Steppe Leader - Battles in Manchuria, 1938-9
A Panzerblitz/ Panzer Leader/ Arab-Israeli Wars Gonzo Variant
©2000 Brian R. Train

Panzerblitz (PB) was published in 1970. Each follow-on game, Panzer Leader (PL, 1974) and Arab-Israeli Wars (AIW, 1977) improved the original game, so in the interest of both retrofitting the better rules and introducing new units and situations, I designed this variant.  You will need some Soviet counters and German truck counters from PB and the boards, rules and charts from AIW, plus the new rules and counters supplied with this variant (and the air unit rules from Panzer Leader if you want to use aircraft).

New Old Rules

To play the game, use the following rules from AIW:

- all Basic Rules, modified as necessary by the new TEC and WEC and any rules particular to the variant; and
- all Standard Rules, except III. Split Move and Fire and VI. The Suez Canal.

New New Rules

New TEC - movement
Some variants postulated for PB/PL suggested reducing the movement allowances of all units by 40%, as was done in AIW. I do think the MAs are much too high but instead of reprinting all the counters, a better solution  is to leave them as is but use the new Terrain Effects Chart (TEC). This has pretty much the same effect but saves having to write all over your counters or having to take a mental 40% discount every time you move a unit.

New TEC - Combat
Use the same TEC as in AIW with the following additions: 

Hull-Down Shielding: Confer or deny this protection in accordance with the  AIW rules. All Russian and Japanese tank and armored car units get a +1 DRM for hull-down shielding. 

New Weapons Effectiveness Chart (WEC)
Use this new WEC, which generally follows that which appeared in AIW. You will notice that the strengths of (H) type units supplied with this variant are much reduced from their PB/PL counterparts. 

Infantry Movement
Rifle units can both move and fire in the same turn, and may always move one hex. They also may make use of the Infantry Quick March rule as described in AIW, A. II. C., and so move through two hexes, if and only if both hexes are clear or contain a road.

Japanese anti-tank tactics: During the frontier battles, Japanese infantry would frequently attack Soviet tanks with Molotov cocktails, satchel charges on long poles, or what have you. As an optional rule, allow Japanese rifle or engineer units to double their Attack Strength when making a CAT attack against tank or armored car units, at the cost of the unit's automatic dispersal.

NEW UNITS

Note: in Steppe Leader, all infantry and vehicle units are company-size, while all towed-artillery class units are platoons. Company-size units are two stacking points (therefore, no more than two companies can stack in a hex). Company-size truck units can transport either one infantry company or two towed-artillery class units.

Japanese units: These are all portrayed at company level, for conformity with the Russian units. The cavalry units cannot be carried in trucks, of course. The Japanese did not have many tanks, even in Manchuria, but I have included counters for some representative models as well as a basic machine gun-armed armored car. The 70mm infantry gun is a light model, almost like a trench mortar on wheels, that they dragged everywhere with them for direct fire support.

Soviet units: Two regiment’s worth of early-war Soviet infantry companies, for use 1930s to 1942, are supplied, as well as new counters for the BA-32 and BA-6 armored cars, the BT-5 "fast tank", and the T-26b.

Aircraft: Use the air unit rules and Anti-Aircraft Table as found in PL, but note the weapon-target relations in the new WEC (AA units are those with the AA symbol, but none appear in this variant.). 

Friendly Fire: if aircraft are attacking a hex that is adjacent to friendly units, roll 1d6 just before the attack is resolved. On a 1 or 2, resolve the attack on an adjacent hex containing friendly units (enemy's choice which hex)!

	Dive/attack Bomber 	Fighter	Fighter-Bomber 	
MGs	1 (i)	3 (i)	2 (i)	
Bombs	20 (H)	--	5 (H)	
 
TERRAIN EFFECTS CHART
Terrain Type	Truck	Other veh	other effects on movement or combat	
Clear	3	2	none	
Roads	1	1	Units that move at the road rate cannot overrun or CAT that turn.	
Town	2	1	- Defenders add +1 DRM
- total defense +5
- no overruns	
Woods	2	2	- defenders add +1 DRM
- no overruns	
Slope	4	2	ground-level hexsides do not confer hull-down shielding when the attacker or defender is on a slope hex.	
sand dune hexside (gold)	0	0	gives hull-down shielding	
ridge hexside (light brown)	2	1	gives hull-down shielding	
crest hexside (dark brown)	2	1	gives hull-down shielding	

WEAPONS EFFECTIVENESS CHART
		armored target
	non-armored target	aircraft			
attack type	weapon type	1-2 hexes	3-5 hexes	6+ hexes	1-2 hexes	3+ hexes	1-4 hexes	proximity/
sighting	DRM	
DF/OF	I	normal*	--	--	normal	halved	normal	LOS/	see TEC	
	A	doubled	normal	halved	halved	quartered	--	LOF &		
	H, M, (H)	normal	halved	halved	doubled	doubled	-- (AA doubled)	spot		
IF	M, (H)	halved	halved	halved	normal	normal	--	spot		
OR	A	normal	--	--	normal	--	--	adjacent + 2 MF	odds +1 column; DRM -2	
	I	--	--	--	normal	--	--			
CAT	I	normal	--	--	normal	--	--	adjacent	DRM -2 (-3 w/ engr)	
* applied only when units perform opportunity fire on armored targets that are in the process of overrunning them.

SCENARIOS 

In all scenarios, the Japanese use German truck counters.
Note on board layout: consider the top of the page as North and place each mapboard so that the top of its identifying letter is pointed the same direction as the > mark next to it. That oughta confuse you.

1. CHANGKUFENG
6 Aug 38: After weeks of confused fighting and negotiations, Soviet troops attack Japanese troops in possession of the Changkufeng Heights (in eastern Manchuria, near the point where Manchuria, Korea and Siberia all come together).
Japanese (morale A)
37 Infantry Brigade:
12 x rifle companies
2 x MG companies
2 x 70mm infantry guns

OBA: 2 x 75mm (each (6 (H)), 1 x 150mm (15 (H))
	Soviets (morale B)
Elements 39 Rifle Corps:
18 x rifle companies
3 x MG companies
6 x BT-5
2 x BA-32

OBA: 2 x 122mm (each 12 (H)), 2 x 152mm (each 15 (H))	
Map: 

D\/
	
Ignore all roads and the town.
Setup: Japanese set up first, anywhere on the board; at least 6 rifle companies must set up north of the fold. All Soviet units enter on the east edge of the board on turn 1.
Game Length: 10 turns - Soviets move first.
Victory Points: The Soviet player scores 1 VP for each 'height' (individual clump of slope hexes - total of 10 on the board) that has only Soviet units on it at the end of the game. The Japanese player wins if the Soviet player has five or fewer VP.

2. NOMONHAN: TAKE ME TO THE HALHA
2 Jul 39: The Japanese Task Force (TF) Yasuoka, using most of the available tanks in Manchuria, advances down the east bank of the Halha River to drive away the encroaching Soviet forces.
Japanese (morale B)
TF Yasuoka:
1 x 75mm howitzer
2 x 37mm AT
2 x 70mm IG
6 x rifle companies
2 x MG companies
1 x engineer company
3 x trucks
3 x Type 89 tank
3 x Type 95 tank
1 x Type 92 tankette
2 x M25 armored car
2/28 Motorized Regiment:
1 x 70mm IG
1 x 37mm AT
3 x rifle companies
1 x MG company
6 x trucks
OBA: 2 x 75mm (each 6 (H)); 1 x 120mm (12 (H))
2 x fighter-bomber	Soviets (morale B)
9 Mechanized Brigade: 
1 x 45mm AT
1 x 82mm mortar (motorized)
3 x rifle
5 x truck
3 x BT-5 tank
6 x T-26b tank
149 Motorized Regiment:
2 x 45mm AT
2 x 82mm mortar (motorized)
6 x rifle
2 x MG company
12 x truck
2 x BA-6 armored car

OBA: 1 x 122mm (12 (H))	

Map: 

A^
	
B^	
Ignore all roads on board B and all treat all woods and town hexes on the west side of the Suez Canal on Board A as clear. 
Setup: Soviets set up first: 9 Mechanized Brigade on board A, on or north of hex row Q; 149 Motorized Regiment on board B on or south of hex row Q. Place a brodge across the Canal on hex row U. Task Force Yasuoka enters on turn 1 anywhere on the north edge of both boards; 2/28 Motorized Regiment enters in the same zone on turn 8.
Special Rules: The Halha River. The river, which in this scenario is represented by the Suez Canal, is uncrossable except at the bridge and lined by marshes. Double the movement cost for each non-road hex four hexes or less from a Suex Canal hex(trucks 6 MF, other vehicles 4 MF). Each non-infantry class unit that starts the turn in a non-road marsh hex must roll 1d6 when attempting to move. On a 1 or 2 it is disrupted instead.
Game Length: 15 turns: Japanese move first.
Victory Points: both sides: 3 points for being in possession of the bridge at the end of the game; 1 point for each enemy unit eliminated.

4. NOMONHAN: BRIDGEHEAD DEFENSE
3 Jul 39: To the north of TF Yasuoka, Task Force Kobayashi crossed the Halha and dug in against determined Soviet counterattacks.
Japanese (morale B)
72 Infantry Regiment:
1 x 37mm AT
1 x 70mm IG
6 x rifle companies
1 x MG company
1 x truck
71 Infantry Regiment:
1 x 37mm AT
1 x 70mm IG
6 x rifle companies
1 x MG company
1 x truck
23 Reconnaissance Unit:
2 x cavalry 
1 x Type 92 tankette
1 x M25 armored car

OBA: 2 x 75mm hwz (each 6 (H)); 1 x 120mm (each 12 (H))	Soviets (morale B)
24 Motorized Regiment:
2 x 82mm mortar (motorized)
6 x rifle
2 x MG company
10 x truck
Elements 11 Tank Brigade:
6 x BT-5 tank
3 x T-26b
7 Mechanized Brigade: 
1 x 45mm AT
1 x 82mm mortar (motorized)
3 x rifle
5 x truck
3 x BA-6 armored car
8 Mongolian People's Revolutionary Army Cavalry Division Reconnaissance Unit:
2 x BA-32 armored car

OBA: 3 x 122mm (each 12 (H))
2 x fighter
1 x fighter-bomber	
Map: 

B^
	
A\/	
Ignore all roads on both boards. 
Setup: Japanese set up first - 72 IR on board B, on or north of hexrow Q; 71 IR on board A on or south of hexrow P. 23 Recon with either group. Soviets enter as follows: 11 Tank Brigade on south edge of board B; 7 Mechanized Brigade on south edge of Board A; 24 Motorized on north half of board B; Mongolians with any of the above units. 
Special Rules: The Halha river is uncrossable (therefore ignore all hexes east of the Suez Canal) but the west bank is not marshy as in the previous scenario.
Game Length: 15 turns: Soviets move first.
Victory Points: both sides: 1 point for each enemy unit eliminated.

5. NOMONHAN: STORM OF STEEL
23 Jul 39: The Japanese 72nd Infantry Regiment, with all the artillery support that can be scraped up, advances on elements of the 5 Machine Gun Brigade.
Japanese (morale B)
1 x 70mm IG
7 x rifle companies
1 x MG company

OBA: 2 x 75mm hwz (each 6 (H)); 1 x 120mm (each 12 (H)) 	Soviets (morale B)
1 x 76.2mm IG
2 x 82mm mortar
4 x rifle companies
4 x MG companies
	
Map: 
<C	
Ignore all roads, towns and woods hexes.
Setup: Soviets set up first, on or west of hex row Z. Japanese enter anywhere on the east edge of the board on turn 1.
Special Rules: 
Night combat: The Japanese are advancing under cover of darkness and so may not be fired at unless they are either adjacent to a Soviet unit or "illuminated." Japanese units may only fire at adjacent Soviet units. The Soviet player may use one or both of his mortar units to fire illumination flares into any hex within its range (LOS is not required): this will create "daylight" in that hex and all adjacent hexes, and so allow Soviet units to trace a standard LOS to those hexes. Illumination lasts only during the Soviet player turn; it can be fired at the beginning of the Fire Phase so that other units can fire directly on the revealed Japanese units.
Japanese pre-registered fire: After the Soviet player sets up, but before the Japanese player enters the board on turn 1, the Japanese player may select SIX  hexes on the board that will be "pre-registered targets" (write them down). These hexes must be within the LOS of a notional unit located on any hex on the east edge of the board, and can automatically receive Japanese indirect fire (from any or all of the three batteries available) without any unit having to have an actual LOS to the hex, though the Japanese player still has to roll for drift.
Game Length: 12 turns - Japanese move first.
Victory Points: both sides - 1 point per enemy unit eliminated.

6. NOMONHAN: ZHUKOV'S FURY
20 Aug 39: After an extended buildup, the Soviet 24 and 149 Motorized Regiments advance to smash the 64th Infantry Regiment of the 7th Division (a better-quality unit that was brought in to support the flagging fortunes of the 23rd).
Japanese (morale A)
1 x 37mm AT
2 x 70mm IG
8 x rifle companies
2 x MG companies
1 x truck
4 x Improved Positions

OBA: 2 x 120mm (each 12 (H))	Soviets (morale A)
2 x 76.2mm IG
3 x 82mm mortar (motorized)
9 x rifle companies
3 x MG companies
17 x truck
3 x BA-6 armored car

OBA: 2 x 122mm (each 12 (H)); 1 x 152mm (15 (H)) ; 2 x fighter-bomber	
Map: 
B>	
A>	
Ignore all hexes south of the Suez Canal (which stands in for the Halsten River, ordinarily not much of an obstacle but in this scenario it's the boundary of the axis of advance).
Setup: Japanese first, on both boards and on or east of hex row W. Entire Soviet force enters on the west edge of either or both boards on Turn 1.
Game Length: 15 turns: Soviets move first.
Victory Points: both sides: one point for each enemy unit destroyed or left on the board at the end of the game; Soviets: one point for each non-truck unit exited off the east edge of either board (the unit may not return).

6. AUGUST STORM
10 Aug 45: The forward detachment of the Soviet 36th Army attacks southward to seize Hailar in order to cut the rail lines from the fortified border areas to central Manchuria. The Japanese resist them, though the war would be over in five days.
Japanese (morale C)
80 Independent Mixed Brigade
2 x 75mm howitzer
3 x 70mm IG
3 x 37mm AT
12 rifle companies
1 x engineer company
8 x Improved Position
2 x FORT
6 x BLOCK
6 x TRENCH
9 x 1-1 minefield
	Soviets (morale A)
152 Rifle Regiment
1 x 76.2mm IG
3 x 82mm mortar
9 x rifle companies
1 x SMG company
1 x engineer company
3 x wagons
2 x trucks
205 Tank Brigade
1 x 82mm mortar (motorized)
3 x SMG companies
4 trucks
6 x T34/85

OBA: 2 x 122mm (each 12 (H)); 3 x fighter-bombers;   1 x attack bomber	
Map: 
<B	
C>	

Setup: Japanese first, on both boards and on or south of the line drawn by the east-west road on board B (from hex B-A-3 to B-F-6, then to B-Z-8, then the south fork terminating in B-GG-3). Soviets enter on the north edge of board B on turn 1.
Special Rules: Use the 5i4/16-1 Soviet infantry companies supplied in the original Panzerblitz game.
Game Length: 15 turns - Soviets move first.
Victory Points: Japanese: two points for each enemy unit destroyed or left on the board at the end of the game; Soviets: one point for each enemy unit destroyed and one point for each non-truck/wagon unit exited off the south edge of either board (the unit may not return).

7. THE USSURI BREAKS
Spring, 1969: Border skirmishes degenerate into open warfare - a Soviet motor rifle battalion, as advance guard for a division, engages part of a Chinese Border Guard division.
Chinese (morale C)
18 x infantry platoon (use lighter color Arab infantry units)
3 x 107mm RG
2 x 82 mm mortar
9 x Improved Position
4 x BLOCK
4 x TRENCH
6 x 1-1 minefield
	Soviets (morale B)
2 x 120mm mortar
9 x infantry platoon (use darker color Arab infantry units)
2 x combat engineer platoons
9 x BMP
4 x BTR-60
3 x T-62 tank

OBA: 3 x 122mm battery (each 12 (H))	
Map: 

C^
	
D^	

Setup: Chinese first, anywhere on either board but at least three hexes from the east edge of board D. Soviets enter anywhere on the east edge of board D on turn 1.
Special Rules: This is a modern scenario. Play it as a straight AIW game except Chinese infantry units are not normally doubled when attacking Soviet armored targets. They may use the "Japanese anti-tank tactics" special rule at their option.
Game Length: 15 turns - Soviets move first.
Victory Points: Chinese: 2 points for each enemy unit eliminated, 1 point for each enemy unit left on board D at end of the game. Soviets: 1 point for each enemy unit eliminated or road hex cleared of BLOCK counters or minefields; 1 point for each unit exited off the west edge of board C.

MANIFEST OF NEW UNITS SUPPLIED WITH THIS VARIANT

Unit	# 	AF	WT	R	DF	MF	Class	notes	
Japanese									
37mm AT	3	5	a	3	2	0	towed gun	4 x 37mm anti-tank guns	
70mm IG	3	3	h	8	2	1	towed gun	4 x 70mm infantry guns	
75mm hwz	2	6	(h)	32	2	0	towed gun	4 x 75mm howitzer	
Rifle coy	12	4	i	2	15	1	infantry	168 men, 6 x LMG, 3 x GL	
Cav sqn	3	8	i	1	8	3	infantry	125 cavalrymen, 2 x LMG	
MG coy	3	3	i	3	9	1	infantry	8 x MMG	
Engr	1	3	i	1	10	1	infantry	ª100 pioneers + eqpt	
M25	2	3	i	2	2	10	armd car	10 x armored cars (MG)	
Type 89	3	6	a	3	4	5	tank	10 x Type 89 tanks (57mm)	
Type 92	1	3	i	2	2	8	tank	10 x Type 92 tankettes (MG)	
Type 95	3	5	a	2	2	11	tank	10 x Type 95 tanks (37mm)	
Soviet									
Rifle	18	3	i	2	14	1	infantry	150 men, 12 x LMG, 3 x GL	
MG	4	4	i	3	10	1	infantry	12 x MMG	
BA-6	3	7	a	3	2	11	armd car	10 x cars (45mm)	
BA-32	2	5	a	2	2	11	armd car	10 x cars (37mm)	
BT-5	6	7	a	3	4	10	tank	10 x tanks (45mm)	
T-26b	6	7	a	3	4	5	tank	10 x tanks (45mm)