Inside the game

THE SYSTEM

Panzer Major Points:

Game system designed for small unit actions from platoon to battalion-sized formations.

-Vehicles, towed guns and aircraft are scaled at 1:1 with each 7/8” double-sided counter representing a single unit.

-The 5/8” double-sided leg unit counters are scaled at squads, half-squads and sections, including their attached weapons.

-Ground scale is 100 meters per hex.

Comprehensive yet quick to play.

-Basic set includes a 22” x 34” mapboard.

-Expansion sets include multiple double-sided geomorphic mapboards.

-Full color illustrated manual with various player aids and reference cards.

-Modular rules system with Basic, Advanced and Optional rules section. Players may keep it simple or as complex as desired. Includes rules for:

Vehicle include 11 unique hit locations, armor angles and penetration charts for level, rising and falling fire

Various ammunition type, e.g., AP, HVAP, APCR, HEAT, HE

Sighting Effects

Overwatch fire

Rate-of-fire

Indirect fire, both on gameboard and off gameboard

Hand-to-hand combat

Close assault

Troop quality

Command control

Unit cohesion

Morale

Smoke Effects

Mines

Obstruction

Bogging

Air-to-ground and anti-aircraft combat

-All of the unit data is included on the full-color data cards.

-The streamlined chit-based command system moves the action along at a brisk pace

-Scenario and TO&E Reference Book

-The add-on modules expand the game from the basic set.

Covers the major theaters of WWII including the:

-Eastern Front

-Western Front

-North Africa

TIME SCALE: 15 second to 15 minutes per turn MAP SCALE: 100 meters per hexUNIT SCALE: Individual tanks, vehicles, towed guns and aircraft; infantry squads, half-squads, and sections NUMBER OF PLAYERS: Two or more

Photo: Panzer base game plus Expansions #1 and #2, by Eddie Carlson.

PANZER BASE GAME

The Panzer base set kicks off the action with a cross-section of units from the Soviet and German Forces covering a period from 1943-1945, including everything needed to fight it out. These 32 (16 Soviet and 16 German) distinct units are represented on individual double-sided, Data Cards that contain all of the information necessary to fight those units. Some of the Data Cards contain the information for more than a single unit. For example, the Soviet and German Squads, Half-Squads & Sections Data Cards contain the information for all leg units. Reference either the Data Card Key - Vehicle or the Data Card Key - Leg for example Data Cards and an Explanation of what all the information means.

In addition, the base set includes the rule book for the entire series, organized into Basic, Advanced and Optional Rules sections. The Basic Game rules are structure for just vehicle on vehicle situations. They outline how vehicles move and fight as well as utilizing a simpler front/rear armor system for resolving AP (Armor Piercing) direct fire than the Advanced Game, as illustrated in the Basic Game AP Fire Example.

The Advanced Game Rules expand on the Basic Rules by addition of specific vehicle armor locations, GP (General Purpose) direct and indirect fire, the addition of Leg units and Towed Guns, Artillery, Aircraft, Close Assault and Hand-to-Hand Combat, and Overrun Combat. In Panzer GP Fire is the collective term used for HE, leg small arms, artillery, aircraft, and close combat actions. Reference either the AP Fire Example or the GP Fire Example for more information on Advance Game Fire types.

The Optional Rules expand the game to all new heights with a slew of possibilities including Morale, Platoon and Section Command Control, Non-Radio Units, Turrets (opened or buttoned up), Pinning Fire, Engineer vs. Terrain Combat, Mines & Mine Fields, Weight Limitations, Camouflage, Dual Driving Controls, Amphibious Movement, Fires, Long Guns, Terrain, Time of Day & Weather Conditions, Limited Spotting, Counter Battery, Variable AP Penetration, Illumination Fire Missions, Towed Unit Platform Gun Mounts, Variable Track Damage, Soviet Early War Communications, Brew Up Modifiers, Hidden Units, Reaction Fire, Lower Hull Hits, Narrow Roads & Paths, Fire Priority, Vehicle Collateral Damage, Infantry Smoke, Crawling, Tank Fright.

COMPONENTS:

2 Sumary Cards

16 full-color Tank Data Cards

Three full-color countersheets

22x34 inch map with one inch hexes

Rulebook

Playbook

Five Player Aid Cards

Four 10-sided dice

PUBLISHED: 2012

DESIGNER & DEVELOPER: James M. Day

ART DIRECTOR/PACKAGING: Rodger B. MacGowan

MAP ART: Charles Kibler

COUNTER ART: James M. Day, Pascal Da Silva, and Mark Simonitch

RULEBOOK & PLAYBOOK LAYOUT: Charles Kibler and Mark Simonitch

PRODUCTION COORDINATOR: Tony Curtis

PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

PANZER EXPANSION #1

This first expansion set for Panzer includes detailed TO&Es for the German and Soviet forces covering the entire war period from 1940 through 1945. It also includes a focus on what many consider to be the most intense tank battle in history, Kursk, with OBs for both forces and TO&Es for four of the most notable German divisions at the moment they saw action during that historic conflict – Grossdeutschland Panzer Grenadier Division, and the 1st, 2nd and 3rd SS Panzer Grenadier Divisions.

This first expansion set also includes the first four double-sided geomorphic mapboards. With them, players can recreate any number of tactical battles reminiscent of those actions fought out of the seemingly endless steppes of Russia.

COMPONENTS:

German TO&E Book

Soviet TO&E Book

Four two-sided 10 x 27 inch geomorphic mapboards

Two full-color countersheets

38 two-sided Unit Data Cards

One Reference & Scenario Book

PANZER EXPANSION #2

This expansion set completes the German and Soviet forces with focus on the early war, some less common, and Soviet Lend-Lease units. Includes TO&Es for two of the more notable Soviet formations to employ Lend-Lease forces – the 18th Tank Corps (July 1943) and the 1st Guards Mechanized Corps (January 1945). Also included are the next two geomorphic mapboards for expanded play and many more battle combinations.

COMPONENTS:

Two two-sided 10 x 27 inch geomorphic mapboards

Two full-color countersheets

24 two-sided Unit Data Cards

One Reference & Scenario Book

PANZER EXPANSION #3

Panzer Expansion #3 shifts the action to the Western Front where the US and British forces drive the beleaguered German units across Western Europe and into the very heart of Germany.

The Reference & Scenario book includes a host of new optional rules covering Suggested Initiative, Spot Removal, Delayed Reaction, Bocage Country, Defensive Fire, and many others including complete rules and reference tables for airborne and glider operations. A few new special units, like the Churchill Crocodile flamethrower tank, stoke up the action to a new level.

You will find no less than twelve versions of the Sherman tank in both US and British livery, Cromwell tanks, Hellcat, Jackson, and Achilles tank destroyers, Greyhound and Humber armored cars, anti-tank guns, four new aircraft and many others. The Germans are also well-represented with the Marder III, StuH 42, Jagdpanther, Jagdtiger, Hetzer (including the flamethrower version), SPWs, PSWs, and more.

The ten scenarios include seven historically based and three actual historical scenarios that cover a wide range of action on the Western Front between US, British, and German units including the two clashes between the British 7th Armoured Division, Panzer Lehr, and the SS Tiger tanks at Villers-Bocage.

Also included is a detailed Tables of Organization & Equipment (TO&E) book outlining eight US and British (Commonwealth) divisions. The German formations include Panzer Lehr, two Panzer Brigades, and s.SS-Panzer Abteilung 101.

Ownership of Expansions 1 & 2 is not required to field the German forces, they are all included here. However, this expands on those German units included in the first two expansions – no unit IDs are duplicated. Combine the German units from all three expansions to create customized scenarios on either the Western or Eastern Front.

Finally, this expansion includes the next 4 double-sided geomorphic mapboards, modeling the terrain found in the close confines of the French boscage country and many other features as the Allied forces push into the heart of Germany. Add these 4 geomorphic mapboards to the 6 geomorphic mapboards from expansions 1 & 2 for added play and many possible battle combinations.

COMPONENTS:

One Reference & Scenario Book

65 two-sided Unit Data Cards

Five full-color countersheets

One TO&E Book

Four double-sided 10"x27"geomorphic mapboards with one inch hexes; 8 mapboards total

MBT

MBT is a complete game system modeling the US 7th Army and the GSFG Soviet mechanized forces of 1987. It is M1 Abrams (105mm and 120mm armed versions) versus a whole stable of Soviet armor with their T-80s, T-72s, T-64s, and upgraded models of the T-62 and T-55. There is even M60A3s sprinkled in to balance out the US tank inventory. Bradley IFVs and CFVs mechanized units are set to take on their counterparts mounted in BMP-1, 2s and even a few 3s. Not to be overlooked, M113A2s and BTRs and MT-LBs are also set to make their appearance.

Mechanized infantry and their related weapons are in abundance, including the M47 Dragon, M72 LAW, AT-7 Saxon, AT-4 Spigot, and multiple RPG versions.

The scale is right down in the weeds with individual vehicles, infantry squads, half-squads and sections. Each hex is just 100 meters across, so it is going to be nose-to-nose action at its finest.

The rules cover the total realm of modern mechanized combat with ATGMs, including TOW and deadly Soviet gun launched missiles like the AT-11 Sniper and AT-8 Songster, special armor (including ERA), advanced night fighting with thermal imagers and image intensifiers, advanced artillery with ICM and laser guided shells, helicopters, including the AH-64A Apache and Mi-24P Hind-F, attack aircraft, including the A-10A Warthog and Su-25 Frogfoot, and missile and gun armed AA units to counter the deadly air threats. It is all included in this total package.

Battle it out in 10 scenarios over the 5 double-sided geomorphic maps, covering open and wooded terrain and urban settings.

COMPONENTS

5 8½” x 11” counter sheets

5 10” x 27¾” double-sided geomorphic map boards

26 full-color 5” x 4” Data Cards

Full-color Rulebook

Full-color Playbook

2 11” x 17” Game Cards

5 Player Aid Cards

4 10-sided dice

MBT includes rules for:

Vehicle include 11 unique hit locations, armor angles and penetration charts for level, rising and falling fire

Explosive Reactive Armor (ERA)

Various ammunition type, e.g., APFSDS, AP, HEAT, HE, ATGMs, e.g., TOW, Dragon, AT-7 Saxon & AT-8 Songster

Command Control

Troop Quality

Unit Cohesion

Morale

Sighting Effects

Night Vision

Overwatch Fire

Rates-of-fire

Indirect Fire, both on mapboard and off mapboard

Hand-to-hand Combat

Close Assault

Helicopters

Aircraft

Anti-aircraft Combat

Obstruction

Bogging

TIME SCALE: 15 second to 15 minutes per turn

MAP SCALE: 100 meters per hex

UNIT SCALE: Individual tanks, vehicles, towed guns, aircraft and helicopters; infantry squads, half-squads, and sections

NUMBER OF PLAYERS: 2 or more

Designer Jim Day runs a demo play along with Rob Doane, creator of the VASSAL module.

DESIGNER NOTES:

Evolution of the game

The GMT version of Panzer owes it roots to the original Panzer, Armor and 88 games, by Yaquinto; MBT and IDF, by Avalon Hill; as well as the Panzer Miniatures Rules, by StrikeNet Games. MBT/IDF evolved from the original games by simplifying some aspects, e.g., dropping simultaneous movement, increasing the scale from 50m per hex to 100m per hex, and changing to a six-sided, hex-based hit angle methodology. Design improvements were made to the infantry rules, command and control rules and morale effects. Of course, those games required some additional complexity due the requirements of modern tactical combat.

The Panzer Miniatures Rules took the current gamer preferences into consideration by simplifying some aspects further to streamline and speed up play. The data cards were also reduced in size requiring that some of the data, especially the armor data, be streamlined in presentation. Enhancements were again made to the infantry rules, command and control rules and morale effects. The sequence of play also evolved to a hybrid sequential system where the player/side controlling the initiative acts first in most of a turn’s phases.

I believe that element is one of the most significant improvements in the game system. Through that process, the superior force, from a command and control standpoint, dictates the flow of battle, albeit never as a sure thing since no such thing exists in combat. For example, that’s one of the reasons the Germans defeated the French in 1940, as some of the French tanks were actually superior designs to their German counterparts. Of course, command capabilities at the platoon and company level also came into play with many of the French tanks lacking radios (yes, that element is also in the game as an optional rule). I believe this approach provides for a much more realistic outcome at a tactical level than artificially increase or modify individual units’ performance to accomplish the same outcome. Not specifically considered is a nation’s strategic vision of how armor should be employed. That is reflected in the scenario’s OBs and the TO&Es for specific units.

The new data cards display more information than the Panzer Miniatures Rules and are what I believe to be the best approach to show all the critical information. The GMT game maintains the 100m per hex scale as I think that provides a good balance for potential ranges on a typical game board and the fact that a typical tank platoon has a battle space of over 100m. The game scale is intended to support more than one unit per hex, just not an entire force. That works hand-in-hand with the command and control system as there is a command range or span that units from the same platoon must maintain (advance game element) to enable certain command efficiencies.

Speaking of the advanced game, the rules are organized into basic, advanced and optional sections. That way the players can not only quickly dive into the game but can also tailor the complexity to their own tastes. You can play with just a few tanks or all up with all of the advanced rules and options to suit your own style.

The Sequence of Play

With regards to Panzer's Sequence of Play, please reference the following image from the game. It outlines the sequence of play broken down in the same manner that the rules of play are organized: Basic Game (black text), Advanced Game (red text) and Optional Rules (blue text).

Let's address the Basic Game elements of the Sequence of Play.

1) Spotting Phase: Resolve all spotting attempts.

2) Command Phase: Place commands. One of five possible choices – Fire, Move, Short Halt (Fire then Move), Overwatch, or No Command.

3) Initiative Phase: Determine which side controls the initiative for the current turn. The controlling side is the First Player during the following phases.

5) Combat Phase, Direct Fire Step: The First Player, as determined above in the Initiative Phase, resolves all Direct Fire from those units with Fire and Short Halt orders against spotted targets. All resulting damage is applied before the Second Player resolves Direct Fire. The Second Player then resolves all Direct Fire from those units with Fire and Short Halt orders against spotted targets.

5) Combat Phase, Overwatch Fire Step: The First Player’s units with Overwatch orders may resolve Direct Fire against those units that fired in the Direct Fire Step. Note that Overwatch Fire is voluntary. Then the Second Player’s units with Overwatch orders may resolve Direct Fire against those units that fired in the Direct Fire Step. Overwatch fire may trigger a series of fire responses.

6) Movement Phase, Movement Step: The Second Player resolves all movement for those units with Move and Short Halt orders. Note that movement may trigger Overwatch Fire from any of the First Player’s units so ordered that didn’t fire during the Combat Phase. The First Player then resolves all movement for those units with Move and Short Halt orders. Note that movement may trigger Overwatch Fire from any of the Second Player’s units so ordered that didn’t fire during the Combat Phase. Overwatch fire may trigger a series of fire responses.

8) Adjustment Phase, Pivot Step: The players simultaneous pivot all eligible units.

8) Adjustment Phase, Adjust/Remove Markers Step: The players simultaneous adjust and remove all appropriate markers, e.g., Order Markers.

So, all units resolve their shots on an individual basis as either the First Player or the Second Player. This leads to the next question: sequential vs. simultaneous fire.

Sequential vs. Simultaneous Fire

Let me speak to the logic behind sequential vs. simultaneous fire. With the original game’s simultaneous approach, I received many comments, and I personally observed situations where the superior forces were not afforded the proper recognition of their qualitative advantage. They should expect to get off the first shot MOST of the time. That is why their initiative advantage is not an absolute one — no guarantee. For example, if you look at the total number of T-34s lost during the war to that of Tigers, there truly was a qualitative advantage. The initiative may go one way or the other; that is truly the nature of tactical level games. At times, the balance hinges on just a few events – the trick is to control, dictate or minimize those times or be prepared to, in a sense, ‘roll-the-dice’ on the potential outcome. It is reasonable to expect that a superior force should generally control and dictate the action at a tactical level. With strategic level, or even operational level games, those outcomes tend to balance out.

In addition, having just a grade modifier is not enough of an advantage for the superior troops since that offers little if any difference at point blank range. Remember, that the rule-of-thumb for the US Forces was 5 Sherman KOs for every Tiger KO. The war’s final outcome came down to a numbers issue where quality just couldn’t ultimately defeat quantity.

I have often also seen the reverse situation take place where a superior force was counting on controlling the initiative and then at the most inopportune time they lost it. That’s why in Panzer you place your order chits BEFORE determining who controls the initiative – one should not be able to totally predict the future.

What I think you will now see with this system is a change in tactics. I believe it more accurately simulates the real action – it has a good feel to it.