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
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Edelweiss: Expanded Edition

Edelweiss: Expanded boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format Book / PDF
Release Date 2007-10
Availability Out of Print
Scenarios 32
Counters 161
Counter Type Laser-cut / DIY
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 64 votes
5
4
3
2
1
3.16
Expansion Rank: 95 of 117
Popularity: Ownership & Activity
Status Owned by 18% Played by 7% AAR'd by 5% Medaled by 0%
Rank 38th of 168 34th of 156 50th of 153 TBD
Expansion Game Requirements & Playability
32/32 Edelweiss: Expanded
26/32 Eastern Front
17/32 Road to Berlin
15/32 Battle of the Bulge
11/32 Afrika Korps
3/32 Arctic Front Deluxe
3/32 Desert Rats
3/32 Red Warriors
3/32 Sinister Forces
1/32 Airborne - IE
Display
Balance:



Overall balance chart for Edelweiss: Expanded
Total
Side 1 28
Draw 10
Side 2 25
box back

For six years, German mountain troops fought on almost every front, seeing action in Italy, France, Greece, Yugoslavia, the Soviet Union, Crete and Norway. An elite and very mobile force, the fought in some of the fiercest battles of World War II.

Edelweiss is a supplement for the Panzer Grenadier game series, adding these troops with 74 new game pieces and 32 scenarios. This set replaces the original Edelwiess published in 2002 when Panzer Grenadier was relatively young and the number of boards and pieces available for the system was limited. Now that we've got more than 25 boards or maps and thousands of game pieces in print, it's time to bring Edelweiss up to the standards set by our Red Warriors, Blue Division, South Africa's War, Iron Curtain and North Wind supplements.

Edelweiss: Expanded Edition includes eight new scenarios, revised (and in many cases expanded) versions of all the scenarios from the original Edelweiss, a Special Rules section that brings Edelweiss up to date with our Third Edition Panzer Grenadier rulebook, and the original Edelweiss sheet of playing pieces. We hope you enjoy it.

Note: This is actually the 3rd edition of Edelweiss. There is no Library entry for the 2nd edition because it has the 74 die-cut counters from 1st edition and the same scenario book as 3rd edition.


Display Scenario List (32)


Display Order of Battle

Australia Order of Battle
Army
  • Towed
Finland Order of Battle
Army
Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed
Schutzstaffel
  • Motorized
Italy Order of Battle
Regio Esercito
  • Motorized
New Zealand Order of Battle
New Zealand Army
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Mechanized
  • Towed
United States Order of Battle
Army
  • 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
  • Self-Propelled Artillery: 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).
  • 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 (18)

18 Errata Items
Scen 2

Use British 25 pounders for the New Zealand units

(mike perryman on 2010 Dec 29)
Scen 7

The German SS 20mm and the two 37mm guns need to come from Sinister Forces or use Wehrmacht pieces from Eastern Front.

(mike perryman on 2011 Jan 02)
Overall balance chart for 501

The Anti-Tank Fire value is 2-4. It was misprinted in Edelweiss.

(rerathbun on 2016 Jan 18)
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 49

This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play.

(plloyd1010 on 2015 Jan 30)
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 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
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)
Overall balance chart for 108

This leader should have a morale of "9" and a modifier of "0" instead of the other way around.

(Shad on 2010 Dec 15)
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 982

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 1284

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

(rerathbun on 2014 Apr 08)
Overall balance chart for 1284 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display Nations (7)


Display Battle Types (12)


Display Conditions (8)

Errors? Omissions? Report them!
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