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Airborne

Airborne boxcover
Designers Bennighof,
Knipple
Game Type Expansion
Format Boxed
Release Date 2001-09
Availability Out of Print
Scenarios 20
Counters 165
Counter Type Die-cut
Maps 1
Tour Veterans
Airborne Tour of Duty Ribbon
Overall Rating, 104 votes
5
4
3
2
1
3.03
Expansion Rank: 62 of 73
Popularity: Ownership & Activity
Status Owned by 17% Played by 7% AAR'd by 7% Medaled by 2%
Rank 49th of 98 36th of 91 42nd of 89 10th of 44
Expansion Game Requirements & Playability
20/20 Airborne
6/20 Eastern Front
Display
Balance:



Overall balance chart for Airborne
Total
Side 1 36
Draw 22
Side 2 47
box back

6 JUNE 1994. Floating down from the pre-dawn skies over Normandy, American soldiers created a new word for courage: AIRBORNE! In a few short weeks they defeated Germany's battle-hardened troops, making a mockery of the much-vaunted Atlantic Wall.

Twenty new scenarios add these heroes to the Panzer Grenadier game system.

box back map

Display Scenario List (20)


Display Order of Battle

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

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
  • 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.

Display Errata (21)

21 Errata Items
Errata item for rerathbun

Add the following to Special Rule 3 (Strongpoints):

Strongpoints receive no intrinsic defensive benefits and are eliminated if forced to retreat.

(rerathbun on 2012 Jan 30)
Errata item for rerathbun

Use the 3rd Edition series Terrain Effects Chart for swamp.

(rerathbun on 2012 Jan 30)
Errata item for rerathbun

Hedgerows are -1 for direct fire, not -2. Spotting Range is 1 hex. Therefore you must be adjacent to see the other side of the hedgerow, unless the unit fires and gets marked as spotted, at which point normal daylight or night spotting ranges would apply.

(rerathbun on 2012 Jan 30)
Errata item for rerathbun

Defender First Fire due to hedgerows only applies when the attacker assaults through a hedgerow hex side as they move into the defender's hex.

(rerathbun on 2012 Jan 30)
Errata item for rerathbun

Reinforcing units assaulting alone through a hedgerow hex side into an existing assault hex suffer Defender First Fire. However, if the attacker's units already in the assault hex join them for a combined attack there is no DFF.

(rerathbun on 2012 Jan 30)
Errata item for rerathbun

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

(rerathbun on 2012 Jan 31)
Scen 2

The name of the village (a hamlet, truly) is CAUQUIGNY.

(leonard on 2016 Dec 10)
Scen 9

Replace Special Rule 3 with the following: The Germans were shaken by their sudden change in fortune. The American player may ask the German player to surrender at the beginning of any turn. When asked, the German player rolls two dice, subtracts his or her current initiative value and adds the current number of German eliminated and demoralized units (not steps) AND leaders. If the result is more than the morale value of the highest-ranking German leader (or more than 6 if all German leaders have been eliminated), play ends. If the result is equal to or less than the leader's morale, the Germans do not surrender, German initiative increases by one and play continues.

(rerathbun on 2012 Jan 30)
Scen 10

German reinforcements should enter the map through hexes 0114-0217. US forces should enter the map through hexes 1206-1209.

(rerathbun on 2012 Jan 30)
Scen 10

Add "1 x Jeep" to the US forces.

(rerathbun on 2012 Jan 30)
Scen 14

In the German OOB, Sdkfz 251 should read SPW 251.

(rerathbun on 2012 Feb 12)
Scen 17

The Glider infantry has only three units, so cannot fulfill the victory conditions (which require five units), So treat the victory conditions as five STEPS, not units.

(rerathbun on 2015 May 02)
Scen 18

There are no Luftwaffe 20mm in Eastern Front or Airborne. Use Heer 20mm instead.

(rerathbun on 2012 Jan 30)
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)

Display Nations (2)

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

Display Battle Types (8)


Display Conditions (4)

PG-HQ Library > Games > Airborne
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