Showing posts with label GMT Panzer. Show all posts
Showing posts with label GMT Panzer. Show all posts

Wednesday, 14 October 2026

The Crossing: Ukraine, Late 1943




I can't help but feel a little uncomfortable in publicly 'gaming' Ukraine situations, while that country is presently suffering the miseries of war, but here we are in 1943.


After the recent knock-about games with a lone KV-1S and Panzer IIIM, using the Panzer boardgame system from GMT, I felt ready to play scenario 1.


This is essentially a meeting engagement with both sides ordered to capture the two bridge crossings and the ford. 


The Soviet tank company has 3 platoons, each of three T34/76 (43), plus a company commander for a total of 10 tanks. The Germans get 2 platoons, each of five PzIVG, plus a company commander for a total of 11 tanks.


The scenario is intended as an intro game, fully compatible with just using the basic rules, however I am swapping out some rules for the advanced versions, to include the gun / armour / fire process and the inclusion of command, which essentially determines the number of orders you can place and sets the distance that tanks may separate from other tanks in their platoon . 


The respective company commander tanks have a command radius of 10 hexes (1000 metres).


I have also dipped into the optional rules for vehicle bogging and will also have a go with the morale rules.


Soviet on the left, German on the right



Above - the starting positions. The Soviets have chosen to put two platoons on their left, but this leaves them with just one platoon on the right, who will be facing the greater numbers of a German five tank platoon and will need to use the local terrain to their advantage!


In the opening turn, everything on both sides are given ‘move’ orders. The forces simply need to close on the objectives and get within effective gunnery range. For the most part in this scenario, avenues of approach are fairly open, so there are dangers to both sides.


The battle quite quickly develops into two separate types of engagement. On the Soviet left, there is basically a shoot-out over open sights. 


The gun on the Soviet T34/76 when it fires at 10 hexes is classed as medium range, but at 11 hexes and above, the gun fire becomes classed as 'long' range fire and that makes things harder to hit.


The Soviets have slightly disadvantaged themselves here as one of their platoons is 10 hexes from the panzers .... but the other is 11 hexes away! That second platoon have crossed the cusp of benefitting from medium range and will now be using long range.


The more effective Pz IVG gun can claim medium range right out to 12 hexes, so the Panzer IV's have BOTH Soviet tank platoons within medium range and that gives them a 20% advantage in the chance of scoring hits when trading shots with the Soviet tank platoon that is furthest away. It is these nuances that delight.


Over on the Soviet right, their tank platoon enters the linear woods at its top end and a game of cat and mouse evolves.


The German tanks that face them have split their platoon, 3 tanks enter the lower end of the woods, while 2 tanks move along the river bank to put down fire support, but one of those tanks is immediately brewed up and left burning (see below).





Now going back to the Soviet left flank, losses climb for both sides, the Soviets lose two tanks and the crew of a third bail out (failed bail test) when their tank is hit and damaged. The Germans also lose two tanks, while another gets damage and another specifically suffers a track hit, even so, it is presently the Germans that now have more gun tubes in action!


Suddenly there is a big set-back for the Germans, their company command tank has crested a hill exposing it to fire from the Soviets at the woods edge. ‘BOOM’, a hit and a brew up! The loss of the company commander means that from now on, the Germans can only have up to half their available orders used for move orders - effectively making them less responsive on manoeuvre.


Casualties are roughly even and heavy, both sides are close to reaching their cohesion point levels, once reached, the number of things that can trigger morale tests increases .. including any movement! Things will just go downhill.


If they are to win, the Germans need to end that stalemate position in the lower woods and so they break cover from the trees to out manoeuvre the Soviets at the top end of the woods, hoping to get behind them.


The next tank lost is Soviet and their force hits their Cohesion Level, the commander knows that all offensive action is now out of the question and decides that the remnants of the company should pull back and find cover, from where they can overlook the crossing points at the river and fire …… but once you hit your cohesion level, importantly - even basic movement triggers morale tests and today, rather quickly, following failed tests, the Soviet vehicles start to hesitate and gain 'broken' status - it really is all over for them.


The game is only at the halfway point, plenty of time remains  for the battered German force to manoeuvre to control the river crossings and claim a chunky victory!


The introduction of the advanced gun / armour rules and the addition of the two optional rules, morale and bogging added extra depth to my previous play. With 15 turns to the scenario, I almost certainly could have been more thoughtful for both sides in their approach to initial contact to reduce losses.  


On the Soviet left, having one platoon at medium range, while the other was (just) at long range from the PzIV’s, meant that their effectiveness was immediately reduced by 20% and that as it turned out mattered. I could have given that platoon a 'Short Halt' order, which for that turn would have allowed them to fire with a heavy penalty (-3), but then they could move up to half allowance and that would have brought them closer for subsequent shooting. The German ‘mid range’ for their 75mm gun is a little more generous, with their guns being able to fire out to 12 hexes, which was catching both of the Soviet platoons - I like these small differences, they matter. The Soviets needed to move closer or get onto the German flank - that sounds realistic!


It should also be noted that the Germans were lucky when each of their own Bail Tests following damage were passed and so those tanks stayed in the game. The Soviets by contrast failed their one and only Bail Test, costing them a tank.


The Cohesion level is set by the scenario, being 6 for the Soviets and 7 for the Germans in this instance. That one point difference actually decided the game because both sides at the end actually had equal losses of 6 tanks, but with the Germans still not reaching their own cohesion level, they remained effective, while the Soviets didn’t. 


It is hard to do much, or at least it becomes more restrictive to do the things you need to do, once that Cohesion Level has been reached and that of course is all for the good as it starts to close the game down rather than witness both sides fighting to the last tank etc.


There are 8 scenarios in the core module, all set in the mid war. I will start to go through the module, playing the scenarios in the order that they are presented, each time bringing more of the system into play.


Scenario 2 is set in Poland 1944 and it gives another chance with a vehicle only scenario to use the basic rules. It is a meeting engagement that centres upon two forces advancing on a village. The players can bring in some of the advanced rules if they want.


Scenario 3 introduces the addition of infantry, anti-tank guns and transports and so we find ourselves being drawn into the advanced rules to deal with these new elements.


Doing a bit of re-familiarisation with the system has been enjoyable.


Resources.

A few years ago, on an earlier wave of enthusiasm for all things Panzer, I did a blog post that compared the T-34 to the Tiger tank. It is probably too long and too dry for many tastes, but I include a link for those that like these sort of things - LINK


https://battlefieldswarriors.blogspot.com/2017/08/panzer-by-gmt-analysis-of-t34-v-tiger-i.html


I have another bit of web space called COMMANDERS that is a bit more snippet based than here and gets updated more regularly - LINK


https://commanders.simdif.com/dear_diary.html


Monday, 28 September 2026

The Formidable KV1

 


I came across a couple of accounts that reflect the formidable nature of the KV1 tank and the surprise of German tank crews as they came across these  behemoths of their day.

24th June 1941, the opening days of Operation Barbarossa, near Raseina. A lone KV1 held up a German combat group for a day at strategic crossroads.

20th August 1941, near Leningrad, a single hull down KV1, held up 8th Panzer Division, destroying 22 German tanks and receiving 156 hits!

I have recently re-bought back into the boardgame series Panzer, designed by James Day and published by GMT. 

To re-familiarise myself with the tank part of the rules, doing a few knock-about games with just a few tanks would be a good rules intro and an opportunity to do a lone KV tank defending against the odds!

The expansion modules do include an early war KV, but I have not punched those counters out yet, so staying with the core title, I do have a KV-1S (42). There is a scenario in the box that has them in use in late '43. For the Germans, the same scenario has Pz IIIM's, so that's that!

A few notes .... both sides are counted as seasoned. The lone KV is worth 64 points and a platoon of four Pz IIIM's is worth 212 points - so that's fair :-) 

The German tanks with ordinary AP shells for their 50/60 guns cannot penetrate the KV frontally, though they may get a lucky track shot. If they get a bit closer and have APCR rounds (random test), they can knock a KV out frontally.

In contrast, the Soviet 76.2 / 43, can likely see off the more lightly armoured Pz III's.

At Start


Above - in our game, the lone KV-1S is on hill A.17 (map A), a low feature, the four Panzer III's with enter the board (above left circle with grey counters) 1200 metres away.

The game does come with beginner / advanced and optional rules. I will be using the beginner rules, but as I have played before, the gun / armour / shooting system will be swapped out for the advanced rules and command rules will be added.

We shall resurrect our old east front veterans, who we have previously met, Junior Lieutenant Ivan Sokolov in the KV and 1st Lieutenant Otto Müller in the tank marked 100.  



Above is the data card for the Panzer IIIM. It will either scare you or delight! 

The first time that I ran this, the German tanks got badly mauled, this is the second run.

Turn 1 - The Panzers enter play in a single stack. The KV is on an Overwatch order and fires at the moving target, causing damage to Müller's tank! The Panzers are under Move orders and even now at 900 metres distance they cannot harm the KV, even their APCR is unlikely to do the job.

Turn 2 - The Germans win the initiative, not that it matters as they just want to move ahead as fast as possible, so they won't be firing. The KV selects another German tank and fires - a miss!

Muller has been allocated two orders, he and another tank will edge a little closer with the hope that next turn, they have enough APCR to start engaging the KV frontally, while the other two tanks will move towards the bottom of the hill, which is a blind spot to the KV (due to the plateau nature of hill levels).

Turn 3 - The Soviets win the initiative, this is important now because they want to fire first. They hit one of the two tanks moving towards the blind spot and get a knockout. The Germans fire second.

Müller has APCR but misses.

Tank 101 (that stayed back with Müller) in haste, load up AP and miss.

Tank 102 was brewed up at the start of this turn.

Tank 103 Moves to the lower side of the hill (see below).



At this point, I would be inclined to pull the KV out, it is about to become compromised, but in our opening accounts, the crews stayed at their post. Retreat / retire was not a practical option to them ... so Sokolov tells me that he is following their great example and staying put!

Turn 4 - This time it is the Germans that get the Initiative and they choose to fire first. Tank 101 has put APCR into the spout, fired and hit the KV front hull. At 700 metres the APCR penetrates with a value of 20, the KV, with a slight benefit from the higher ground has an armour value of 18, so is penetrated. Rolling on the results table gives us a knock-out.

Well that was short and sweet! The German platoon starting with 4 tanks has one destroyed and one damaged, a better result for them than in the previous game and tank 103 didn't have to risk exposing themselves when climbing the hill to get to point blank range (I did this in the last game and in the next turn, the Soviets won the initiative and fired first ..... knocking out the German tank.

This could be re-run a few times, easily getting different outcomes. The Germans need to have enough APCR to engage frontally, not a certain thing here as they need to roll 5 or less on a D10 each shot to get it, or get behind the KV to fire at the weaker armour, again not a certain thing, but perhaps help their chances would be helped with a track hit on the KV ...... not a certain thing :-)

So a very simple action and I am now back up and running with the core tank rules. It is time to add in some other rules and that is how this system works, you bolt rules on as and when you are ready to explore that part of the system.

I will go for scenario 1, which gives around 10 tanks per side, T-34's and Panzer IV's in a meeting engagement, Perhaps Otto Müller and Ivan Sokolov will grace us with another appearance :-)

The core Panzer module has just gone out of print for the third time. It is on the P500 list at GMT to hopefully be reprinted. In the meantime, the only new copy that I am aware of is at Second Chance Games (UK). I believe it is their last copy ...... because I was told that I bought the second to last copy - phew!

Resources.

I have another bit of webspace called COMMANDERS, it is more magaziney than here and updated frequently. LINK

https://commanders.simdif.com/dear_diary.html

There is another post about Ivan and Otto that highlights their respective tank training schools. LINK

https://battlefieldswarriors.blogspot.com/2018/09/panzer-and-tale-of-two-tank-platoons.html

                                                                                                                   

Thursday, 17 September 2026

Revisiting a Tale of Two Tank Platoons



I have just re-bought back into the 'Panzer' series, which looks at WWII tactical action. 

In September 2018, I put up a post called A Tale of Two Tank Platoons. In introducing the game play, it looked at an action from the perspective of how tank crews from both sides on the east front were trained.

I think the post has been one of my favourites during my time as a blogger and so rather than write up something similar, I thought I would simply give a link back to that article - I hope you enjoy it. 

LINK

https://battlefieldswarriors.blogspot.com/2018/09/panzer-and-tale-of-two-tank-platoons.html


RESOURCES

I also have some separate webspace called COMMANDERS, which is more snippet based than here. I post there more often than here and at the moment it is a more reliable way of seeing my stuff than Blogger.

LINK 

https://commanders.simdif.com/dear_diary.html


Tuesday, 2 August 2022

Panzer, a re-introduction!




Originally published by Yaquinto Games in 1979, Panzer, designed by James Day, was refined and republished in 2012 for publication with GMT. It has recently had its third printing.


The game is a WWII design with armour as its focus. Each counter represents a single vehicle, a gun or a section of infantry. The map scale is 100 metres per hex, which gives an interesting contrast to many of the WWII tactical games that use the same unit scale, but operate at just 50 metres per hex.


Anyway, Panzer and associated modules were one of the four big WWII tactical designs that I previously collected, but sold two years ago and here we are again, going full circle, it has re-entered the collection and I am enthusiastically putting it through its paces again - starting with scenario 1 from the base game and slowly picking up and enjoying the depth of play that falls from this tank centric design.


The rest of this post just highlights some of the facets of this design and uses an AAR of scenario 1 to demonstrate some of the flavour and mechanics. Please use the ‘read more’ tab for the rest of this page.


Friday, 21 September 2018

Panzer - and a tale of two tank platoons

Panzer is a detailed WWII tactical game published by GMT, hexes represent 100 metres of ground and counters represent individual tanks.



This post takes a slice of action to create a fictional insight into the experiences of two quite different tank platoons, one German, the other Soviet, that find themselves fighting for the same objective on a battlefield in late 1943.


The differences between the men’s training and their machines will hopefully come through as this system delights in such things and some aspects of the system will also get to be discussed.


please use the ‘read more’ tab for the rest of this post.

Monday, 3 September 2018

Panzer by GMT

The Panzer series is designed by James Day and now produced by GMT.


After dabbling over the past year with two other tactical WWII systems, I have picked up my Panzer system again and set about reading the rules to refresh my memory, while enjoying the detail and some of the sensible decisions falling from the design.


Just to get the rule flow going again in my head, I have returned to the introductory scenario 1, ‘The Crossings : Ukraine late 1943’.


The rest of this post gives way to some general observations and ramblings of a system that remains superbly supported by its designer and that oozes designer knowledge and passion (I must also give mention to system fan Fernando Sola, who also gives unstinting supporting in fielding Q&A at both Consimworld and BoardGameGeek).


Please use the ‘read more’ tab for the rest of this post

Saturday, 26 August 2017

Panzer by GMT - analysis of T34 v Tiger I

Panzer published by GMT and designed by James Day

As part of an ongoing series of articles that looks how individual tactical games deal with gun / armour rules, this post offers some observations about the game 'Panzer' published by GMT.

As usual, the article will be comparing how a design handles T34/76 tanks running up against a  German Tiger I, while giving some insight to design / play processes.

Above graph showing gun fire values at point blank range.

Panzer is a tank centric game that interestingly takes a more ‘hard data’ approach to processes than we are generally used to seeing in these days of abstraction based tactical games. Does this bring us closer in terms of simulation?

Please use the ‘read more’ tab for the rest of this post.