Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Airborne - Introductory Edition

Airborne - IE boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Knipple
Game Type Standalone
Format Boxed
Release Date 2006-04
Availability Out of Print
Scenarios 21
Counters 165
Counter Type Die-cut
Maps 1
Tour Veterans
Airborne - Introductory Edition Tour of Duty Ribbon
Overall Rating, 420 votes
5
4
3
2
1
3.05
Standalone Rank: 33 of 38
Popularity: Ownership & Activity
Status Owned by 28% Played by 25% AAR'd by 19% Medaled by 4%
Rank 13th of 163 6th of 152 8th of 150 6th of 92
Display
Balance:



Overall balance chart for Airborne - IE
Total
Side 1 170
Draw 83
Side 2 153
box back

Panzer Grenadier is a series of games based on platoon-level combat during World War II. Pieces represent troops, tanks and weapons of the many nations that participated, placing you in command of these forces. Airborne is a complete game designed to introduce new players to this world of gaming fun and to excite veteran players as well.

box back map

Display Scenario List (21)


Display Order of Battle

Germany Order of Battle
Heer
  • Misc
United States Order of Battle
Airborne
  • Motorized
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
  • 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 (36)

36 Errata Items
Errata item for Shad

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

(Shad on 2010 Apr 29)
Errata item for Shad

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.

(Shad on 2010 Apr 29)
Errata item for Shad

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.

(Shad on 2010 Apr 29)
Errata item for Shad

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.

(Shad on 2010 Apr 29)
Errata item for rerathbun

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

(rerathbun on 2012 Jan 31)
Scen 2

The leaders for the paratroops doesn't make much sense, nor does it fit with the counter mix. I suggest 1x CAPT & 1 2nd LT with the at start group, 1x 1st LT with the first reinforcements, and 1x 2nd LT with the last reinforcement group. All leaders are para.

(plloyd1010 on 2013 Oct 16)
Scen 3

German Reinforcement Time/Turn indicated do not line up. I used turn #.

(triangular_cube on 2022 Nov 22)
Scen 6

Enjoyed the scenario. It has given me some ideas on a combined Airborne/Invasion 1944 scenario.

(Gunny0351 on 2017 Nov 26)
Scen 8

Use SdKfz222 for the SPW251 counter.

(Shad on 2010 Apr 29)
Scen 8

There are not enough PARA units for the scenario. Use INF with PARA values for the reduced PARA units.

(Shad on 2010 Apr 29)
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 greater 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 less than or equal to the highest ranking leader's morale, the Germans do not surrender, German initiative increases by one and play continues.

(rerathbun on 2010 Jun 29)
Scen 10

Leaders may enter with any reinforcements.

(Shad on 2010 Apr 29)
Scen 10

If both sides achieve a victory, the result is a draw.

(Shad on 2010 Apr 29)
Scen 10

Turn (time) for bridge destruction is out of sync. I used turn #

(triangular_cube on 2022 Nov 29)
Scen 11

Leaders may enter with any reinforcements.

(Shad on 2010 Apr 29)
Scen 11

Visibility on turns 1 to 6 is one hex.

(Shad on 2010 Apr 29)
Scen 11

German 75mm in the northern reinforcement group is will be trapped on the edge of the map due to hedge terrain rules, barring extreme effort with another formation's wagons. I allowed this to enter the nearby road at 1101 so the unit could participate in a logical manner.

(triangular_cube on 2022 Nov 30)
Scen 12

Turn(time) is out of sync for the last group of American reinforcements. I used turn #.

(triangular_cube on 2022 Dec 02)
Scen 15

German reinforcements are told to enter the map in an off play area. I had them enter the prescribed area and walk onto the valid map area so as not to instantly "teleport" them into action. I don't know that this is correct, but you will have to figure out something...

(triangular_cube on 2022 Dec 02)
Scen 18

"No units may setup in or enter hexes ##12 or ##02". But the US setup specifies in hexes "in or adjacent to 1202". The setup instructions should have a parenthetical note at the end saying "(except as noted in setup instructions)." The units that are specifically allowed to setup in the otherwise prohibited hexes may do so, but may not re-enter those hexes once they move out of them.

(Shad on 2010 Apr 29)
Scen 18

Delete one reduced PARA platoon from the US reinforcements. Delete one PARA CAPT and one PARA 1st LT from the 505th's OOB. (counter-mix limitations)

(Shad on 2010 Apr 29)
Scen 18

The 70th Tank Battalion enters at Turn 45, 19:30.

(Shad on 2010 Apr 29)
Scen 18

American Morale: Tanks 8/7, all others 8/8 || American Initiative: 4 || American OBA: 2 x 16, 1 x 24

(campsawyer on 2010 Aug 25)
Scen 18

There is not enough space on the board for the Americans to set up even fully stacked at the beginning of the game. I had the 325th Glider Regiment start off board and enter on turn 1 so troops were not stacked 6 units deep in a hex.

(triangular_cube on 2022 Dec 04)
Scen 19

There aren't enough PARA CAPTs and 1st LTs in the counter mix to fill out this scenario. Remove the 2 CAPTs and 1 LT from the reinforcement group (official ruling). Unofficially, let the American player choose where to trim the OOB of leaders, as the official ruling really cuts into the reinforcement group.

(Shad on 2010 Apr 29)
Scen 19

There are not enough units to fulfil the OOB in the 'Airborne' counter mix; the Germans are short one HMG and the Americans less one PARA.

(Brett Nicholson on 2014 Feb 19)
Scen 19

Americans set up and reinforce from areas that are out of play. I followed the scenario instructions and allowed them to walk into the play area along direct routes.

(triangular_cube on 2022 Dec 04)
Scen 20

Germans setup west of the ##08 hex line only.

(campsawyer on 2010 Aug 25)
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
United States
100%
United States

Display Battle Types (8)


Display Conditions (4)

Errors? Omissions? Report them!
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