Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!

Black Helicopters

Black Helicopters boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2022-10
Availability In Print
Scenarios 5
Counters 32
Counter Type Die-cut
Maps 0
Tour Veterans
Black Helicopters Tour of Duty Ribbon
Overall Rating, 5 votes
5
4
3
2
1
3.4
Expansion Rank: 70 of 117
Popularity: Ownership & Activity
Status Owned by 2% Played by 1% AAR'd by 1% Medaled by 1%
Rank 150th of 168 140th of 156 130th of 153 90th of 94
Expansion Game Requirements & Playability
5/5 Black Helicopters
3/5 Fire in the Steppe
3/5 River Battleships
2/5 Edelweiss IV
Display
Balance:



Overall balance chart for Black Helicopters
Total
Side 1 4
Draw 1
Side 2 0
box back

This is the twentieth issue of our magazine-style Golden Journal. It's much smaller than a real magazine, nor does it come out on schedule like a real magazine. But it doesn't have any ads like a real magazine, either. Instead of ads, we have 32 Panzer Grenadier pieces featuring helicopters. Plus, some of their stories.

Black Helicopters includes five new Panzer Grenadier scenarios. You'll need Fire in the Steppe and River Battleships to play them all.

Note: Gebirgsjägers are also required, in addition to the counters from Fire in the Steppe and River battleships. I figure that if you have this game, you have or can get Edelweiss, because you are a Gold Club member. If you don't like Edelweiss, gebirgsjägers from Parachutes over Crete would probably work just as well.


Display Scenario List (5)

Scenario Plays AARs Rating
1. Roadblock 1 1 3
2. Breakthrough 1 1 4
3. Air-Water Battle 1 1 3
4. Air-Landing Division 1 1 4
5. Riverine Warfare 1 1 3

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Kriegsmarine
Luftwaffe
  • Misc
Romania Order of Battle
Forțele Navale Române
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Misc
  • Motorized
Navy

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).
  • 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
  • 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.
  • Armored Trains: see Rule 15.2 ~ 15.22
  • River Vessels: see Rule 15.2 ~ 15.22
  • 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 (10)

10 Errata Items
Scen 4

Scenario set up calls for 2x each of Fl.282P & Fa.223P but the counter mix only has 1x of each unit type.

(Juiceman on 2023 Feb 12)
Scen 4

OOB for the Soviet Marines lists 3x HMG followed by 4x HMG, the first HMGs should be SMGs.

(Juiceman on 2023 Feb 12)
Scen 5

Set up lists the Soviet Flotilla entering the map from the East Edge, which is land, should read North Edge

(Juiceman on 2023 Feb 15)
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 63

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

(Shad on 2010 Dec 15)
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 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)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
Soviet Union
100%
Soviet Union
Romania
20%
Romania

Display Battle Types (5)


Display Conditions (2)

Conditions - Scenario Appearance Percentages
Terrain Mods
60%
Terrain Mods
Off-board Artillery
40%
Off-board Artillery
Errors? Omissions? Report them!
Page generated in 0.16 seconds.