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Panzer - Reprint Ed.

PUBLISHED: 2012, 2016
MAP ART: Charles Kibler
COUNTER ART: James M. Day, Pascal Da Silva, and Mark Simonitch
RULEBOOK & PLAYBOOK LAYOUT: Charles Kibler and Mark Simonitch
PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley
Price: $80.00

Panzer: What's in the Box [413 Kb pdf], an overview of the Panzer series, present and future, by designer James M. Day


  • 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
LIVING RULES Sample Map Sample Counters: Sample Data Cards: Player Aids and Examples: ONLINE RESOURCES REVIEWS


Panzer Introduction


The Panzers Roll....


The tanks prepare for action. The fuel tanks topped off and the ammo loaded. The commanders confer one final time to review the battle plan. They await your orders.


As the fog clears, your beleaguered battle group once again moves into position to cover the retreating infantry. It is their only possible escape route. Failure is not an option – it never is. Your ranks have thinned since your first days on the Eastern Front. Those once halcyon times have now come and gone. The objective is simple. It is just a matter of holding the line until the reinforcements arrive.


The sharp report of a tank gun to your right quickly focuses your attention back to the situation at hand. The enemy is quickly advancing. You order the flank element to engage, all the while keeping a sharp eye peeled to the left thinking this is just another diversionary feint.


Again, your suspicions are correct. Their main force just broke over the rise on your left. You order the main body forward. The engines rumble, the guns crack and explosions erupt. Your forces will once more carry the day! 




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 




15 second to 15 minutes per turn 


100 meters per hex


Individual tanks, vehicles, towed guns and aircraft; infantry squads, half-squads, and sections 


Customer Reviews
# of Ratings: 18
11. on 1/17/2011, said:
I am rating this based on my excitement about the production! I have the original and I like the game quite a bit but it seems the new improvements to the components and the streamlining of the game system will be a definite must for my collection. I have been scaling down my orders in the past year but this one seems to be right up my alley. Fen did a nice job in his write up covering the complexity and how it compaired to other games in the genre. I feel the expansions that are announced with the initial game will enhance it significatly and thus, warranted the pre-order of all three products.
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12. on 10/30/2010, said:
I wanted to throw a few words in to support this upcoming game. My main past experience with this system is with Avalon Hill's MBT and IDF, but I've also played a bit of its precursor series Yaquinto's Panzer/88/Armor as well as the follow-up Panzer Miniatures first published by Lost Battalion Games then by Jim's own StrikeNet Games. Several posts back someone asked a comparison to ASL and ATS, two other popular tactical systems for WWII. The main difference is that ASL and ATS focus on the infantry whereas Panzer's focus are the tanks. However the infantry rules in Panzer are not "throw away" rules. In any scenario I've played where infantry are involved, they are usually key to winning the game. When in built-up terrain such as towns, they are hard to root out unless you have infantry of your own or commit significant resources and time in suppressing them with fire from your armor. They will suffer step reduction and suppression results but not to the detail of breaking, routing, and battle hardening that you'll find in ASL. Another difference is that ASL is much more detailed. That is part of the appeal of the game, as more detail gives players more options and tactical tricks to pull out during a game. I currently have played over a dozen games of ASL this year and will continue playing it. It's a fun system which has the advantage of available opponents in every major city in the U.S. Panzer, on the other hand, is simpler. The rulebook of past games in this system are not short but they are in my opinion well-written and easy to understand, certainly not written in the compact style of ASL. You can easily learn the game on your own, especially with the "introductory/advanced/optional" presentation of the rules that I expect will be the case in this new series. The general course of play goes like this. Players assign order chits to their units. Based on the orders, your tanks will fire, fire and move (though not to full effect), move, or overwatch. The combat resolution follows HIT-LOCATION-PENETRATION-RESULT which seems like a lot of detail to someone who may prefer the simplicity of one roll as in Conflict of Heroes. But to the armor fan this is the fun part that really doesn't take too long. It's definitely not Tobruk with its zillions of dice rolls. A few months ago I played a small game of IDF, where we took a platoon of T-62s versus a platoon of M-48s. The early game was spent maneuvering for good positions. Setting yourself in a grove would provide you with a good defense modifier, and if you could get on top of a hill that would give you a falling shot, with a chance to hit weaker top armor. The Israelis tried to move so they could cover long arcs of fire over open terrain as their crew quality and sighting equipment gave them an edge in a long-range battle. The Syrians tried to get as close as possible. The game played out down to the last two tanks in a tank duel. The Syrians won out, even though they lost more tanks. The Israeli tanks were worth more point-wise due to the crew grade bumping up the tank values. It was a fun quick game (under an hour) with nice little tactical decisions. As this game series has evolved, the designer has incorporated changes to improve the game. Firstly he has simplified the game. If you compare the armor data card from the Yaquinto Panzer to the samples on the P500 site, you'll see that there are fewer hit angles and less detail. The feel and fun of the combat resolution has not at all been lessened because of this simplification of armor values. The command control rules have also undergone major changes. I believe they were first introduced in MBT, where you were limited in the number of orders you could change for your group of units. In Panzer miniatures they underwent another revision, improving the advantages of a unit with better morale and organization. I would also like to add from looking over the entire series of games in this system that the designer's research into the subject is quite thorough. There was a phase where I did quite a bit of reading on the Battle of Kursk and I never found fault with his published Tables of Organization and Equipment in the Panzer miniatures rules. Another interesting validation was the strong ratings of the M1A1s in MBT vs. the Soviet armor that some gamers groused about but were well justified when you heard some of the combat reports from Desert Storm. So, in conclusion, if you have never tried this series and are interesting in tactical warfare (especially tanks) I would highly recommend you give it a try. It's given me hours of fun.
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