cone
you want to fire. Anyone inside the cone at the firing soldier, and the large end

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Hans ‘n Panzer: A game of World War II Combat

toward the enemy. Roll for each enemy morale. For this reason, we need to look
within the cone. The numbers you need at morale to determine if a unit stays and
to get in order to remove an enemy are fights, or retreats.
in this chart:
When to check morale:
Range Target Target Target
in the in soft behind Loss of 25% of men: unit halts one turn
open cover hard and checks morale
cover Loss of 50% of men: unit halts one turn
0–2 3, 4, 5, 4, 5, 6 5, 6 and rolls for morale
6 Getting hit from behind by equal or
2=4 4, 5, 6 5, 6 6 larger force: unit rolls for morale.
Getting beat in a melee or by projectile
weapons: roll for morale.
Loss of command unit: all units within
Infantry Anti-tank weapons two moves of command unit must check
The best-known antitank weapon is the
bazooka. In essence, it is a long tube
Morale is checked by rolling one die for
used to launch an antitank rocket. In our
the unit, and making the following
game, Bazookas have a range of 6
inches. At this range, it takes a 6 or
better for a bazooka to hit its target. We
Factors which adjust a dice roll:
divide the range in two. At 0 – 3 inches,
the bazooka’s strike value is 7. At 3 – 6
Losing 25% of one’s unit: -1
inches, it is 6. Thus, if you hit the tank,
Losing 50% of one’s unit: – 2
you must roll two dice and add the strike
Command unit within sight: +1
value to see if the vehicle is disabled or
Command unit within 1 move: +2
Losing of officer –1
Losing of command unit (for units
within 2 moves of command unit) -2
Grenades Unit separated from other units (more
then 1 move away from allied units) -1
Grenades have limited use in our games. Elite Unit (Paratroopers, Rangers, etc)
They have a range of 2 inches, with a 4, +1
5, 6 needed to hit. The grenade’s blast Unit has defeated an enemy unit within
area us 1 inch. If thrown into a house or the three previous moves: +2
bunker, a grenade affects the entire Unit was defeated by enemy unit within
room, whether it is 1 inch or larger. three previous moves: -2
Everyone in the room must roll to save Unit is unharmed: +1
himself. 1, 2, 3 or 4 kills. 5, 6 saves. New officer joins unit: +1

Morale Morale results:

The difference between victory and Roll dice; add and subtract factors listed
defeat was often a matter of the state of above. Below are the results.

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walls and fences. On a 5 or 6,

5, 6 Unit follows orders and fights the shell punches out a 1 inch wide gap.
4 Unit holds for one move 1, 2, and 3 do nothing. 4 reduces a 1
3 Unit retreats one move inch wide section to half its previous
2 Unit retreats for two moves. height.
1 Unit routs: retreats until it leaves battle
or until checked
Capturing Guns and
Checking a routed unit Equipment
To stop a routed unit, an officer must It is possible to capture guns and
confront it. He rolls a dice. 5 and 6 equipment. So long as no enemy soldier
mean the unit is rallied, and returns to is within two inches of the item, you can
battle. 3, 4 means the unit halts and seize it. You need to have two men
must check morale on the next turn. 1, 2 touch the item. The next move, your
means the unit continues to rout. The men can move it away. You can capture
officer can remain with the unit and try guns, mortars, and other gear. However,
to rally it again the next move only artillerymen can operate a gun, and
only mortarmen can operate mortars. If
Any unit that Loses its officer you capture a gun, you cannot use it
automatically halts 2 moves. unless it is manned by your artillerymen.

Terrain Visibility
We know how certain kinds of terrain You can only shoot as far as you can see.
affect movement. Hills slow troops. Things like fog, sun and haze affect
Rivers block them. Woods over some visibility. Roll two dice before the game
cover from artillery. to determine visibility.
Rivers can only be crossed at fords and Dice Throw Distance (inches)
bridges. 12 45
Hills slow troops.
9, 10, 11 25
Houses can provide cover. Up to four
5, 6, 7, 8 30
men can be in a small house, and six in a
3, 4 20
large house.
2 15
Artillery can do direct fire
against houses. Roll a die. 1, 2 and 3
means nothing happened. 4. 5 and 6
mean damage was done. 4 hits by Sequence of Play
artillery can destroy a small house. 7
hits can destroy large house. When a All movement and fire is simultaneous
house is destroyed, all occupants are Both players move, working from left to
removed from the game. For antitank right
guns, subtract 1 from the die roll. For Artillery and antitank guns fire
mortars, subtract 1 to the die roll. Other weapons fire
Direct artillery fire can attack Morale is checked

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Hans ‘n Panzer: A game of World War II Combat

Command Unit
Several companies manufacture small
soldiers that fit our game. You can
During World War II, a headquarters easily find infantry, artillery, tanks,
detachment normally traveled with a armored cars, support vehicles, etc.
combat unit. The command unit would These range from inexpensive 25mm
include staff officers, an intelligence plastic figures to various metal castings
section, communications and what we ranging from 15mm to 30mm.
today call “command and control.” For Houses can be found at hobby
our game, it is sufficient that the shops that sell trains. Here is how to
command unit have a commander’s staff pick the best houses:
car, a communications vehicle with Use N or TT Scale for 15mm
NCO and driver, and a mobile command figures
center with staff officer and several men. Use HO for 20 and 25mm figures
Both sides will have a headquarters unit. Use S Scale for big 25mm to 30mm
You will also need to have figures
smaller command sections for various You can buy miniature walls and
parts of your army. Each can be fences in several scales.
represented by a single vehicle. The Most hobby shops carry
command staff is composed of an miniature trees. They also have lichen,
officer, an NCO and one or two enlisted which can be used to simulate bushes.
men. German forces would usually Miniature bridges can be gotten
equip these units with a special in hobby shops.
“command tank: fitted with radio gear Another source of bridges,
instead of weapons. They used a castles and structures is aquarium
specially adapted PZ I for North African decorations.
combat. The British would use a Rivers, lakes and roads can be
command tank or specially-equipped cut from the appropriately- colored
lorry. A small command section should paper.
accompany large formations. Miniature hills and mountains
can be found at shops that sell trains.
Supplies This set of wargame rules has been
prepared for you by Milihistriot
Along with dice, Quarterly, the Journal for
you will need Military Miniature Enthusiasts.
several items to If you enjoy military miniatures, toy
play Hans und soldiers and miniature wargaming, you
Panzer Afrika will enjoy visiting our website at
Korps. These

Miniature soldiers and their equipment

Miniature lakes (These rules are based on a 1970
Miniature bridges WWII game by Charles Grant)
Miniature walls and fences
Miniature houses

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Hans ‘n Panzer: A game of World War II Combat

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