Panzer Grenadier Battles on November 24th:
Invasion of Germany #39 - Huchlen Town Panzer Lehr #26 - Rauwiller Bump and Run
Panzer Lehr 2 #25 - Roadblock at Ischermuhl Panzer Lehr #27 - Prompt Response
Panzer Lehr 2 #26 - Rauwiller Bump and Run South Africa's War #10 - Gialo Oasis
Panzer Lehr 2 #27 - Prompt Response Siege of Leningrad #7 - Voibokalo Station
Panzer Lehr #25 - Roadblock at Ischermuhl West Wall #9 - Huchlen Town
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Tank Battles

Tank Battles boxcover
Designers Bennighof,
Friedrichs,
Perryman
Game Type Expansion
Format Book
Release Date 2003-12
Availability Out of Print
Scenarios 48
Counters 63
Counter Type DIY
Maps 0
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Overall Rating, 38 votes
5
4
3
2
1
2.97
Expansion Rank: 67 of 74
Popularity: Ownership & Activity
Status Owned by 16% Played by 6% AAR'd by 6% Medaled by 0%
Rank 52nd of 99 49th of 93 49th of 89 TBD
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Balance:



Overall balance chart for Tank Battles
Total
Side 1 13
Draw 9
Side 2 17
box back

Tank Battles is a book of 48 scenarios, divided into 4 sections. Sections are: Little Saturn, Austrian Scenarios (hypothetical), Operation Mars, and Italian Opposition (to the Anschluss). Counters for the Austrian scenarios were printed on the back cover of the book. A substantial background article for the Austrians was included in the book. Most of the Austrian scenarios were updated and reappeared in Hopeless, But Not Serious. There were also helicopter rules, and counters for them on the back cover, but there were no scenarios for the helicopters. The helicopter rules were updated and appeared again in Secret Weapons. Despite the pictures on the front cover, there are no Americans in the scenario book. Operation Mars is explored in detail with 34 scenarios. Some of the Operation Mars scenarios require more tanks than are provided in Eastern Front or Eastern Front Deluxe.


Display Scenario List (48)

Scenario Plays AARs Rating
01. Little Saturn #1: Recon in Force 2 0 3
02. Little Saturn #2: Seizing the High Ground 1 0 3
03. Little Saturn #3: Opening Guns 2 2 3
04. Little Saturn #4: Counterattack 1 1 2
05. Little Saturn #5: Escape from Arbuzovka 1 0 2
06. Little Saturn #6: Stand at Arbuzovka 0 0 0
07. Austrian Scenario # 1: Steyr Works 1 1 3
08. Austrian Scenario # 2: Pyhrn Pass 2 0 3.5
09. Austrian Scenario # 3: Rescue 1 0 5
10. Austrian Scenario # 4: Resistance 0 0 0
11. Austrian Scenario # 5: Border Watch 2 0 3
12. Austrian Scenario # 6: Tank Battle 1 0 2
13. Operation MARS #1: Zhukov's Dream 0 0 0
14. Operation MARS #2: Feldwebel Schaffer 0 0 0
15. Operation MARS #3: The Struggle for Urdom 1 1 4
16. Operation MARS #4: Grediakino I 2 2 2.5
17. Operation MARS #5: Grediakino II 0 0 0
18. Operation MARS #6: Grediakino III 0 0 0
19. Operation MARS #7: Grediakino IV: Persistence 1 1 4
20. Operation MARS #8: To the Highway 1 0 2
21. Operation MARS # 9: Hell's Fury I 0 0 0
22. Operation MARS Scenario # 10: Hell's Fury II 0 0 0
23. Operation MARS Scenario # 11: Hell's Fury III 2 3 3
24. Operation MARS #12: Shanaurin's Drive I: Chicherinka 6 3 3
25. Operation MARS #13: Shanaurin's Drive II: Almost at Gorodina 2 1 3
26. Operation MARS #14: Shanaurin's Drive III: The Beachhead 1 1 2
27. Operation MARS #15: Shanaurin's Drive IV: Breakout 1 1 3
28. Operation MARS #16: Shanaurin's Drive V: Nikitinka Station 1 1 2
29. Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back 1 1 3
30. Operation MARS #18: Molodoi Tud River Blues I: The Penetration 1 0 5
31. Operation MARS #19: Molodoi Tud River Blues II: The Penetration, Try Again (Failure is not an option) 0 0 0
32. Operation MARS #20: Molodoi Tud River Blues III: Tough Ride 0 0 0
33. Operation MARS #21: Molodoi Tud River Blues IV: Pincer Attack 0 0 0
34. Operation MARS #22: Molodoi Tud River Blues V: Ambushed 0 0 0
35. Operation MARS #23: Luchesa River Valley Blues I: Forward 2 1 3
36. Operation MARS #24: Luchesa River Valley Blues II: Tolkachi 1 1 4
37. Operation MARS #25: Luchesa River Valley Blues II: The Bloody Nose 0 0 0
38. Operation MARS #26: Luchesa River Valley Blues VI: Katov Resumes Attack 0 0 0
39. Operation MARS #27: Luchesa River Valley Blues VI: Blood Valley 0 0 0
40. Operation MARS #28: Luchesa River Valley Blues VI: Katov's Fire 0 0 0
41. Operation MARS #29: Luchesa River Valley Blues VII: Katov's Men Surround Kuzovleno 0 0 0
42. Operation MARS #30: Luchesa River Valley Blues VIII: Becker's Fire Brigade 0 0 0
43. Operation MARS #31: The Horsemen 0 0 0
44. Operation MARS #32: Volunteers 0 0 0
45. Operation MARS #33: Still Trying 0 0 0
46. Operation MARS #34: Desperately Trying 0 0 0
47. Italian Opposition #1: Bersaglieri 0 0 0
48. Italian Opposition #2: Carristi 2 0 2

Display Order of Battle

Austria Order of Battle
Army
  • Mechanized
  • Motorized
Heimwehr
Austria Schutzbund Order of Battle
Schutzbund
Germany Order of Battle
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Mechanized

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)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (31)

31 Errata Items
Scen 6

Set up calls for a hill marker on open ground.

Russian initiative not included

(larry marak on 2015 May 21)
Scen 7

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 8

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 9

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 10

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 11

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 12

Austrian army leaders may be downloaded at: http://www.avalanchepress.com/AustrianLeaders.php

(plloyd1010 on 2011 Apr 15)
Scen 23

The map illustration is missing map 3. Place map 3 to the right(east) of board 4, with the 3 in the upper left corner.

(campsawyer on 2011 Aug 28)
Scen 23

The board diagram is wrong showing boards 1,2,3,4

The rulebook specifically states that the diagram of 1,2,4,4 is correct and that 2 x board 4's are required.

(vince hughes on 2013 Sep 24)
Scen 25

Soviets enter the east edge of board 4

(campsawyer on 2011 Sep 04)
Scen 34

The first entry in the Soviet OOB should be "2 x KV-1" instead of "21 X KV-1."

(rerathbun on 2012 Mar 21)
Scen 47

Italian entry information states forces enter from south side of boards 6 and 10. Should read boards 9 and 10.

(larry marak on 2012 Aug 09)
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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
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 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 1146

The M3 Stuart, and other Lend-Lease tanks may be downloaded at: http://www.avalanchepress.com/BorrowedTanks.php

(plloyd1010 on 2011 Apr 15)
Overall balance chart for 1145

The Matilda, and other Lend-Lease tanks, may be downloaded at: http://www.avalanchepress.com/BorrowedTanks.php

(plloyd1010 on 2011 Apr 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (5)


Display Battle Types (13)


Display Conditions (8)

PG-HQ Library > Games > Tank Battles
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