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		<title><![CDATA[PG-HQ Forums - House Rules]]></title>
		<link>https://www.pg-hq.com/comms/</link>
		<description><![CDATA[PG-HQ Forums - https://www.pg-hq.com/comms]]></description>
		<pubDate>Sat, 24 Oct 2026 09:30:49 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Remedial Fields Clarification Desired - LOS]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=3152</link>
			<pubDate>Wed, 11 Mar 2026 18:36:48 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=1068">Tankodactyl</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=3152</guid>
			<description><![CDATA[Recently, the T-Rex, Tambu and I have been playing several individuals online &amp; face-to-face who insist that fields block the LOS of units on the same elevation.<br />
<br />
I can't find this stated anywhere in the 4th Edition rules. Maybe I am missing something?<br />
<br />
Please consider this example:<br />
<br />
In flat, clear terrain, two combat units are 12 hexes apart in clear terrain, and both are on the same elevation level. If there is a large - let's say 5-hexes deep - field in summer wheat in between them, can they observe and fire at each other?<br />
<br />
I think they can see each other &amp; therefore engage each other. What do you all think?]]></description>
			<content:encoded><![CDATA[Recently, the T-Rex, Tambu and I have been playing several individuals online &amp; face-to-face who insist that fields block the LOS of units on the same elevation.<br />
<br />
I can't find this stated anywhere in the 4th Edition rules. Maybe I am missing something?<br />
<br />
Please consider this example:<br />
<br />
In flat, clear terrain, two combat units are 12 hexes apart in clear terrain, and both are on the same elevation level. If there is a large - let's say 5-hexes deep - field in summer wheat in between them, can they observe and fire at each other?<br />
<br />
I think they can see each other &amp; therefore engage each other. What do you all think?]]></content:encoded>
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			<title><![CDATA[Direct fire table using  a D12 ?]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=3068</link>
			<pubDate>Thu, 29 May 2025 13:58:38 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=1198">davep</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=3068</guid>
			<description><![CDATA[Hi guys, nice to be here. I’m collecting PG games, I have yet to even punch one though, let alone play. BUT, after watching numerous play throughs on youtube, I had one thought regarding the outcome of combat. Has anyone tried using one D12 instead of two D6 for direct fire? The odds of getting a 1 or a 12 are so much greater. I really like the game as is, but I think I want to see some more bloodshed. Anyone use this house rule?  Can you see any unseen side effects. Thanks]]></description>
			<content:encoded><![CDATA[Hi guys, nice to be here. I’m collecting PG games, I have yet to even punch one though, let alone play. BUT, after watching numerous play throughs on youtube, I had one thought regarding the outcome of combat. Has anyone tried using one D12 instead of two D6 for direct fire? The odds of getting a 1 or a 12 are so much greater. I really like the game as is, but I think I want to see some more bloodshed. Anyone use this house rule?  Can you see any unseen side effects. Thanks]]></content:encoded>
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			<title><![CDATA[A New Artillery Mission: Time on Target]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=3054</link>
			<pubDate>Fri, 18 Apr 2025 09:33:07 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=58">plloyd1010</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=3054</guid>
			<description><![CDATA[Time on target (TOT), Multiple round simultaneous impact (MRSI) in the modern vernacular, is an artillery coordination technique which has the intention of the first shells of an artillery strike impacting the target at the same time. Analysis of artillery effectiveness showed that most casualties caused by artillery occurred within the first few seconds of the initial round’s impact. To achieve the maximum effectiveness of artillery fire, the British Army developed this firing technique in late 1941. The U.S. Army enthusiastically adopted TOT methodology and had it in place prior to the North Africa landings, though may not have been using the technique in the Pacific until later in the war.<br />
 <br />
The technique is fairly simple. The target and specified impact time is sent to each battery. The battery staff then calculates when the guns would need to fire in order for the first shot to reach the target at the correct time. The standard being that the first round of each gun would hit the target with 3 seconds of the designated time. Time synchronization be achieved via a common time-base, initially this was the time signal provided by the BBC.<br />
 <br />
TOT missions should be considered similar to the drumfire mission from East Front Artillery. It may be performed by off-board artillery or on-board artillery and heavy mortars which have not moved. Any onboard weapons using TOT must be able to fire together, either being stacked together or with the aid of a leader’s fire modifier.<ul class="mycode_list"><li>TOT missions must be planned at least 1 turn in advance. This information includes Artillery units or OBA increments involved in the mission, the target hex and the turn of impact. Artillery units or OBA increments involved may still perform other fire missions in the intervening turns.<br />
</li>
<li>Artillery units or OBA increments removed from a TOT mission on the turn of the mission may not combine fire with other artillery units or OBA increments. Artillery units or OBA increments removed from a TOT mission on a turn prior to the mission do not suffer this penalty.<br />
</li>
<li>TOT missions get a +1 column shift for each artillery unit or OBA increment after the first, up to a maximum of +2.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Time on target (TOT), Multiple round simultaneous impact (MRSI) in the modern vernacular, is an artillery coordination technique which has the intention of the first shells of an artillery strike impacting the target at the same time. Analysis of artillery effectiveness showed that most casualties caused by artillery occurred within the first few seconds of the initial round’s impact. To achieve the maximum effectiveness of artillery fire, the British Army developed this firing technique in late 1941. The U.S. Army enthusiastically adopted TOT methodology and had it in place prior to the North Africa landings, though may not have been using the technique in the Pacific until later in the war.<br />
 <br />
The technique is fairly simple. The target and specified impact time is sent to each battery. The battery staff then calculates when the guns would need to fire in order for the first shot to reach the target at the correct time. The standard being that the first round of each gun would hit the target with 3 seconds of the designated time. Time synchronization be achieved via a common time-base, initially this was the time signal provided by the BBC.<br />
 <br />
TOT missions should be considered similar to the drumfire mission from East Front Artillery. It may be performed by off-board artillery or on-board artillery and heavy mortars which have not moved. Any onboard weapons using TOT must be able to fire together, either being stacked together or with the aid of a leader’s fire modifier.<ul class="mycode_list"><li>TOT missions must be planned at least 1 turn in advance. This information includes Artillery units or OBA increments involved in the mission, the target hex and the turn of impact. Artillery units or OBA increments involved may still perform other fire missions in the intervening turns.<br />
</li>
<li>Artillery units or OBA increments removed from a TOT mission on the turn of the mission may not combine fire with other artillery units or OBA increments. Artillery units or OBA increments removed from a TOT mission on a turn prior to the mission do not suffer this penalty.<br />
</li>
<li>TOT missions get a +1 column shift for each artillery unit or OBA increment after the first, up to a maximum of +2.<br />
</li>
</ul>
]]></content:encoded>
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			<title><![CDATA[House rules per the Gunny]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2947</link>
			<pubDate>Wed, 13 Mar 2024 12:58:19 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=1070">Grognard Gunny</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2947</guid>
			<description><![CDATA[1) In the case of open-topped AFV, I have always thought that allowing them the same immunity as tanks a bit much. So I have HR'ed a minus 2 on the DF and BF charts to give them SOME vulerability.<br />
<br />
2) In the case of retreating, I have decided that as long as there is a good order unit in the same hex, the unit does not have to retreat.(That makes sense!)<br />
<br />
Any thoughts on those?<br />
<br />
GG]]></description>
			<content:encoded><![CDATA[1) In the case of open-topped AFV, I have always thought that allowing them the same immunity as tanks a bit much. So I have HR'ed a minus 2 on the DF and BF charts to give them SOME vulerability.<br />
<br />
2) In the case of retreating, I have decided that as long as there is a good order unit in the same hex, the unit does not have to retreat.(That makes sense!)<br />
<br />
Any thoughts on those?<br />
<br />
GG]]></content:encoded>
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		<item>
			<title><![CDATA[Advanced Artillery]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2730</link>
			<pubDate>Sun, 16 Oct 2022 07:26:32 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=1041">Grumm</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2730</guid>
			<description><![CDATA[Just for fun, I thought it would be an interesting thought exercise to see how much historical detail you could add to the off-table bombardment rules. I do not actually recommend using the following house rules in an actual game... Panzer Grenadier is not meant to be as complicated as ASL or other games with reams of rules. That said, the simplicity of PG makes it easy to house rule and modify and so I thought I'd do this as a thought experiment for kicks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.6 Advanced Artillery Rules</span><br />
Under the advanced rules, there are three categories of artillery. Organic artillery includes all of the units capable of bombardment that appear on the map board according to the scenario. These follow the normal rules described in the rules above. Off-Board Artillery, as given in the scenario description, are divided into further types and use the additional rules below. The two types of Off-Board Artillery are Direct Support and General Support. Compare the Off-Board Artillery fire values with the highest-ranking leader in the scenario to determine the artillery types, as described below:<br />
<br />
Lieutenant (LT) or Lower: All are General Support.<br />
Captain (CAPT): Fire values of 12 or lower are Direct Support. Higher values are General Support.<br />
Major (MAJ): Fire values up to 18 are Direct Support. Higher values are General Support.<br />
Lieutenant Colonel (LTC) or Higher: All are Direct Support.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.61 Artillery Availability</span><br />
At the start of each turn, each side must roll to see if General Support is available that turn (Direct Support is always available). Make a leadership roll for the highest-ranking leader in the scenario. If the test is passed, that side may call upon General Support batteries. Otherwise, they are not available this turn. Once Off-Board Artillery has depleted its ammunition stores, all Off-Board Artillery (including Direct Support batteries) is unavailable for that side (see 9.63). Occasionally, a scenario will have its own rules for artillery availability, which should supersede the rules here.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.62 Off-Board Artillery Ammunition</span><br />
As an optional rule, if both players agree, ammunition may be limited for Off-Board Artillery support. Determine a number, five or less, that will serve as the Artillery Ammunition Level for all Off-Board Artillery on a side. This can be determined by carefully reading the scenario description for the larger operational context of the forces or otherwise it can be set to a standard number (we recommend a base 3 plus 1 for every 10 full turns of the scenario). Some guidelines are below:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery Ammunition Level</span><br />
5 - Represents approximately 3 and a half hours of sustained artillery fire.<br />
4 - Represents approximately 2 hours of sustained artillery fire.<br />
3 - Represents approximately 1 hour of sustained artillery fire.<br />
2 - Represents approximately 30-45 minutes of sustained artillery fire<br />
1 - Represents less than 20 minutes of sustained artillery fire.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.63 Ammunition Depletion</span><br />
Every turn that Off-Board Artillery fires (regardless of how many batteries are used), the player must roll one die. If the result is equal to or less than the current Ammunition Level, then there is no change for the Ammunition Level. If the result is higher, then the Ammunition Level is reduced by 1 for all future rolls. Once the Ammunition Level reaches 0, that side has used all of their ammo stores and their Off-Board Artillery becomes unavailable. Optionally, for longer scenarios, the players may agree to allow a resupply. If this is the case, roll 2D6. That side's Off-Board Artillery Ammunition Level will be restored to its original scenario default in that many turns.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.7 Calling Artillery Support</span><br />
There are three ways to call Off-Board Artillery support in the advanced rules. Attacks may be made either using registered target points, using undemoralized infantry leaders with line of sight to a spotted enemy hex or with an undemoralized Forward Observer with line of sight to a spotted enemy unit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.71 Registered Target Points</span><br />
At the start of the scenario, the defending player may secretly register a number of target points equal to their starting initiative by writing down any hex number on a piece of paper. These target points can be used to make any indirect fire attacks, regardless of whether the hex is spotted or there is a leader with line of sight to the hex. Bombardment attacks against target points do not cause friendly fire and gain the +1 column shift modifier for "target is spotted by firing unit." They cannot be changed after they have been registered.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.72 Leader-Observed Fire</span><br />
As per the normal rules, undemoralized leaders on the game map may call in Off-Board Artillery strikes on a spotted enemy hex. Any leader may call upon Direct Support artillery, but only the highest-ranking leader on the side may call upon General Support (for an exception, see 9.73 Forward Observer, below) and only if it is available that turn (see 9.61). This rule assumes an "average" national artillery doctrine for WW2; for better or worse artillery doctrines, see 9.74, below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.73 Forward Observer</span><br />
At the player's option, he or she may choose to designate a single leader as a dedicated Forward Observer at the start of the scenario. This leader no longer counts as an infantry leader, cannot activate nearby units and no longer provides fire or morale modifiers to units in its hex or any benefit to attack columns. Instead, the Forward Observer may call upon Direct Support or General Support to make bombardment attacks, just like the highest-ranking leader, although this requires its entire activation. Off-Board Artillery bombardment attacks called by the Forward Observer do not cause friendly fire and gain the +1 column shift modifier for "target hex spotted by firing unit." The Forward Observer retains its individual Leadership value and can move and be destroyed like normal leaders and does count in other respects as a leader (for example, for the purpose of initiative loss).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.74 Artillery Doctrine</span><br />
Different nations at different points in the war had more or less flexible artillery doctrines than what is implied by rule 9.72, above. Before 1944, European nations other than Germany and Great Britain can be typically assumed to have a more restrictive doctrine, whereby only the highest-ranking officer on the side as well as a Forward Observer (if present) can call for Off-Board Artillery fires of either type (Direct Support or General Support). Conversely, the Americans and British forces from 1944 on have a more flexible doctrine that allows <span style="font-style: italic;" class="mycode_i">any</span> undemoralized leader to call upon General Support, assuming it is available that turn. If the leader is neither the highest-ranking leader on that side nor a Forward Observer, however, they must first pass a successful leadership roll each time they call upon General Support to see if they are able to successfully communicate with the General Support batteries.<br />
<br />
Next time I'll discuss some rules for destruction attacks, harassment attacks, creeping barrages and more!]]></description>
			<content:encoded><![CDATA[Just for fun, I thought it would be an interesting thought exercise to see how much historical detail you could add to the off-table bombardment rules. I do not actually recommend using the following house rules in an actual game... Panzer Grenadier is not meant to be as complicated as ASL or other games with reams of rules. That said, the simplicity of PG makes it easy to house rule and modify and so I thought I'd do this as a thought experiment for kicks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.6 Advanced Artillery Rules</span><br />
Under the advanced rules, there are three categories of artillery. Organic artillery includes all of the units capable of bombardment that appear on the map board according to the scenario. These follow the normal rules described in the rules above. Off-Board Artillery, as given in the scenario description, are divided into further types and use the additional rules below. The two types of Off-Board Artillery are Direct Support and General Support. Compare the Off-Board Artillery fire values with the highest-ranking leader in the scenario to determine the artillery types, as described below:<br />
<br />
Lieutenant (LT) or Lower: All are General Support.<br />
Captain (CAPT): Fire values of 12 or lower are Direct Support. Higher values are General Support.<br />
Major (MAJ): Fire values up to 18 are Direct Support. Higher values are General Support.<br />
Lieutenant Colonel (LTC) or Higher: All are Direct Support.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.61 Artillery Availability</span><br />
At the start of each turn, each side must roll to see if General Support is available that turn (Direct Support is always available). Make a leadership roll for the highest-ranking leader in the scenario. If the test is passed, that side may call upon General Support batteries. Otherwise, they are not available this turn. Once Off-Board Artillery has depleted its ammunition stores, all Off-Board Artillery (including Direct Support batteries) is unavailable for that side (see 9.63). Occasionally, a scenario will have its own rules for artillery availability, which should supersede the rules here.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.62 Off-Board Artillery Ammunition</span><br />
As an optional rule, if both players agree, ammunition may be limited for Off-Board Artillery support. Determine a number, five or less, that will serve as the Artillery Ammunition Level for all Off-Board Artillery on a side. This can be determined by carefully reading the scenario description for the larger operational context of the forces or otherwise it can be set to a standard number (we recommend a base 3 plus 1 for every 10 full turns of the scenario). Some guidelines are below:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery Ammunition Level</span><br />
5 - Represents approximately 3 and a half hours of sustained artillery fire.<br />
4 - Represents approximately 2 hours of sustained artillery fire.<br />
3 - Represents approximately 1 hour of sustained artillery fire.<br />
2 - Represents approximately 30-45 minutes of sustained artillery fire<br />
1 - Represents less than 20 minutes of sustained artillery fire.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.63 Ammunition Depletion</span><br />
Every turn that Off-Board Artillery fires (regardless of how many batteries are used), the player must roll one die. If the result is equal to or less than the current Ammunition Level, then there is no change for the Ammunition Level. If the result is higher, then the Ammunition Level is reduced by 1 for all future rolls. Once the Ammunition Level reaches 0, that side has used all of their ammo stores and their Off-Board Artillery becomes unavailable. Optionally, for longer scenarios, the players may agree to allow a resupply. If this is the case, roll 2D6. That side's Off-Board Artillery Ammunition Level will be restored to its original scenario default in that many turns.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.7 Calling Artillery Support</span><br />
There are three ways to call Off-Board Artillery support in the advanced rules. Attacks may be made either using registered target points, using undemoralized infantry leaders with line of sight to a spotted enemy hex or with an undemoralized Forward Observer with line of sight to a spotted enemy unit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.71 Registered Target Points</span><br />
At the start of the scenario, the defending player may secretly register a number of target points equal to their starting initiative by writing down any hex number on a piece of paper. These target points can be used to make any indirect fire attacks, regardless of whether the hex is spotted or there is a leader with line of sight to the hex. Bombardment attacks against target points do not cause friendly fire and gain the +1 column shift modifier for "target is spotted by firing unit." They cannot be changed after they have been registered.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.72 Leader-Observed Fire</span><br />
As per the normal rules, undemoralized leaders on the game map may call in Off-Board Artillery strikes on a spotted enemy hex. Any leader may call upon Direct Support artillery, but only the highest-ranking leader on the side may call upon General Support (for an exception, see 9.73 Forward Observer, below) and only if it is available that turn (see 9.61). This rule assumes an "average" national artillery doctrine for WW2; for better or worse artillery doctrines, see 9.74, below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.73 Forward Observer</span><br />
At the player's option, he or she may choose to designate a single leader as a dedicated Forward Observer at the start of the scenario. This leader no longer counts as an infantry leader, cannot activate nearby units and no longer provides fire or morale modifiers to units in its hex or any benefit to attack columns. Instead, the Forward Observer may call upon Direct Support or General Support to make bombardment attacks, just like the highest-ranking leader, although this requires its entire activation. Off-Board Artillery bombardment attacks called by the Forward Observer do not cause friendly fire and gain the +1 column shift modifier for "target hex spotted by firing unit." The Forward Observer retains its individual Leadership value and can move and be destroyed like normal leaders and does count in other respects as a leader (for example, for the purpose of initiative loss).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">9.74 Artillery Doctrine</span><br />
Different nations at different points in the war had more or less flexible artillery doctrines than what is implied by rule 9.72, above. Before 1944, European nations other than Germany and Great Britain can be typically assumed to have a more restrictive doctrine, whereby only the highest-ranking officer on the side as well as a Forward Observer (if present) can call for Off-Board Artillery fires of either type (Direct Support or General Support). Conversely, the Americans and British forces from 1944 on have a more flexible doctrine that allows <span style="font-style: italic;" class="mycode_i">any</span> undemoralized leader to call upon General Support, assuming it is available that turn. If the leader is neither the highest-ranking leader on that side nor a Forward Observer, however, they must first pass a successful leadership roll each time they call upon General Support to see if they are able to successfully communicate with the General Support batteries.<br />
<br />
Next time I'll discuss some rules for destruction attacks, harassment attacks, creeping barrages and more!]]></content:encoded>
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			<title><![CDATA[Combat movement]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2691</link>
			<pubDate>Mon, 18 Jul 2022 14:01:06 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=18">leonard</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2691</guid>
			<description><![CDATA[By the rules, bombardment fire capabilities do not prevent a unit without leader to move closer. That’s really unfair considering weapons such as 88mm or even mortars. I propose to give each unit using bombardment fire a 1-3 (or 1-2 ?) direct fire automatic capability. This would solve that and of course it  accords with the 1 capability in assault.]]></description>
			<content:encoded><![CDATA[By the rules, bombardment fire capabilities do not prevent a unit without leader to move closer. That’s really unfair considering weapons such as 88mm or even mortars. I propose to give each unit using bombardment fire a 1-3 (or 1-2 ?) direct fire automatic capability. This would solve that and of course it  accords with the 1 capability in assault.]]></content:encoded>
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			<title><![CDATA[Encirclement]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2683</link>
			<pubDate>Thu, 07 Jul 2022 07:46:53 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=7">Blackcloud6</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2683</guid>
			<description><![CDATA[Yesterday I finished playing <a href="https://www.pg-hq.com/library.php?series=PG&amp;type=game&amp;id=BeNo" target="_blank" rel="noopener" class="mycode_url">Beyond Normandy</a> #21: <a href="https://www.pg-hq.com/library.php?series=PG&amp;type=scenario&amp;id=BeNo021" target="_blank" rel="noopener" class="mycode_url">43rd (Wessex) Division Attacks</a>.  The SS almost got surrounded in Mouen, but they managed to keep a corridor to the rear open.  This got me thinking about encirclement.  PG has no rule for personnel units receiving fire from opposite flanks or from both the front and the rear.  One of the goals in WWII infantry combat was to outflank or encircle the enemy.  So, should there be a rule/house rule for PG that gives a detrimental effect on receiving such fire?  Or just the mere fact that the unit is receiving such enough to replicate the effect?  I can see arguments for both ways.<br />
<br />
One could say that a unit that is encircled suffers a +1 to any morale checks or recovery or something like that, but there are cases where being encircled embolden units to fight to the death.  Maybe this should be left up to the scenario designer to decide?]]></description>
			<content:encoded><![CDATA[Yesterday I finished playing <a href="https://www.pg-hq.com/library.php?series=PG&amp;type=game&amp;id=BeNo" target="_blank" rel="noopener" class="mycode_url">Beyond Normandy</a> #21: <a href="https://www.pg-hq.com/library.php?series=PG&amp;type=scenario&amp;id=BeNo021" target="_blank" rel="noopener" class="mycode_url">43rd (Wessex) Division Attacks</a>.  The SS almost got surrounded in Mouen, but they managed to keep a corridor to the rear open.  This got me thinking about encirclement.  PG has no rule for personnel units receiving fire from opposite flanks or from both the front and the rear.  One of the goals in WWII infantry combat was to outflank or encircle the enemy.  So, should there be a rule/house rule for PG that gives a detrimental effect on receiving such fire?  Or just the mere fact that the unit is receiving such enough to replicate the effect?  I can see arguments for both ways.<br />
<br />
One could say that a unit that is encircled suffers a +1 to any morale checks or recovery or something like that, but there are cases where being encircled embolden units to fight to the death.  Maybe this should be left up to the scenario designer to decide?]]></content:encoded>
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		<item>
			<title><![CDATA[surrender level]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2593</link>
			<pubDate>Sun, 02 Jan 2022 19:17:20 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=328">t1M0t8yk</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2593</guid>
			<description><![CDATA[I have completed twelve of the 112 Eastern Front Deluxe scenarios.  100 to go!<br />
<br />
  I have been using a great document posted on BGG by Russell InGA (BGG user rules_heretic) to balance the fighting and provide better victory conditions.  Even with Russell's much appreciated contributions I think I am going to house rule an additional victory condition in the remaining scenarios.<br />
<br />
  The inspiration for my "surrender level" is GMT's Combat Commander squad-level tactical games.  One thing CC does really well is provide multiple paths to victory.  Territory objectives are common, but every scenario also identifies a surrender level for both sides.  Consequently, there is always some level of casualties that is unacceptable, even if other objectives are being met.<br />
<br />
  As I understand it, historically the Red Army sustained casualties at a rate three times that of the Germans on the eastern front.  Consequently, I propose that if the Germans fail to achieve their objectives, but keep the Soviets from achieving their objectives, minimal German victory can be declared if they have inflicted three times as many casualties as the Soviets.  In contrast, I also propose in the same situation that the Red Army can declare a minimal victory if they inflict as many casualties on the Germans as they sustain.<br />
<br />
  Such a house rule could be disregarded or tweaked depending on the scenario.  The main thing is I'm looking for another means for both sides to declare victory to make my replays more interesting.  What do you think?]]></description>
			<content:encoded><![CDATA[I have completed twelve of the 112 Eastern Front Deluxe scenarios.  100 to go!<br />
<br />
  I have been using a great document posted on BGG by Russell InGA (BGG user rules_heretic) to balance the fighting and provide better victory conditions.  Even with Russell's much appreciated contributions I think I am going to house rule an additional victory condition in the remaining scenarios.<br />
<br />
  The inspiration for my "surrender level" is GMT's Combat Commander squad-level tactical games.  One thing CC does really well is provide multiple paths to victory.  Territory objectives are common, but every scenario also identifies a surrender level for both sides.  Consequently, there is always some level of casualties that is unacceptable, even if other objectives are being met.<br />
<br />
  As I understand it, historically the Red Army sustained casualties at a rate three times that of the Germans on the eastern front.  Consequently, I propose that if the Germans fail to achieve their objectives, but keep the Soviets from achieving their objectives, minimal German victory can be declared if they have inflicted three times as many casualties as the Soviets.  In contrast, I also propose in the same situation that the Red Army can declare a minimal victory if they inflict as many casualties on the Germans as they sustain.<br />
<br />
  Such a house rule could be disregarded or tweaked depending on the scenario.  The main thing is I'm looking for another means for both sides to declare victory to make my replays more interesting.  What do you think?]]></content:encoded>
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			<title><![CDATA[Mike's House Rules]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2388</link>
			<pubDate>Sun, 06 Sep 2020 03:02:07 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=279">Greyfox</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2388</guid>
			<description><![CDATA[1) Bridges. Units attempting to cross a river at a bridge (choke point) hex will face increased risk, and be subject adverse column modifiers.<br />
<br />
    a) Assaults - An attack originating from a bridge hex into an adjacent hex are subject to a -2 column shift for the attacker. The attacking side in any assault occurring in a Bridge Hex is assessed a -1  column modifier.<br />
<br />
    b) Direct Fire - Unit(s) conducting direct fire or opportunity fire against a unit(s) in a bridge hex get a +1 Column shift.<br />
<br />
    c) AT Fire - Units conducting AT fire or opportunity fire against (an) armored vehicle(s) in a bridge hex get a +2 die roll modifier.<br />
<br />
    d) Bombardment Fire - On or off board artillery units conducting bombardment fire or opportunity fire against unit(s) in a bridge hex get a +1 Column shift.]]></description>
			<content:encoded><![CDATA[1) Bridges. Units attempting to cross a river at a bridge (choke point) hex will face increased risk, and be subject adverse column modifiers.<br />
<br />
    a) Assaults - An attack originating from a bridge hex into an adjacent hex are subject to a -2 column shift for the attacker. The attacking side in any assault occurring in a Bridge Hex is assessed a -1  column modifier.<br />
<br />
    b) Direct Fire - Unit(s) conducting direct fire or opportunity fire against a unit(s) in a bridge hex get a +1 Column shift.<br />
<br />
    c) AT Fire - Units conducting AT fire or opportunity fire against (an) armored vehicle(s) in a bridge hex get a +2 die roll modifier.<br />
<br />
    d) Bombardment Fire - On or off board artillery units conducting bombardment fire or opportunity fire against unit(s) in a bridge hex get a +1 Column shift.]]></content:encoded>
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			<title><![CDATA[Origin of the rewrite rules]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2344</link>
			<pubDate>Thu, 06 Aug 2020 08:39:17 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=58">plloyd1010</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2344</guid>
			<description><![CDATA[<a href="http://www.pg-hq.com/comms/showthread.php?tid=2342&amp;pid=22117" target="_blank" rel="noopener" class="mycode_url">Link to 4th Ed Rules rewrite</a><br />
Long ago, my cousin (primary opponent) and I found that Panzergrenadier could be a much better simulation, and more historically consistent, without having to deviate from the system's mechanisms. As our list of validated house rules grew, it became apparent that the practical way to deal with referencing our games was to abridge the rule book. That is how the rewrite came to be.<br />
<br />
The rewrite project actually began with the 3rd Edition release.<br />
<br />
P.S. This is also an example of how I intend rules discussions and narratives to go.]]></description>
			<content:encoded><![CDATA[<a href="http://www.pg-hq.com/comms/showthread.php?tid=2342&amp;pid=22117" target="_blank" rel="noopener" class="mycode_url">Link to 4th Ed Rules rewrite</a><br />
Long ago, my cousin (primary opponent) and I found that Panzergrenadier could be a much better simulation, and more historically consistent, without having to deviate from the system's mechanisms. As our list of validated house rules grew, it became apparent that the practical way to deal with referencing our games was to abridge the rule book. That is how the rewrite came to be.<br />
<br />
The rewrite project actually began with the 3rd Edition release.<br />
<br />
P.S. This is also an example of how I intend rules discussions and narratives to go.]]></content:encoded>
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			<title><![CDATA[Craig Martin House Rules]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2343</link>
			<pubDate>Thu, 06 Aug 2020 07:00:05 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=248">saracv3</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2343</guid>
			<description><![CDATA[<span style="font-family: Times New Roman,Times,serif;" class="mycode_font">1) Rule 13.0 - 2 shots for anti-tank guns rapid fire characteristics: Guns of small caliber<br />
such as 2 Pdrs., 37mm, 20mm, 37mm AA, and 40mm may be fired 2 times using Opportunity Fire. Use the same rule as other units such as infantry for combat and movement. Thus, put 2 move/fire counters for the first shot and remove it after the second shot or movement. These units may not be loaded in the same turn when using opportunity fire.<br />
<br />
Other guns may be reviewed as the group sees fit, such as the 50mm, 75IG, 75ric or larger caliber weapons.<br />
<br />
Craig Martin</span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Times New Roman,Times,serif;" class="mycode_font">1) Rule 13.0 - 2 shots for anti-tank guns rapid fire characteristics: Guns of small caliber<br />
such as 2 Pdrs., 37mm, 20mm, 37mm AA, and 40mm may be fired 2 times using Opportunity Fire. Use the same rule as other units such as infantry for combat and movement. Thus, put 2 move/fire counters for the first shot and remove it after the second shot or movement. These units may not be loaded in the same turn when using opportunity fire.<br />
<br />
Other guns may be reviewed as the group sees fit, such as the 50mm, 75IG, 75ric or larger caliber weapons.<br />
<br />
Craig Martin</span>]]></content:encoded>
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			<title><![CDATA[Peter Lloyd's Rules]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2342</link>
			<pubDate>Wed, 05 Aug 2020 17:33:28 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=58">plloyd1010</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2342</guid>
			<description><![CDATA[<a href="https://app.box.com/s/i57d635k762opy6xysfq6apn8t6qszuj" target="_blank" rel="noopener" class="mycode_url">The Rules</a>, <a href="https://app.box.com/s/kaop31g3ggfz8ccmu1567rn4d4ntukei" target="_blank" rel="noopener" class="mycode_url">Combat Charts</a>, and the <a href="https://app.box.com/s/ew1yga835pr0b2vmrzjmy4p8ud0b6fwm" target="_blank" rel="noopener" class="mycode_url">Terrain Effect Chart</a><br />
For those interested in rational for individual points, there is a <a href="https://app.box.com/s/hl5ev9ue7qtfj6gxk23rmofe2niukly0" target="_blank" rel="noopener" class="mycode_url">commented version of the rule book</a>.]]></description>
			<content:encoded><![CDATA[<a href="https://app.box.com/s/i57d635k762opy6xysfq6apn8t6qszuj" target="_blank" rel="noopener" class="mycode_url">The Rules</a>, <a href="https://app.box.com/s/kaop31g3ggfz8ccmu1567rn4d4ntukei" target="_blank" rel="noopener" class="mycode_url">Combat Charts</a>, and the <a href="https://app.box.com/s/ew1yga835pr0b2vmrzjmy4p8ud0b6fwm" target="_blank" rel="noopener" class="mycode_url">Terrain Effect Chart</a><br />
For those interested in rational for individual points, there is a <a href="https://app.box.com/s/hl5ev9ue7qtfj6gxk23rmofe2niukly0" target="_blank" rel="noopener" class="mycode_url">commented version of the rule book</a>.]]></content:encoded>
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			<title><![CDATA[Posting House Rules v2]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2340</link>
			<pubDate>Wed, 05 Aug 2020 16:36:05 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=58">plloyd1010</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2340</guid>
			<description><![CDATA[Each participant should create a thread for their house rules. Title the thread something like: &lt;name&gt;'s House Rules. I will move the thread to the Important section.<br />
<br />
Please do not use your house rules thread for narratives, discussions or treatises. Keep it combined to the rules presented. Use the main forum section for the discussion. A particular post can be referenced by right-clicking on the number in the upper right-corner and copying the link location.]]></description>
			<content:encoded><![CDATA[Each participant should create a thread for their house rules. Title the thread something like: &lt;name&gt;'s House Rules. I will move the thread to the Important section.<br />
<br />
Please do not use your house rules thread for narratives, discussions or treatises. Keep it combined to the rules presented. Use the main forum section for the discussion. A particular post can be referenced by right-clicking on the number in the upper right-corner and copying the link location.]]></content:encoded>
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			<title><![CDATA[How about we try this...]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2321</link>
			<pubDate>Sat, 18 Jul 2020 12:42:55 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=58">plloyd1010</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2321</guid>
			<description><![CDATA[Every one who want to post house rules has a separate thread. I'll move your first rules post to the Important section.<br />
No one else should add to someone else's rule thread. Comments, discussion, explanations and rationalizations would all take place in the normal forum.<br />
<br />
You all know one can get the post ID from the number, right? It makes it easy to reference someone's particular rule(s) for discussion. I would need move mine  and Craig's posts to Peter's and Craig's rules.]]></description>
			<content:encoded><![CDATA[Every one who want to post house rules has a separate thread. I'll move your first rules post to the Important section.<br />
No one else should add to someone else's rule thread. Comments, discussion, explanations and rationalizations would all take place in the normal forum.<br />
<br />
You all know one can get the post ID from the number, right? It makes it easy to reference someone's particular rule(s) for discussion. I would need move mine  and Craig's posts to Peter's and Craig's rules.]]></content:encoded>
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			<title><![CDATA[Bridges]]></title>
			<link>https://www.pg-hq.com/comms/showthread.php?tid=2320</link>
			<pubDate>Sat, 18 Jul 2020 02:28:43 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.pg-hq.com/comms/member.php?action=profile&uid=279">Greyfox</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.pg-hq.com/comms/showthread.php?tid=2320</guid>
			<description><![CDATA[Gents,<br />
<br />
         I brought this up with Doug McNair almost 12 years ago, he told me I should write it up for daily content.  I didn't.<br />
         <br />
         As a military professional I don't understand why there aren't direct, AT, or BF fire column modifiers when targeting someone on a chokepoint like a bridge.   <br />
<br />
Assaults - If attacking from a Bridge hex into an assault on units in an adjacent hex, there should be a negative. shift for the attacker.  Basically you are attacking across a narrow front along an avenue of approach that is both restrictive and is subject to being raked by direct fire.  This could be a special rule that only applies to scenarios where attackers are trying to secure bridges (like Bicycle Races in White Eagles).  Say a negative one or two column shift to the attacker, or first fire to the defender when you are assaulting out of a bridge hex.<br />
<br />
Direct fire or AT Fire - I think at least a +1 column shift. First a bridge is a choke point (or fatal funnel), and anyone targeting forces crossing a bridge is at a distance advantage. <br />
<br />
Bombardment fire - A bridge is a known point, and would be much easier to target effectively.  The ability to mass fires at a choke point would also be deserving of a +1 column shift.]]></description>
			<content:encoded><![CDATA[Gents,<br />
<br />
         I brought this up with Doug McNair almost 12 years ago, he told me I should write it up for daily content.  I didn't.<br />
         <br />
         As a military professional I don't understand why there aren't direct, AT, or BF fire column modifiers when targeting someone on a chokepoint like a bridge.   <br />
<br />
Assaults - If attacking from a Bridge hex into an assault on units in an adjacent hex, there should be a negative. shift for the attacker.  Basically you are attacking across a narrow front along an avenue of approach that is both restrictive and is subject to being raked by direct fire.  This could be a special rule that only applies to scenarios where attackers are trying to secure bridges (like Bicycle Races in White Eagles).  Say a negative one or two column shift to the attacker, or first fire to the defender when you are assaulting out of a bridge hex.<br />
<br />
Direct fire or AT Fire - I think at least a +1 column shift. First a bridge is a choke point (or fatal funnel), and anyone targeting forces crossing a bridge is at a distance advantage. <br />
<br />
Bombardment fire - A bridge is a known point, and would be much easier to target effectively.  The ability to mass fires at a choke point would also be deserving of a +1 column shift.]]></content:encoded>
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