Panzer Grenadier Battles on May 26th:
Afrika Korps #47 - Operation SKORPION
PG-HQ Library > Games > Airborne - Remastered
Errors? Omissions? Report them!

Airborne - Remastered

Airborne - Remastered boxcover
Designers Bennighof,
Knipple,
Perryman,
Stafford
Game Type Expansion
Format Book / PDF
Release Date 2011-07
Availability In Print
Scenarios 35
Counters 0
Maps 1
Immortalize yourself as the first member to complete this game!
Overall Rating, 49 votes
5
4
3
2
1
3.65
Expansion Rank: 23 of 73
Popularity: Ownership & Activity
Status Owned by 12% Played by 4% AAR'd by 4% Medaled by 0%
Rank 66th of 98 69th of 91 65th of 89 TBD
Expansion Game Requirements & Playability
35/35 Airborne - Remastered
35/35 Elsenborn Ridge
18/35 Battle of the Bulge
17/35 Fall of France
3/35 Edelweiss: Expanded
1/35 Cassino '44
Display
Balance:



Overall balance chart for Airborne - Remastered
Total
Side 1 16
Draw 10
Side 2 22
box back

When we launched the Panzer Grenadier series in the year 2000, I knew right away we'd need an introductory game. Something relatively small and easy to handle, to excite players about all the other battles they could fight now that they knew the rules. Brian Knipple designed a game we called Airborne, with just one map and 20 scenarios. We released it on 11 September 2001, which sort of hampered its early sales. But it eventually recovered, and two different boxed editions would sell out over the years that followed. Yet Airborne, the boxed game, never really filled that role of "introductory game" very well - it was just a small boxed game. The situations found in the Normandy airborne landings really didn't show off the game series very well, particularly the "panzer" part of Panzer Grenadier. They're very good - they're just not a really good starting place. They need to be presented on their own, in their own book - like this one. Mike Perryman revised Brian's original scenarios to draw on parts from other games (chiefly Battle of the Bulge and Elsenborn Ridge), expanding some now that he had a broader canvas with which to work. And then he designed 14 new ones using the same greater resources, not least of them the German paratroopers not included in the original Airborne but available in the boxed games. He also worked over Patrick Callahan's "Behind the Beaches" mega-scenario. After development by John Stafford, we have a very fine set here.

box back map

Display Scenario List (35)


Display Order of Battle

America Order of Battle
Airborne
  • Motorized
Army
  • Motorized
Germany Order of Battle
Fallschirmjager
Heer
  • Misc
Luftwaffe
  • Towed
SS

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Errata (15)

15 Errata Items
Errata item for rerathbun

There is no number "13" on the Airborne-Remastered map. It should be in hex 0201.

(rerathbun on 2012 Jan 31)
Scen 1

When using Airborne or Airborne-IE, replace the LT COL in hex 0709 with the para BR GEN.

(plloyd1010 on 2012 Feb 02)
Scen 31

The scenario calls for a Para Engineer. None is present in the Elsenborn Ridge box, so either borrow one from Battle of the Bulge or use a regular Engineer and note that the range is reduced by 1 hex.

(thomaso827 on 2015 Sep 16)
Scen 35

For SSR 4, for the step loss check, change the last 2 modifiers to:

-1 in daylight (spotting range more than one hex)

-1 in the “Drop Zone”

(plloyd1010 on 2014 Apr 10)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
America
100%
America

Display Battle Types (11)


Display Conditions (7)

PG-HQ Library > Games > Airborne - Remastered
Errors? Omissions? Report them!