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Hyderbad 1948

Hyderbad boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format PDF
Release Date 2026-04
Availability In Print
Scenarios 10
Counters 242
Counter Type DIY
Maps 0
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Rank 173rd of 179 TBD TBD TBD
Expansion Game Requirements & Playability
10/10 Hyderbad
10/10 Conquest of Ethiopia
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Overall balance chart for Hyderbad
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Side 2 0
box back

Under the British Raj, India included 565 "princely states," each with their own semi-independent rulers. At the 1947 founding of independent India almost all of them opted to join either India or Pakistan, but the largest, Hyderabad, balked at becoming part of India. Its ruler, the Nizam Osman Ali Khan, chose independence for his state or, barring that, accession to Pakistan.

Indian leaders refused to allow a large Muslim nation within their borders, leaving land-locked Hyderabad with few options. Muslim activists armed themselves and prepared to resist the Indians. While the Nizam frantically tried to expand his 22,000-strong regular army and Qasim Razwi gathered 200,000 fanatic militiamen, the Indians prepared their Operation Polo to conquer Hyderabad. In September 1948, the Indian Army began a four-pronged assault. Four days later, the Nizam surrendered.

This game is available from the Wargame Vault.


Display Scenario List (10)


Display Order of Battle

Gurkha Order of Battle
Army
Hyderabad Order of Battle
Army
Razakars
  • Foot
India Order of Battle
Army
  • Misc
  • Motorized
  • 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
  • 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).
  • 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

Display Errata (4)

4 Errata Items
Scen 1

1 Hyderabadi Lieutentant has reverse side values of 8-0-9. This should be 8-0-0.

(wleonard1 on 2026 May 30)
Overall balance chart for 1121

Armor value should be 0.

(Shad on 2010 Dec 16)
Overall balance chart for 1122

All Stags have an armor value of 1.

(Shad on 2010 Dec 15)
Overall balance chart for 282

All Stags have an armor value of 1

(Shad on 2010 Dec 16)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Hyderabad
100%
Hyderabad
India
100%
India
Gurkha
50%
Gurkha

Display Battle Types (10)


Display Conditions (8)

Errors? Omissions? Report them!
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