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Panzerschreck: Destruction of Force Z Salvo!

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Panzerschreck

Issue 16 Spring 2014

Magazine of Wargame Variants — Solitaire Wargames

Destruction of Force Z
Salvo! 2nd ed.
This issue’s wargame is available separately. To purchase a copy
of DESTRUCTION OF FORCE Z (complete with illustrated 12-
page rule booklet, full color map, counter set, and Reference
Card), visit the Minden Games website, and order via Paypal.
(See page 10 for more details about the game.)
http://minden_games.homestead.com
2
Panzerschreck
Issue 16 Spring 2014

Opening Rounds . . . The Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4


Featured Variant: Axis & Allies 1941 . . . Bradley Shatner. . . . . . . . 6
Campaign Analysis: The Destruction of Force Z . . . . . . . . . . . . . . 8
Issue Game Description: Destruction of Force Z . . . . . . . . . . . . . 10
(Issue game available for purchase separately)
Mini-Sim PDF Game: Salvo! 2nd ed. . . . . . . . . . . . . . . . . . . . . . . 11
Short Takes: Inchon (Simulations Canada), Oil War (SPI),
Ortona (Simulations Canada) . . . James Meldrum . . . . . . . . . . . . 12
Observation Post: Julius Caesar (Columbia) . . . Robert Smith . . .
Slouch Hats & Eggshells (Legion) . . . Gary Graber . . . . Fading
Glory (GMT) . . . Robert Smith . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Solitaire Wargaming Theory and Retro’s Expanded Mission . . .
. . .William P. Driscoll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Synopsis of Games Published in Panzerschreck . . . . . . . . . . . . . . 22
Synopsis of Games Published in Panzer Digest . . . . . . . . . . . . . . . 25
Extra Ship Counters for Destruction of Force Z . . . . . . . . . . . . 29
Latest Minden Releases & PDF Games . . . . . . . . . . . . . . . . . . . . . 30
_____________________________________________________________________________________________________________________________ ______

Panzerschreck #16, Spring 2014. Panzerschreck publishes articles and strategy


games for boardgamers. The magazine portion of Panzerschreck #16 is available as a
free download from the Minden Games website. Readers may print off a copy for their
own personal use, and may distribute it as long as it is not modified, is in its entirety, and
without charge. All rights reserved. Entire contents are copyright 2014 by Minden
Games. Panzerschreck #16’s issue game is Destruction of Force Z, available for pur-
chase separately at the Minden Games website.
Publisher: Minden Games. Editor: Gary Graber. Contributors: James
Meldrum, Brad Shatner, Robert Smith, William Driscoll. Ordering Informa-
tion: Game orders and Minden products may be ordered from the Minden
website, and purchased through Paypal.
© 2014 Minden Games

http://minden_games.homestead.com
Opening Rounds
by the Editor
It has been a long time since I wrote to debate, but it is several dollars. And it
this column for Panzerschreck. A lot of saves postage, especially for those outside
water has gone under the bridge since North America. Another advantage is
then, but I do not intend to focus my when I “publish” a pdf magazine issue, I
thoughts on that. Rather, I want to draw don’t need to resort to the printer. This
our attention to the present, and future. reduces upfront costs a great deal. I can
This magazine has always focused on also use color on every page. The down-
wargame variants and small games that side is that gamers do not get a printed
are typically solitaire friendly. I want to hardcopy of the magazine, but the upside
continue that emphasis. I have nothing is they can print their own in color (or
against variants to new games, but I grew view on screen) at no cost. In the past,
up with the Avalon Hill and SPI classics, there was always a “split” in readership
and those are the sort of games that still between those who bought an issue just
turn my crank the most. So, no one for the game, and those who bought it for
should be surprised if out-of-print titles the game and the magazine content. By
continue to receive attention in these making these two things available sepa-
pages. rately, I am hoping that each contingent
The biggest change is, of course, the will be happy. After all, the magazine
manner of delivery for the magazine. I’ve component and the game component are
decided to make the magazine-portion of both still available, albeit separately, and
Panzerschreck available as a free down- at a reduced overall price.
load. The main issue game is available My guess is that readership of the
for purchase separately. This accom- magazine will grow, given the new distri-
plishes several goals. It reduces the price bution for the magazine. (And that is a
of the issue. Exactly how much is open good thing.) This increased exposure

Send your name and email address


and ask to join the Minden Pals. It’s
free, and gives you access to special
discounts and bonuses that are only
available to Pals.
To join, simply send an email (with
“Minden Pals” in the subject line) to:
minden2@hotmail.com
and we’ll add your name to the list.

4
should, in turn, increase sales of the issue issue. One is a Mini-Sim (Salvo! 2nd
game, in the present case, Destruction of ed.), which in the Panzerschreck tradition,
Force Z. It is not 1998 anymore; onward forms a part of the magazine, and must be
and upward should be our motto, in life, printed off. The main issue game is De-
and in wargaming. Exploring new ways of struction of Force Z. As it says in various
marketing Minden products makes sense. places within these pages, you need to
To answer a few obvious questions. order this game separately. It is a design
No, a revived Panzerschreck in this for- that fits squarely within the established
mat does not mean anything negative Panzerschreck canon: small, playable,
about Panzer Digest. Right now, the idea historical, and solitaire. Game components
is to have a downloadable magazine (the include thick, color card for map, count-
former), and a hardcopy magazine (the ers, and Reference Card, to go along with
latter). No, I do not have any plans con- the illustrated rule booklet. I am confi-
cerning frequency of issues. I would call dent that anyone who is familiar with the
Panzerschreck #16 an experiment, in that Panzerschreck games of the past will rec-
regard. If sales of this issue’s game justi- ognize it as part of the family. There is
fies the approach, you can expect to see enough in this issue to tell you about the
more of the same format in the future. campaign and the game itself, and I hope
We have a pretty good base of Minden you will give it a try and order yourself a
Pals and regular customers, and I am hop- copy. (And, if you are not already a Min-
ing that their response to the new format den Pal, why not sign up? It puts your
will be positive. Nothing else to say, name on our Pals mailing list, and gives
really, except that we’ll find out how it you access to specials and discounts.)
works and go from there. Finally, a few words about the content
There are two games included in this continued on page 34

5
Variants for
Axis & Allies 1941

by Brad Shatner

Axis & Allies 1941 is a new, introduc- the US starts with 15 IPCs, the board says
tory game in the Axis & Allies series. It is 17. We go with 17, which I believe is the
designed to play in under two hours. official ruling.
While it uses the familiar game system,
the game has a new map, fewer units, and 4. Starting Forces. I am aware of
less income generated per turn. This discussions about play balance in the
makes the game more accessible to rookie game, and how adding pieces at the start
players than standard A&A. of the game can address this. We have
While not wanting to argue against the adopted the standard A&A 1941 set up,
game’s premise (a quick playing design with these additions. The new, additional
for beginners), here are a few variant rules pieces may start in any area the owning
that we use for A&A 1941. They are player wants as long as there is at least
meant to enhance your gaming fun, with- one other piece of that country that starts
out adding complexity or new rules. there already. In the case of the Soviet
Mix or match the rules as you want. Union, the new pieces may start in the
_______________________ same or different areas.
Soviet Union: 3 additional infantry
1. Game Pieces. We use pieces from Germany: 1 additional infantry
other A&A games to supplement those United Kingdom: 1 additional battle-
found in A&A 1941, as sometimes pieces ship.
run a little short. Simply borrow a few Japan: 1 additional fighter
infantry, tanks, etc. for each country and United States: 1 additional destroyer
keep them on hand. We also prefer the
classic chips used in A&A, instead of the 5. Additional Income. I know the
cardboard ones in the new game. It’s easy income in the new game is supposed to be
enough to do this, so why not? low, but why not rev it up at least a little?
We suggest each country gets three extra
2. IPC Money. In the same way, we
IPCs per turn. To make it easy, just make
use IPC money from standard A&A, to
each nation’s capital worth three more
keep track of IPCs. (Use Monopoly
IPCs than the map says. So, Germany is
money if you have to.) It’s easier and
now worth 7 IPCs, Russia 6, etc. The
more fun to pay for pieces with money
original Axis to Allied ratio of IPCs at the
than keeping track on a chart!
start of the game is 21:36 in favor of the
3. USA Starting IPCs. The rules say Allies (Axis have 58% as many as the
6
number (or zero) divisible by
three (e.g. –3, 0, +3, +6, etc.).
Low bid plays the Axis, at the
stated bid. (If tied, roll off to
see who plays the Axis.) The
area “Germany” gets two-
thirds of any increase (or de-
crease), and the area “Japan”
one-third. For example, on a
winning bid of +3 in a game
Allies). Using this variant, the starting using the original IPC starting values, the
ratio is 27:45 in their favor (Axis start with “Germany” area is raised by 2, and is worth
60% of the Allied total). So not much dif- 6 IPCs, and the Japan area is raised by 1,
ference. But more IPCs mean more pieces and is worth 5 IPCs. Or, a winning bid of
in play. If increase of three IPCs is too high –3 means “Germany” is worth 2 IPCs, and
(or low) for your taste, adjust accordingly. Japan 3 IPCs, and so on.
6. Bidding for Sides. If play balance 7. Alternate Victory. To overcome
is your thing, one of the best ways to intro- the “turtle” defense (where an almost de-
duce it into the game is to bid for sides. feated foe places almost all his pieces in his
We suggest bidding on who will play the capital and ignores everything else), play
Axis. This will work for two player or four that a country must control at least two
player games (two teams of two). What you areas it started the game with (one being
are bidding on is the starting IPC level of the capital, the other being any area it
the Axis side. In a normal game, this is 21, started the game with, whether IPC produc-
e.g. Germany 12, Japan 9. (With variant #5 ing or not) or else it is defeated. This pre-
in play, this would be 27, with Germany 15 vents Japan, for example, from simply hol-
and Japan 12.) Each team secretly makes a ing up in Japan, it must hold Japan and at
bid, which must be a positive or negative least one other area noted on the map by
the “Rising Sun” symbol (like Iwo Jima), using variant #6, adjust accordingly.
or it is defeated. A country is still defeated There you have it. Axis & Allies 1941
if it loses its capital. is a simple but fun wargame well suited for
8. North Africa. In the game, North beginners. With these variant rules, you can
Africa is worth zero IPCs. With this vari- introduce just a little more sophistication
ant rule, it is worth 1 IPC. Historically this without increasing complexity. This is a
seems to make better sense. Germany now great game, well suited to such tinkering.
has an incentive to garrison the area. If Give them a try sometime.

Campaign Analysis:
The Destruction of Force Z
Defense of the Far East was always in the minds of the allies in the run up to the sec-
ond world war. Singapore was the main British strongpoint port in the region, and was
the center of any proposed defense. It was hoped that, in the event of war with Japan,
US battleships based in the central pacific would assist the British.
With the start of the war in Europe in 1939, the British could not afford to send many
capital ships east. Churchill argued that sending two battleships and a carrier would pro-
vide enough of a naval presence to deter the Japanese. While it was not wise to divert
too many ships from the Atlantic theater, providing some support was prudent, if only to
demonstrate Britain’s solidarity with Australia and New Zealand.
In November, 1941, a squadron of warships sailed to the Far East. This force was
comprised of the modern battleship Prince of Wales, the World War I vintage battle-
cruiser Repulse, and four destroyers. The recently launched carrier Indomitable was
slated to sail with the group as well, but it ran aground off Jamaica in early November,
and the necessary repairs precluded it accompanying the others. The ships arrived in
Singapore on December 2nd, where they were designated Force Z.
On December 8 (local time) news arrived of the Japanese attack on Pearl Harbor, as
well as invasion of parts of Malaya, including Kota Bharu. Admiral Tom Phillips, re-
cently named commander-in-chief of the naval forces in the Far East, made plans for
Force Z to sail into the South China Sea, to disrupt invasion plans, threaten communica-
tions, and perhaps deal with Japanese surface vessels.
Hampering the effectiveness of Force Z was the fact that the RAF (such as it existed
there) told Phillips they could not guarantee protection of his ships from the air. In hind-
sight, the admiral can be criticized for moving out without air support. But at the time,
with the Japanese on the move throughout the region, it would have been contrary to the
offensive-minded spirit of the Royal Navy to do nothing, especially since the RAF and
British army were actively engaged in fighting.
Force Z sailed out of Singapore into the South
China Sea in the early evening of December 8. The
commander, on board Prince of Wales, had ordered
strict radio silence for his squadron. The plan was to
reach north to the Gulf of Siam, undetected, and from
HMS Repulse there possibly wreck havoc among enemy warships,
8
transports, and invasion sites. The immediate danger was, if sighted,
Force Z risked the wrath of land-based Japanese bombers located in
Indo-China. This danger was reckoned to be minimal.
Sailing initially went according to plan. They passed to the east of
the Anamba Islands, and then swung toward the north. Without its
knowledge, the British ships were sighted by submarines the afternoon
of December 9th. Later that day, Japanese scout planes sighted their
position as well, and Phillips, realizing this, decided it was too risky to
Admiral Tom Phillips
proceed toward Kota Bharu. From the most northern position
reached, about half-way up the Malayan peninsula, Force Z turned south under cover of
darkness the evening of the 9th, and made toward Kuantan, the rumored location of an-
other invasion force. Radio silence was still maintained; Singapore knew nothing about
these changed plans.
The British ships arrived off Kuantan the morning of December 10, but found noth-
ing. At mid-morning they were once again sighted, and land-based Japanese bombers
were dispatched. Still, radio silence was not broken, even though those on the ships
knew they had been sighted. The bombers arrived piecemeal, but in force, beginning a
little after 11 am. All told over 80 Nell bombers—about 50 armed with torpedoes, and
the rest with bombs—attacked the ships in several waves, over a two hour period. Curi-
ously, no radio signals were sent out for the first 45 minutes of the attack. a critical mis-
take. By the time distress calls went out, around noon, it was too late. RAF fighters took
off and made for the British ships, but they did not arrive in time. Repulse slid under the
waves first, at 12:30, the result of five torpedo and one bomb hit. Prince of Wales lasted
about 45 minutes longer, finally sinking due to six torpedo and one bomb hit. RAF
fighters reached the area about 1:20pm, but both capital ships were gone, for the loss of
but 10 Japanese planes. Nearly 2,100 British officers and men survived (picked up by
friendly destroyers), out of a combined total of 2,900. The shock of the loss on British
morale was palpable.
Churchill received the news the next morning, Lon-
don time. He later wrote, “In all the war, I never received
a more direct shock… The full horror of the news sank in
upon me. There were no British or American ships in the
Indian Ocean or the Pacific except the American survi-
vors of Pearl Harbor…. Over all this vast expanse of wa-
ters Japan was supreme, and we everywhere were weak
and naked.” Force Z was no more; the British naval pres-
ence in the Far East had been shattered. Prince of Wales, while abandoning ship.

Wargaming
on the ‘Net
Consimworld
www.consimworld.com
Web-Grognards
grognard.com

9
Description of Panzerschreck #16’s
Main Issue Wargame

Title: Destruction of Force Z: Royal Navy Disaster in the Far East, December 1941
Issue #: Panzerschreck #16 Designer: Gary Graber
# of Players: Solitaire Playing Time: 45-60 minutes
Description: This is a solitaire wargame that simulates the air and naval action off the
coast of Malaya in December 1941, between Japanese forces and Force Z of the Royal
Navy, based in Singapore. You (as the British) are faced with a difficult situation. Pearl
Harbor has just been attacked. The entire Malayan peninsula is under treat of invasion.
Your offensive options are few, but sailing and doing something to take the war to the en-
emy is better than doing nothing at all. Perhaps you can disrupt invasion sites? Intercept
enemy warships? Whatever you decide, it will be an uphill battle. Do you sail with radio
silence? Where should you sail? By what route? If your ships are found, they risk the
wrath of land-based Japanese bombers in Indo-China, made all the worse as the RAF has
warned they cannot guarantee protection of your ships.
Destruction of Force Z is a highly playable game standing squarely within the Panzer-
schreck tradition. Counters (which must be cut apart prior to play) represent individual
warships, and individual bombers and fighters. Besides regular rules, optional rules—
including having the aircraft carrier Indomitable sailing with Force Z—provide you with
everything you need to recreate the original campaign.
The game casts you in the role of Admiral Tom Phillips, commanding Force Z. Each
turn you must check for weather, send (or not send) radio messages, move your ships, and
deal with Japanese minefields, submarines, warships, and aircraft. The game system han-
dles enemy movement. If your ships are sighted, they are subject to possible aerial attack
from individual torpedo and level bombers. Anything can happen, but the odds are stack-
ed against you. Can you win an improbable victory, and avoid the destruction of Force Z?

To order, visit: minden_games.homestead.com

Destruction of Force Z
Royal Navy Disaster in the Far East, December 1941
What’s Included:
12-page illustrated rule booklet
Thick card color map,
set of 59 counters,
and Reference Card

10
This issue’s Mini-Sim: SALVO! 2nd ed.

Get a hard copy of Salvo! 2nd ed., free upon request with any
Minden Games order.
11
Short Takes
SIMCAN AT INCHON
Simulations Canada’s Inchon game was unique when it was published because it
was one of the very few games done on the Korean War before it was fashionable to
explore this conflict in any detail. Inchon was all the more unique because it dealt
with the single battle that turned the tide of the entire Korean conflict and sealed the
fate of the North Korean People’s Army (IMG). There are a number of factors that
affected the outcome of the UN landings at Inchon and this article will explore a few
of them. Unless otherwise mentioned, all rules from Inchon will be in effect unless
specifically mentioned.
The US 187th Airborne Infantry Regiment could have been used as an assault unit
during the Inchon landings and could have entered the battle (and game) via a para-
chute drop. This variant may be used in any of the scenarios in the game. In all cases,
the US airborne units are in supply for three game turns after they land. When this
variant rule is used, the US airborne units are not counted as part of the UN limit of 15
units arriving as reinforcements in a single game turn. The airborne unit may land in
any clear, rough, or airfield terrain hexes. No airborne unit may land in a hex contain-
ing an enemy unit and has no zone of control on the turn in which it lands. Airborne
units’ movement allowances are halved on the turn in which they land. On the fol-
lowing turn and all subsequent game turns airborne units may move and function nor-
mally.
When conducting airborne landings in Inchon, place each airborne unit in the de-
sired terrain hex and roll a die for each airborne unit except the headquarters unit. On
roll of 6 the airborne unit is eliminated; units landing in rough terrain are eliminated
on a roll of 5 or 6. Any airborne units landing adjacent to an enemy AA unit are
eliminated on a roll of 4 - 6. Any other result is no effect.
As an alternative, any airborne unit landing in a hex already occupied by an enemy
unit must attack the enemy unit in the ensuing combat phase. Failure to eliminate the
enemy unit or cause it to retreat results in the elimination of the airborne unit at the
end of the combat phase.
Try playing Inchon by allowing the North Korean player to
have 100 points of indirect air support points to use anywhere
the map. This represents the replenishment of the North Ko-
rean Air Force with extra Russian and Chinese pilots and air-
craft. Historically this was only a remote possibility since the
USAF destroyed the North Korean Air Force early in the con-
flict and held air superiority over South Korea for most of the
war. At the same time, it prevents the United Nations player
from having a super easy time of pushing the North Koreans
back. James E. Meldrum
12
OIL WAR: SCENARIO FOUR
11.41 Historical Notes
This is a late 1970’s Iranian Hostage Crisis sce-
nario for the SPI game Oil War. As a hypothetical result
of the United States’ hostage situation, the US conducts a
punitive campaign against Iran. Immediately after the hos-
tages are released the US strikes back with a limited inva-
sion and multiple air strikes.
11.42 Initial Deployment:
Arab/Iranian Player
In Iran: 2m, 4a, 1i, 2F5, 2F4, 1F14
US Player
In the Gulf of Oman: 1 US F4, 1 US A6, 1 US A7, (optional - 1F14)
In Germany: 3 US al, 2 US i, 1 US m, 1 US a, 6 US F4, 2 US F111
11.43 Special Rules:
1. The Iranian player is allowed to use one US F4 to represent Iranian F14 aircraft.
This unit is based at the airfield at Ahvaz. The Iranian F14 unit must always
base at Ahvaz.
2. The Iranian player receives reinforcements from the reinforcement track as in t h e
regular scenarios.
3. The Iranian player may not move any ground unit beyond his borders; if forced
to do so the units in question are eliminated immediately.
4. The US player may not use F111s on the first game turn. The US player receives
reinforcements from the reinforcement track used in scenarios one and two but he
may only use those reinforcements from turns two, three, and seven.
5. The US player receives ATPs as in scenario two.
6. The US player may base his units anywhere in Bahrain, Qatar, or in Dharan
(hex 1521 only).
7. The SAM sites in hexes 1521 and 1823 are assumed to belong to the US p l a y e r
and may be used by him according rule 7.5 of the regular game rules.
8. A port hex is assumed to exist in hex 1610 (Kharg Island) and belongs to the Ira-
nian player.
9. The US player is the first player in this scenario.
Victory Conditions:
Victory is decided on the basis of which player holds the largest number of oil facility
and port hexes inside Iran; the player controlling the largest number wins. In order
the US player to win, he must fulfill the victory conditions just given, and in addition,
he must hold at least one port hex.
11.44 Notes:
This scenario was intended to be relevant to the situation that existed in Iran
in the late 1970s - early 1980s. The possibility of a conflict is a result only of specula-
tion. This scenario is intended to have started before the Iran - Iraq War began.
The US player is given only the minimum of ATP’s available to simulate
airlift capacity and reaction time problems that confronted the US at that time. By
virtue of the map design, the scenario can’t take into account what is happening else-

13
where in the Middle East, southern Russia or the Indian Ocean. The US player is as-
sumed to have basing privileges in Bahrain, Qatar, and Dhahran. James E. Meldrum

ORTONA
SimCan’s Ortona game depicts the obscure and bloody
battle fought along the northern coast of Italy as British and
Canadian forces advanced up the Italian boot during the Al-
lied campaign in Italy during 1943. The variants presented
in this article are intended to highlight various factors that
could have altered the outcome of the Battle for Ortona. In
all cases, the rules for Ortona are in effect at all times unless
otherwise mentioned. All or just some of the variant mate-
rial given here may be used in any of the scenarios included
in the regular game.
To further simulate the effects and difficulties of city fighting, try playing
Ortona without allowing zones of control to penetrate into any hex of the city. Units
defending in city hexes (only) may ignore all DR results.
A free deployment rule is an obvious choice for a variant in any Ortona sce-
nario. Either one or both sides may place their initial units in a scenario on the map as
they please. Both side’s reinforcements appear at the same times and locations as in
the regular game. The only restriction is that Canadian units must all set up south of
the gully; German units set up on or anywhere north of the gully.
Try playing scenario 11.2 using either the German para units or the optional
German forces in place of those used in the historical scenario.
When playing with the German parachute units, place all of them in the gully
hexes so that all adjacent gully hexes are occupied by German para units or their
zones of control with no more than one unit per hex. Place the para artillery units in
hex 1206. The German player receives no additional reinforcements while the Cana-
dian player receives only his turn two reinforcements.
When playing with the German optional units the Germans receive 5 x HQ,
1 x anti-tank (in hex 1105), 6 x heavy weapons, and 18 x infantry units deployed the
same as for the para variant. Of the remaining
27 optional units, the German player may re-
ceive 9 reinforcement units each on turns 2, 3,
and 4. The Canadian player continues to receive
SENTRY BOX
his reinforcements normally.
Try playing scenario 11.3 but let the Canada’s Largest Adventure Gam-
Germans deploy all para units freely, and allow ing and SciFi & Fantasy Bookstore
the Canadian player to receive all remaining
armored and mechanized infantry units as rein- Huge Selection of Wargames!
forcements on game turn one representing a
stronger Allied effort. As an alternative, the 1835 10th Avenue S.W.
German player may use any 30 optional units in Calgary, AB T3C 0K2 Canada
place of the paras but at least four of these must
be HQ units and one anti-tank unit must be in- www.sentrybox.com
cluded.
James E. Meldrum
14
Observation Post
Reprinted from Panzer Digest #11

JULIUS CAESAR Games marks the location of the major battles


Columbia Games and by color coding tells you who won that
Designer: Justin Thompson particular battle.
Reviewer: Robert G. Smith RULES: As a veteran Colombia Games
The Roman Civil War between Caesar and player I had no trouble quickly grasping the
Pompey was a natural evolution from the tur- game unlike with Athens & Sparta. Even if I
moil that was an undercurrent through Roman had been unexposed to their games before, the
life the previous 75 years. It is my opinion that rules were easy, made sense and I noticed
in retrospect this conflict was unavoidable nothing that stood out as major issues. I do
considering the force of the personalities in- wish the naval rules had some better examples
volved. Once Sulla was killed in the East as I believe that is the weakest area in the
against Parthia, and Caesar’s daughter who rules. Unlike in Athens & Sparta where the
was Pompey’s wife died – the die was cast. rules used some terms interchangeably, every-
What Columbia Games’ Julius Caesar (JC) thing in JC’s rules were tight in terms of clar-
nicely does is combine a mix- ity and simplicity. Victory is
ture of strategic and opera- determined at the end of each
tional play for the game. De- year. If a player reaches the 10
spite its simplicity in terms of point threshold, the game is
mechanics, JC captured over. Scoring is based upon the
enough of the flavor of the value of friendly cities and 1
period that I never thought I victory point for each leader
wasn’t playing a game on the killed. Should neither player
Roman Civil war. The series meet the end of year total, the
Rome nicely covers this pe- one with the highest victory
riod. Recommended readings point at the end of 5 years
are Rubicon by Tom Holland wins.
the Caesar series by Conn GAME PLAY: Once Caesar
Iggulden. Hand it to Columbia committed to going over the
Games for naming it Julius Rubicon (which nobody today
Caesar – heck face it – it reso- knows where it was) Pompey
nates better than the Roman Civil War in terms needs to determine his strategy. The forces of
of market strategy. Game length will run be- Pompey and the Senate are somewhat scat-
tween 1—2.5 hours with 2 being the average tered, inviting defeat in detail. This is where
for this game of five turns. understanding the interplay of the simple me-
COMPONENTS: The 33” x 17” map is chanics is critical to your success. Now card
pleasant to look at – but it is a map with no play drives the game. The first part of this is
hexes and areas. Moving from city to city the higher card will determine initiative for
primarily by roads and on occasion by am- that turn with ties going to Caesar (it’s good to
phibious or naval transport is how the game be Caesar). There are two types of Events
moves. Control of cities is important – par- Cards – Command cards and the Gods cards.
ticularly cities with blue victory points in The Gods cards convey special events such as
them. There are 63 blocks in the game – 31 allowing you to attack first or causing a unit to
tan, 31 green and 1 blue for Cleopatra. There defect to your side. Command cards are used
are also 27 cards and 4 dice. What’s cool is to determine the ability to move or raise new
that as an added bonus on the map, Columbia levees. The banner tells you how many moves

15
you have that turn and the circles on the staff strength. So it seemed to have played in my
indicate the number of levees. The use of games – but I got to thinking…why not have
levees allows you to either issue replacements him go to his strength and go to New Car-
to existing legions or other units or build new thage / Spain to begin with? Or have him pre-
units. I like the simple nod to logistics. At the emptively strike Caesar? Proper play of the
end of the play of five cards there is a winter Gods cards most of the time will set up the
turn. Winter supply is harsh, as you can only first year within its historical context – but
supply a maximum of 3 blocks from a given after that I found play devolved in an interest-
city, unless it has a blue city value which in- ing fashion with no set patterns. I found the
creases the limit up to that amount. game very easy to play solitaire. What I did
Let me return to the beginning game since with card play was examine both sides cards to
it presents a strategic dilemma for both play- determine which card to discard. Then I shuf-
ers! Caesar has the opportunity to strike deci- fled their respective year’s cards and drew
sively early on except that his navy is on the them blindly. This randomness I found made
other side of Italy. Both sides are pretty bal- for a very interesting game against myself.
anced except for the distribution of forces. The Reminder that unoccupied cities revert to neu-
work horses of the game are the legions – most trality – hence you need to leave units of some
of which are of the 3 strength point variety but type scattered about to protect your victory
each side has several 4 point legions. Each point base.
side has leaders, legions of course, auxilia, CONCLUSIONS: Small. Simple to play
equitatus (cavalry), ballistia and navis / war- but with enough choices to not be total game
ships/fleets. Units are rated by letter for initia- light – and who can resist a playable Roman
tive – A rated blocks fires first and so on down Civil War game? It is far deeper than it ap-
the line. You need to pay attention to the road pears at first blush in terms of game play but
network as major roads allow for the move- always fun. Put this one on your sweetie‘s list
ment of up to 4 blocks but minor roads allow of games you want this holiday season – you
but two. Most movement on land is done by won’t be disappointed.
groups of blocks. You can move two cities on
a move if no combat is involved – if combat is
involved you can only move one. Figuring out
naval strategy is also important – and I think
the area where Columbia needed to devote just
a little more effort towards.
For those who have never played a block
game before, the combat rating is determined
by the numbers along the edge of the block Panzer Digest
with the current rating on top. As the unit takes Past winner of the Charles Roberts
hits, you rotate the block to reflect the lesser Award, Panzer Digest is an irregu-
combat value. Movement values are the same
for all units in the game and in this era that is
larly published wargame magazine
no real issue – and who is going to really de- from Minden Games.
bate and get bent out of shape about one le- Each contains wargame articles
gion’s rate of march vs. another? Combat is and reviews, and a complete game
simple – roll a number of dice equal to your or games.
current combat value with hits generated by
dice equal to or less than the current combat Visit the Minden website for infor-
value of a given block. mation on the most current edition,
Poor Pompey – the first year is not a good as well as back issues.
one for him – even the first game turn can be
very rough. Historically Pompey did the
“Great Skedaddle” out of Rome to Bridinsini
minden_games.homestead.com
and then sailed off to the Balkans to his

16
SLOUCH HATS & EGGSHELLS dle. Some of the rules are a little too fiddly for
Legion Wargames my tastes (let’s see, 29 separate phases in the
Designer: Vance von Borries sequence of play each turn), but nothing seri-
Reviewer: Gary Graber ous. During play, sides scurry about for
Slouch Hats & Eggshells is a WWII simu- “victory points” (holding key towns); well,
lation covering the campaign conducted in they are not actually VP, but points to be spent
French-occupied Syria and Lebanon by invad- to get drm on the Vichy Surrender Table,
ing allied forces, June-July 1941. Here, Brit- which is the key to victory. There seemed to
ish, Australians, and Free be a lot of cross-referencing in
French square off against the rules to RW, which could
Vichy, French Colonials, and either be seen as a bonus, or a
German units. The design is an hindrance to clarity.
updated version of von Borries’ CONCLUSIONS: I haven’t
Syria 1941 that was published seen Syria 1941, but have no
many years ago, updated in a doubt everything about SH&E
Quarterdeck edition, and now (apart from its name) is an ad-
brought up to speed to the cur- vance. Its physical quality and
rent state of the art. It is a off-beat topic will make it ap-
“companion” game for Rom- preciated by WW2 gamers,
mel’s War (RW), published by particularly von Borries fans.
L2, and may be linked up with
that design if you own it. Vic-
tory in SH&E turns on whether the Vichy
French surrender by the end of the game. If FADING GLORY
they do, the allies win. GMT Games
COMPONENTS: This was the first title I’d Designer: Joe Miranda, Alan Emrich, Steve
ever seen from Legion, and I’m impressed Carey and Lance McMillan
with the quality of the product Randy Lein has Reviewer: Robert G. Smith
given us. The 22” x 34” map, covering Syria, When we think of Napoleon we think of
Lebanon, Trans Jordan, and surrounding areas Waterloo, Borodino, Wagram and of course
at 10 miles/hex (and 10 days/turn), looks good Austerlitz. Seldom does Salamanca come to
and is nicely done. The 184 .6” die-cut count- mind. I doubt if anyone ever ponders and day
ers are typically battalion and regimental level; dreams about a game on Smolensk. I am
they not only look excellent, but they easily thrilled somebody did a game on Smolensk for
punch out. As 90% of the fighting units have I found this to be one of those great what-if
combat factors of 2 or less, maneuver oriented battles. I’ve always been slightly surprised
players will no doubt have a field day. Large someone had not given that battle more atten-
event chits (20) are included, and inject his- tion. So it was with more than a little surprise
torical chrome into the game. The 28 page that I greeted the GMT/VPG boxed partner-
illustrated rule booklet is laid out nicely. I did ship of four mini games in Fading Glory. They
not have much trouble getting into the game. are actually VPG’s games given the full-blown
There are two scenarios provided, the histori- GMT treatment. We first saw this with Carl
cal Operation Exporter (6 turns), and a hypo- Pardis’s No Retreat that conveyed very nicely
thetical German intervention one (8 turns). to a GMT upgrade component wise – particu-
The sundry player aid charts are well thought larly the map. Surprisingly the box had a de-
out, and helpful. Everything in the box cent heft to it. My guess is this will be a game
(including the box itself) is top notch. The that comes off the shelf when you want to play
main thing that left me scratching my head something but don’t have hours to get into an
was the game’s odd name. OSG game.
RULES: This is a fairly traditional “I go/ COMPONENTS: In the box are two
You go” design, containing nothing that a mounted 17” x 22” mapboards. The boards lay
wargaming veteran will find too hard to han- nicely and are very nice to look at without a
continued on page 33
17
Introduction difficulties of solitaire wargaming in a sensible
Discussions about solitaire wargaming manner is the Retro Variant produced by Min-
tend to follow one of two paths. In one direc- den for use in WWII tactical games. This
tion, the discussion concentrates on games article will examine in more detail some com-
designed specifically for solitaire play. Exam- mon obstacles to solitaire play. It also will
ples include games like Ambush, Raid on St. identify some ways in which Retro helps the
Nazaire, Tokyo Express, and so on. In the solo gamer overcome those obstacles. Finally,
other direction, the commentary addresses it ends with a call for an effort to “Retro-fit”
solitaire play of games designed for two or many more wargame systems to enhance the
more players, but the emphasis focuses on solitaire gaming experience.
devices for dictating the play of the “non-
phasing” side. The assumption seems to be Obstacles to Solitaire Play
that players cannot play both sides fairly on a Wargame play has three parts: (1) think-
solo basis. As a result, additional rules must ing about what to do; (2) knowing how to do
instruct or limit how one side or the other it; (3) actually doing it. The first part amounts
moves or fights. For example, some players to the strategy or tactics involved in the play of
suggest the preparation of several detailed the game. The second part requires knowledge
battle plans for the “other” side from which the of the game’s rules. The third part involves
solitaire gamer randomly selects a plan to fol- the mechanical or physical manipulation of
low. counters, charts, and dice in the actual play of
The games designed specifically for soli- the game. Obstacles to solitaire play can arise
taire play are too few and too limited to merit in any of these stages. The following list at-
further discussion here. As for solitaire play of tempts to create a catalog of such obstacles.
two-player games, the obsession with addi-
tional rules to guide the play of the “other” (1) Interactive Turn Sequence
side completely misses the point. In fact, the Recently, a trend has appeared which
addition of more rules to implement solitaire wargames favor an interactive sequence of
play only makes play more difficult. play over the “Igo-Yougo” sequence of early
Most solo players can make the necessary designs. The relatively new Advanced Tobruk
mental adjustment needed to play each side in System and PanzerGrenadier System provide
turn with fairness assuming that the game itself two examples. The MMP/Gamers Tactical
does not depend upon such devices as hidden Combat System (TCS) also uses an intensely
units or simultaneous movement. The real interactive system of fire and counterfire.
difficulties with solitaire wargaming have little While the interactive feature of these game
to do with the “fairness” issue. Instead, the systems enhances the tension of face-to-face
solitaire gamer faces other obstacles to solo play, it adds a mental challenge for the soli-
play related to the process of game play itself. taire player. In the rigid “Igo-Yougo” turn
Cumulatively, these obstacles amount to a sequence, a player generally must decide
complexity burden that overwhelms the soli- whether or where to move and whether or
taire player, bogs him down with trivia, and where to fight. In the interactive turn se-
wastes precious gaming time. In the end, the quence, the solo player must assume the bur-
player can master any two-player rules system den of figuring out the best order in which to
at the cost of sacrificing any enjoyment of a move and fight for both sides simultaneously.
game’s fun factor. This additional mental requirement compli-
The best effort to address the fundamental cates play tremendously. In the Igo-Yougo

18
system, the player can move the Germans, say, modest 192 pages of rules. It should be noted
and then walk around the table to study the that none of these counts include the pages
board from the Russian perspective. As a required for orders of battle. In the process,
game becomes more interactive, the solo the system has increased in realism at a tre-
gamer will find himself racing back and forth mendous cost in playability for the solo practi-
from one side of the table to the other as Ger- tioner.
man, German, Russian, German, Russian,
Russian, German, and so on through a series of (3) Repetitive Motion Disorder – Or Ad-
short impulses. This rapid-fire shifting of dicted to Dice
point of view breeds a kind of paralysis fatal to A unit from Side A moves adjacent to a
the fun factor of these games for the solitary unit from Side B. In the course of the rest of
player. Side A’s half of the turn plus Side B’s half of
the turn, it is possible for a total of 16 die or
(2) Details and Exceptions in the Rules dice rolls to occur just to resolve the various
All wargames represent abstract simula- fire combat, melee combat, and morale checks
tions of historical events. For example, the for those two units. The game has about 50
quantification of the morale of all German first units per side. With only 10 units on each side
line troops as “7” in ASL assigns a numerical in contact, a single turn could involve 160 rolls
value to subjective feelings. Troop morale of die or dice. These computations come from
results from any number of factors – a real (but out of print) game.
quality of recruits, food, water, Certainly, one could argue that a
warm clothing, disease, leadership, game with all that dicing has a de-
recent events – no wargame with sign flaw whether it is played face-
any pretense to playability could to-face or solitaire. However, at
account separately for all such fac- least in face-to-face play the per
tors. The simple assignment of a player dice-rolling burden amounts
standard morale value abstracts all to half of the solitaire total.
of these factors into one convenient While this game represents an
rating. extreme, other popular game sys-
However, a trend exists in qual- tems have a high dicing require-
ity wargames to expand the level of ment. Examples include the Ad-
detail and to reduce to some degree vanced Tobruk System (3 rolls for
the level of abstraction. Of course, this proc- each tank-to-tank shot if a hit occurs), Tacti-
ess takes the form of new, and usually more, cal Combat System (unlimited defensive fire
rules. As a result, a kind of rules inflation has and return fire), and Advanced Squad Leader
made the task of the solitaire gamer much with its frequent morale checks, rolling to pick
more challenging. up a weapon, rolling for fires, and rolling for
The original Europa I – Drang Nach Osten “battle hardening” among others.
(DNO) appeared around 1973 with 19 pages of
rules to game the German invasion of the (4) Time
USSR in 1941-42. Its successors in the Eu- The time factor in solitaire play involves
ropa series of games and its cousin, the Great the additional time required in each step of the
War series, show how rules have multiplied. gaming process – thinking about what to do,
Fire in the East, an updated version of DNO, checking the rules to see if a questionable
had 31 pages of rules. Scorched Earth contin- move is “legal,” and actually implementing the
ued WWII in Russia with 40 pages of rules. mechanics of the game. Some of these aspects
Second Front took Europa to Normandy with of solitaire play are unavoidable. In a two
72 pages of rules. In a related series, the sys- player game, Player A can think about his
tem went back to World War I. Over There, move while Player B is moving. The solitaire
the latest available title in this series, uses a player cannot think about two things at once.
Europa-like system to model the West Front No way around this inefficiency of solitaire
and some secondary theaters of WWI in a play exists.

19
In other respects, the solitaire player’s computing an attack and defense total wears a
difficulties are derivative from rules complex- player down. The substitution of a simple
ity or inordinate amounts of dice rolling built counting of armor units net of antitank units
into the system. In a two-player game, one often would yield a similar result with signifi-
player can consult the rules while another cantly less mental effort.
player moves. The solitaire player loses this The point is that a game mechanic of rea-
efficiency in resolving questionable situations. sonable difficulty for two players to implement
As a result, the effect of longer rules with can become much more imposing for the lone
more details or exceptions not only taxes the player. Some of the inefficiency associated
solitaire player’s memory and concentration, with game mechanics is inherent in solitaire
but it also lengthens playing time. For a given play, but in many ways adjustments in the two-
number of hours, the solitaire player gets to player rules can streamline solo game play so
spend less time enjoying the game and more that the solitaire gamer minimizes the effi-
time checking the rules compared to the two- ciency of playing alone.
player game.
The cost of additional rules consultation Retro’s Solitaire Friendly Approach
for the solitaire player is exacerbated by the The Retro Variant for playing tactical
requirement that he must handle the mechani- WWII games addresses a number of the issues
cal tasks assigned to both sides. For example, raised for the solitaire gamer in many game
in a two-player game, while one player moves, systems.
his opponent can sort and stack reinforcements (1) Retro eliminates most of the interactiv-
for entry on the up-coming turn. The solo ity of the turn sequence by the use of the Hesi-
player loses this efficiency. As wargames tation mechanic. While the existence of some
involve more detailed mechanics for tracking defensive fire possibilities continue to exist
different variables of play such as supplies, under Retro, the limitations on defensive fire
morale, action points, initiative points, con- relieve the solitaire player from the necessity
struction points, victory points, or whatever, to make many decisions as the defender even
the impact of the double administrative burden as he plays the role of the moving player. In
on the solitaire player grows. Similarly, the terms of face-to-face play, the return to a se-
game mechanics themselves can take a toll on quence of play with a more Igo-Yougo struc-
hey count rules of play only. Now, a direct ture would not necessarily look like progress.
comparison of DNO with Over There implies a As a solitaire friendly modification, it has
ten-fold increase in rules. Since the two games great merit.
do not cover identical subjects such a compari- (2) Without going into detail, Retro does
son probably exaggerates rules inflation some- simplify the rules for tactical combat. How
what. However, the underlying principle re- much, or even which specific rules in a given
mains unassailable. Wargames have become system, Retro simplifies is not exactly clear
more difficult to play because a player must because the Retro rules tend to adjust tactical
master many more rules to do so. play in concept rather than through point-by-
Other games fit the same model to some point modifications. Nevertheless, the Retro
extent. The La Battaille series of Napoleonic Variant reduces both in detail and in spirit the
games has increased the length and complexity volume of rules to which a solitaire gamer
of rules for player, who must retain multiple must pay attention.
details to resolve a single move or combat. (3) By eliminating many morale check
Europa provides an example with its system dice rolls, Retro makes the game mechanics
for defining armor attack bonuses in terms of more protective of the solitaire gamer’s wrists.
the fraction of armor units relative non-armor Risk of repetitive motion disorder recedes with
units, but exclusive of certain neutral units. this variant.
With several attacking stacks of seven or eight (4) The reduction in rules complexity and
counters against a defending stack eight units reduction in the amount of dice-rolling re-
deep, the process of computing two different quired to play WWII tactical games allows the
fractions of armor/antitank factors and then solitaire Retro gamer the opportunity to com-

20
pensate for the loss of some of the efficiencies player to remember that the defender’s combat
offered by two-player play. The variant saves value is 26 with a minus two modifier while
time and makes much larger scenarios a more the first player sums the attacking units’ com-
realistic prospect for solo gamers. bat value and modifiers. (Could the solitaire
player simply write down the defender’s val-
Need for More “Retro” – Fitting ues? Sure. But even that takes additional
Retro fails only to the extent that it does time…)
not go far enough. It works with only a few However, it is important to emphasize that
rough edges when applied to Squad Leader or the process of restructuring many games for
Advanced Squad Leader. With other tactical maximum solitaire enjoyment requires more
games like the Advanced Tobruk System, Tac- than a couple of “house rules.” Instead, only a
tical Combat System, or PanzerGrenadier more organized effort by which comprehen-
System only significant adjustments will make sive adjustments retrofit a game for solitaire
it work. play can make them both accessible and fun
In a broader sense, as a philosophy of sim- for the solo gamer.
plification for solitaire play, Retro has much The wargames marketplace has an enor-
greater, but unfulfilled, potential. Tactical mous variety of attractive games with the most
combat in earlier historical periods could bene- colorful components and the most detailed
fit from major simplification for solitaire play. orders of battle ever published in the hobby. It
A reduction in the number of morale dice rolls is unfortunate that these improvements in qual-
and less emphasis on facing effects are two ity sometimes come at the expense of the abil-
examples of adjustments by which more ity of solitaire players to enjoy them. Retro
streamlined play could occur. For example, shows the way out of this dilemma. Now what
many game systems from the Napoleonic era is needed are more efforts by game designers
or earlier periods emphasize the importance of to follow this new way.
facing and flank attacks. This emphasis re-
(From Panzerschreck #13)
quires careful attention to the placement of a
unit in a hex with consequences for rules about
facing, turning, stacking, and so on. In the
spirit of Retro, if a unit is attacked by one unit
from an adjacent hex, why not assume that the RETRO 4th ed.
defender has its front to the attacker without This variant game system for WW2 squad
actually worrying about how the unit “faces” level tactical wargames allows you to trans-
in the hex? Under such a simplification of form the host game into a clean, playable
facing, any unit attacked from different non- alternative, that emphasizes fun, historicity,
adjacent hexes could be assumed to be the and playability. Includes 36-page illustrated
victim of a flank attack This small change rule booklet, two Reference Cards, 70 un-
could streamline play without the loss of an cut color counters, and several scenarios.
important tactical concept. Available from Minden Games.
At the operational level, perhaps a similar
streamlining of Europa-type games could
make them more accessible to solitaire gam-
ing. Simplification might take the form of
more abstract rules related to construction,
supply, and rail transportation. Such changes
would achieve a time-saving reduction in the
amount of administrative trivia on which the
solitaire gamer must spend time. As suggested
earlier, simpler combined arms combat modifi-
ers could lessen the computational burden on
the player who must keep all of the computa-
tions in his head because there is no second

21
Synopsis of Games Published in Panzerschreck
This listing is provided to record all past games that have been published in Pan-
zerschreck. Apart from the current edition, issues are no longer available. Some of
these designs have appeared in other editions. For instance, Cold Harbor (issue #3)
was reissued in updated Zip Edition format as Cold Harbor II, and Barbarossa Cam-
paign (issue #3) was republished by Victory Point Games. The listing below only
refers to games published in Panzerschreck. All titles were designed by Gary Graber,
unless otherwise noted.
Game Issue Period Scale # Players Theater
Reichstag: The Fall of Berlin 1 WW2 tactical solitaire land
The player (Russians) fights building to building in downtown Berlin and must “fly the
flag” over the Reichstag as quickly as possible.
Nuremberg: Trial of the Century 2 WW2 abstract solitaire abstract
The player (prosecuting Allies) must convict Nazi war figures, balancing a fair trial with
keeping the Soviets happy with the number of convictions.
Barbarossa Campaign 3 WW2 strategic solitaire land
The player (Axis) launches Operation Barbarossa in this strategic level game (quarterly
turns, army sized units) that emphasizes economics.
Cold Harbor 3 ACW tactical solitaire land
Mini-Sim. The player (Union) makes a frontal assault against the Confederate positions in
the hope of achieving a breakthrough.
Battle of the Atlantic 4 WW2 operational solitaire naval
The player (German) must try and sink enough tonnage each month to bring Britain to her
knees.
Berchtesgaden 4 WW2 operational 2-player land
Hypothetical battle in 1945 pitting Axis and Allied units in combat around the rumored
“National Redoubt” in the Alps.
First Day of the Somme 5 WW1 operational solitaire land
The player (British) must plan and execute the Big Push of 1916. After the whistle blows,
he must watch to see how his plans fare.
Dogger Bank 5 WW1 tactical 2-player naval
Naval combat during the Great War between individual British and German battlecruisers
in the North Sea.
Commando Raid on Rommel 5 WW2 tactical solitaire land
Mini-Sim. The player (British) executes a commando raid on the coast of North Africa in
an attempt to eliminate the Desert Fox.
Fall of Constantinople 6 medieval operational solitaire land
The player (Ottoman) makes a final desperate attempt to capture Constantinople from its
heroic Christian defenders, A.D. 1453.
Jellicoe vs. Scheer 6 WW1 tactical 2-player naval
Expansion of the Dogger Bank game system to include all British vs. German naval en-
gagements in the North Sea during World War I.
‘Nam Diary 6 modern tactical 2-player land
Mini-Sim. Jungle firefight between individual US and NVA soldiers.

22
Game Issue Period Scale # Players Theater
Sacrifice in the East 7 WW2 operational 2-player land
Germany tries to stave off defeat by the Soviets in the east, 1945. (James Meldrum)
Andersonville 7 ACW card game multiplayer abstract
Abstract, strategy card game of survival and endurance, based on life in infamous Ander-
sonville prison camp during the Civil War
1914: Opening Moves 7 WW1 strategic solitaire land
Mini-Sim. The player (Germans) plans and executes the war in the West, with off-board
East Front strategy often the key to victory.
St. George’s Valour 8 WW1 tactical solitaire land/sea
Battle of Zeebruge, April 1918. Simulates the daring British (the player) raid made on
German U-Boat pens. (Paul Rohrbaugh)
The Fall of Röhm 8 WW2 abstract solitaire abstract
The player (the National Socialist Party) attempts to manipulate various factions and purge
the SA to insure Hitler’s succession of Hindenburg.
Göring’s War 8 WW2 tactical 2-player air
Mini-Sim. Simple air-to-air combat game pitting lone British and German fighters against
each other in the Battle of Britain.
Battle for Bataan 9 WW2 operational 2-player land
The 1942 Japanese assault on the American forces in the Philippines is depicted in this two
-player game. (James Meldrum)
Escape of the Goeben 9 WW1 tactical 2-player naval
Expands the Jellicoe vs Scheer system to include the Mediterranean fleets of major allied
and Central Powers nations during the Great War.
Siege of Leningrad 9 WW2 abstract solitaire abstract
Mini-Sim. (Logistical Module I) Playable alone or as a plug-in to existing east front
wargames. See if you can keep Leningrad from falling.
La Bataille de York, 1813 9 1812 tactical solitaire land
Mini-Sim. The player (British) tries to turn back the American invasion near York
(afterwards, Toronto) during the War of 1812.
Operation Typhoon 10 WW2 operational 2-player land
Two player game (corps/army level, weekly turns) on the German drive on Moscow during
late 1941. (James Meldrum)
Sniper Attack 10 WW2 card game solitaire abstract
Simple solitaire card game of sniper action in World War II. (Reprinted in Panzerschreck
Anthology.)
Jellicoe/Goeben Supplement 10 WW1 tactical 2-player naval
Expands the Jellicoe/Goeben game system to include the US, Japanese, and Russian Baltic
Fleets during the Great War, along with new optional rules. Ownership of Jellicoe vs Scheer or
Escape of the Goeben necessary.
Panzers in the Southeast 11 WW2 operational 2-player land
Two-player game (corps/army level) pitting the Germans against the Soviets in southeast
Europe during the final months of World War II. (Pieter de Wilde)
QAR: Quick Armor Rules 11 WW2 tactical 2-player land
Miniatures rules system covering the fighting in North Africa in early WW2. Sup-
plied counters represent major British, German, and Italian tanks and guns.

23
Game Issue Period Scale # Players Theater
Sink the Tirpitz 11 WW2 operational solitaire naval
Mini-Sim. The player (British) attempts to sink the famous German battleship in this sim-
ple solitaire game. game. (James Gordon)
Drive on Leningrad 12 WW2 operational 2-player land
Two-player game (corps/army level, weekly turns) of the German drive on Leningrad
against the Russians, June-September, 1941.
Masada 12 ancient tactical solitaire land
Mini-Sim. Simple solitaire game where you replay the famous Roman siege in Judea, A.D.
72-73. (Reprinted in Panzerschreck Anthology.)
Invasion 12 19th C. abstract 2-player land
Classic reprint Mini-Sim. Abstract two-player wargame involving the invasion of England
in the late 19th c. after the Royal Navy has been neutralized. (unknown)
Tsaritsyn 13 WW1 tactical 2-player land
The Whites attack the Reds near Tsaritsyn (later, Stalingrad) in 1919 during the Russian
Civil War.
Assault on Cherbourg 13 WW2 operational 2-player land
Simulates the American attack on Cherbourg, France in mid-June, 1944, after the Nor-
mandy invasion.
Graf Spee 13 WW2 tactical 2-player naval
Mini-Sim. Tactical naval game pitting the German pocket battleship Graf Spee against
three Royal Navy cruisers in late 1939 off the coast of South America.
Race to the Vistula 14 WW2 operational 2-player land
Simulates the Russian drive to the Vistula against the Germans in mid-1944 at corps/army
level. (Pieter de Wilde)
Brandy Station 14 ACW tactical 2-player land
Recreates the largest cavalry battle of the Civil War, June 1863. Brigade level, two-hourly
turns.
The Mighty Hood 14 WW2 tactical 2-player naval
Uses the Graf Spee game system to recreate the naval battle between the Hood and the
Bismarck, May 1941, along with additional ships and scenarios.
Mortain 1944 15 WW2 operational 2-player land
Simulates the German counter-offensive against the Americans in France, two months after
D-Day. Division level, daily turns.
Raid on Schweinfurt 15 WW2 operational solitaire air
The player (US) plans and executes a massive B-17 bombing raid against the factories of
Schweinfurt in Germany, 1943.
Hippodrome 15 ancients tactical multi-player land
Multi-player ancient Roman chariot racing card game, which places the emphasis on rac-
ing strategy. (Neil Graber)
North Sea Campaign 15 WW1 strategic 2-player naval
Replay the entire campaign of the British vs. German dreadnought fleets in World War I,
using individual ships, with each turn representing six months.
Madagascar 1942 PA WW2 operational solitaire land
The player (British) must secure the northern part of the island from its Vichy defenders in
a race against the clock. (PA = Panzerschreck Anthology)

24
Game Issue Period Scale # Players Theater
Destruction of Force Z 16 WW2 operational solitaire naval
Simulates Royal Navy Force Z (Prince of Wales & Repulse) sailing against Japanese ag-
gression in the Far East, December, 1941.
Salvo! 2nd ed. 16 WW2 tactical solitaire naval
Mini-Sim. New edition of the Salvo! game, with different ships from Britain and Germany.

Analysis of Games Published in Panzerschreck


Issue games come complete with rules, map, units, and components. Except for issues #14
and #15 (which had die-cut counters), counters must be cut prior to play. Mini-Sim games have
components included in the pages of the magazine which must be photocopied and cut prior to
play.
Games by Period Games by Scale Games by Theater Games by Players
World War II 25 Tactical 21 Land 26 2-player 22
World War I 9 Operational 13 Naval 12 Solitaire 19
Civil War 3 Abstract 5 Abstract 3 Multi-player 2
Ancient 2 Strategic 4 Air 2
Modern 1
Medieval 1
19th C. 1
Napoleonic 1

Synopsis of Games Published in Panzer Digest


Games appearing in Panzer Digest are similar in style to those in Panzerschreck.
The current (and some back issues) of Panzer Digest are still available for purchase.
Visit the Minden Games website for current information about prices and availability.
All games were designed by Gary Graber, unless otherwise noted.
Game Issue Period Scale # Players Theater
Falaise Pocket 1 WW2 operational 2-player land
Summer 2007. Simulation of the Falaise Pocket in France, August 17-21, 1944.
Longstreet’s Disaster 1 ACW tactical solitaire land
Summer 2007. Solitaire treatment of Pickett’s Charge at Gettysburg, July 3, 1863, with the
player handling the CSA forces.
Salvo! 1 WW2 tactical solitaire naval
Summer 2007. Solitaire, tactical WW2 naval system, with warships (BB, BC, CA, and CL)
from Britain and Germany.
Penal Battalion 1 WW2 abstract solitaire land
Summer 2007. Abstract game using standard deck of cards to simulate land mine clearing
in WW2.
Swordfish at Taranto 2 WW2 tactical solitaire air
Autumn 2007. Plan and execute (as the British) the daring air raid by individual Fairey
Swordfish bombers on the Italian fleet anchored at Taranto, 1940.
25
Game Issue Period Scale # Players Theater
Evacuation of Königsberg 2 WW2 operational 2-player land
Autumn 2007. East Prussia, spring 1945. The Germans trying to hold off the advancing
Soviet army, with victory determined by how many civilians can be evacuated to the west.
Field of Honour 2 medieval tactical multi-player land
Autumn 2007. Two-player or multi-player strategy recreation of a medieval jousting tour-
nament.
Napoleon in Italy 3 Napoleonic operational 2-player land
Spring 2008. The Austrians and French tangle in northern Italy during Napoleon’s 1796
Italian campaign.
Stalingrad: The Leather Factory 3 WW2 tactical solitaire land
Spring 2008. Tactical game in Stalingrad suburbs, where the advancing Germans (the
player) try to wrest control of key parts of the city, during their drive to the Volga.
Dogger Bank II NS WWI tactical 2-player naval
Autumn 2008 (NS = Naval Special). Updated version of game recreating the naval battle
of Dogger Bank (1915) using individually rated warships.
Courage Under Fire 4 modern tactical 2-player land
Autumn 2008. Battalion-level Vietnam-era area movement, card driven game of the battle
of An Loc, April 1972. (Paul Rohrbaugh)
NavTac 1914 4 WWI tactical 2-player naval
Autumn 2008. Naval tactical (“NavTac”) treatment of Mediterranean theater of the Great
War, using individual ships from Britain, Germany, and Austria-Hungary.
Gladiators of Rome 4 ancients tactical solitaire land
Autumn 2008. Stage an ancient gladiatorial contest using several different types of individ-
ual fighters. (Bob Flood)
Thunder Gods: Kamikazes at Okinawa 5 WW2 tactical 2-player naval-air
Winter 2008-2009. Two-player, card driven game of Kamikaze attacks off Okinawa, April
1945. (Paul Rohrbaugh)
Breakout at St. Lo 5 WW2 operational 2-player land
Winter 2008-2009. Simulates the battle in France between Allied and German forces near
St. Lo, after the D-Day invasion.
Day of Infamy 6 WW2 tactical 2-player air-naval
Spring 2009. Card driven system recreates the Japanese attack on Pearl Harbor, Decem-
ber 7, 1941. (Paul Rohrbaugh)
1775: Invasion of Canada 6 AWI strategic 2-player land
Spring 2009. Simulates the American land campaign against British Canada, in the Ameri-
can War of Independence era.
Monitor vs. Merrimack 6 ACW tactical 2-player naval
Spring 2009. Battle of Hampden Roads, March 1862, simulating the first ever naval battle
between the famous USA and CSA ironclads.
Coronel & Falklands 7 WWI tactical solitaire naval
Summer 2009. Solitaire game using the Salvo! game system to recreate these two early
World War I naval engagements, Germany vs. Britain.
Occupation of the Rhineland 7 WW2 abstract solitaire abstract
Summer 2009. Germany has militarized the Rhineland in 1936, against the treaty.
The player (representing France) must remove them without plunging Europe into war.

26
Game Issue Period Scale # Players Theater
Remagen Bridgehead 7 WW2 tactical solitaire land
Summer 2009. The Americans (the player) cross the Ludendorff Bridge on the Rhine, and
into Germany, March 1945.
Poor Bloody Infantry 8 WWI tactical solitaire land
Winter 2009-2010. Go “over the top” with a single platoon of individually named British
soldiers as the whistle blows, first day of the Somme offensive, July 1, 1916.
Eindekker 8 WWI tactical solitaire air
Winter 2009-2010. Recreate the time of the “Fokker Scourge” on the western front, 1915,
with individual airplanes and pilots (the player representing the Germans). (Bob Flood)
Fall of the Philippines 9 WW2 strategic solitaire land
Summer 2010. The allies (the player) defends the island against the Japanese invaders,
December 1941.
‘Nam ‘68 9 modern tactical 2-player land
Summer 2010. Individually rated US and NVA soldiers engage in firefights in the jungles
of Vietnam, 1968.
Emden vs. Sydney CS WWI tactical 2-player naval
Summer 2010 (CS = Convention Special). Replay the naval battle between Emden and
Sydney, November 1914, using a modified Fletcher Pratt system.
Eben Emael 10 WW2 tactical solitaire land
Summer 2012. Tactical, solitaire design of the surprise German (the player) glider assault
on the Belgian fort of Eben Emael, May 10, 1940.
Panzerschiff 10 WW2 tactical 2-player naval
Summer 2012. Simple game of World War 2 naval combat between famous battlewagons
of several countries, including Bismarck, Yamato, Iowa, Rodney, Dunkerque, Littorio, et al.
Faith, Hope & Charity 11 WW2 tactical solitaire air
Summer 2013. Tactical plane vs plane combat (British, Italian, German) over Malta, 1941,
using the Battle over Britain game system.

Covers of Panzer Digest issues #1-9, and Convention Special


27
Analysis of Games Published in Panzer Digest
Issue games come complete with rules, map, units, and components. Thick card, color
counters must be cut prior to play. Published 2007 to present.
Games by Period Games by Scale Games by Theater Games by Players
World War II 15 Tactical 21 Land 16 2-player 14
World War I 6 Operational 4 Naval 8 Solitaire 14
Civil War 2 Abstract 2 Air 4 Multi-player 1
Modern 2 Strategic 2 Abstract 1
Ancient 1
Napoleonic 1
Medieval 1
AWI 1

issue #6, 7, 9, 11, & 13


Panzerschreck covers,
Combined Analysis of Games Published
in Panzerschreck & Panzer Digest
Issue games come complete with rules, map, units, and components. Except for Panzer-
schreck issues #14 and #15 (which had die-cut counters), counters must be cut prior to play.
Mini-Sim games have components included in the pages of the magazine which must be copied
and cut prior to play.
Games by Period Games by Scale Games by Theater Games by Players
World War II 40 Tactical 42 Land 42 2-player 36
World War I 15 Operational 17 Naval 20 Solitaire 33
Civil War 5 Abstract 7 Air 6 Multi-player 3
Ancient 3 Strategic 6 Abstract 4
Modern 3
Napoleonic 2
Medieval 2
19th C. 1
AWI 1
Designers
Gary Graber 58 Bob Flood 2
Paul Rohrbaugh 4 Neil Graber 1
James Meldrum 3 James Gordon 1
Pieter de Wilde 2

28
Extra Ship Counters: Destruction of Force Z

You may use these optional, extra ship counters when playing Destruction
of Force Z. This adds counters for British destroyers, and the H.M.S. Indomi-
table, if that optional rule is being used. The optional rule for DD (as pro-
vided on the back of the small counter sheet, below), reads as follows.
“You may use these ship counters when resolving air attacks; leave regular
counters on the map. You may include these four Royal Navy DD with Force
Z (Electra, Express, Tenedos, & Vampire); two stay with Prince of Wales, and
two with Repulse, the entire game. DD cannot attack, be attacked, or generate
VP. DD get 1 AA roll each when British ships under air attack (with –1 drm
applied).”
These small, thick card counter sheets were made available to Minden Pals
members. You may contact us about availability if you are not a Pal.
front
back

29
What’s New
From Minden Games
Visit the Minden website for further details—and ordering information—on each
of these new wargame titles released within the last year.

Battle over Britain is a two-player (with solitaire option)


game of WW2 air combat. Realistically rated individual
planes go head to head in the skies over Britain, summer
1940. The game includes the planes made famous: Brit-
ish Spitfire I, Hurricane I, Defiant, and Gladiator versus
German Me-109E, Me-110, and Ju-87 (Stuka). Includes
optional rules, and “roleplay” options, whereby each pilot
and gunner can be named, and receive different flying/
firing ratings and characteristics. Includes 20-page rule
booklet, 16 plane counters, Dogfight Display, Reference
Card, single game and campaign game options. Fast,
furious, quick playing fun for tactical air combat fans.
Tally Ho!

NavTac: Mediterranean covers tactical WWI naval


combat, focusing on the early part of the war, in the Medi-
terranean, Adriatic, and Black Sea areas, using a modi-
fied “Fletcher Pratt” approach to play, with dice and ta-
bles substituted for range estimation. Includes 24-page
rule booklet with standard and advanced rules, 71 histori-
cal ship counters and data (British, German, French, Ital-
ian, Austrian, Russian, Turkish; CL, AC, B, BC, BB at
1/3000 scale), Reference Cards, Tactical Display, soli-
taire rules, and four scenarios, providing gamers the abil-
ity to craft many historical and hypothetical encounters.
Turns represent five minutes, and fire is calculated by
individual turret (main & secondary).

NavTac: Pacific is Expansion #1 to the NavTac se-


ries. It covers the early part of the Great War in the Pa-
cific, specifically focusing on the exploits of Von Spee’s
Asiatic Squadron, culminating in the Battles of Coronel
and the Falklands. Includes 20-page booklet, counters
and ship data for 47 historical ships (German, British,
Australian, French, Dutch, Japanese; CL, AC, AMC, B,
BC at 1/3000 scale), Reference Cards, new optional
rules, five scenarios, and one campaign scenario (“Von
Spee’s Adventure”), including small campaign map. This
Expansion uses the standard NavTac game system.
You must own NavTac: Mediterranean (see above) or
NavTac: Standard (see below) to use this expansion.

30
Panzer Digest #11 (Summer 2013) is a 48-page
edition filled with game reviews, articles, and complete
issue game Faith, Hope & Charity: Air Battles over
Malta, 1940-41. This design uses the Battle over Brit-
ain game system, and includes full rules, dogfight dis-
play, set of color counters, Reference Card, and sev-
eral scenarios, including two campaign games. It is a
two-player game, with solitaire option provided. War-
game reviews cover eighteen recent releases from
publishers such as GMT, Columbia, Victory Point, De-
cision, MMP, Legion, Academy, and others, and focus
on providing readers with the low down on the games.
Follow the fun by reading Panzer Digest!

NavTac: Standard contains the standard, optional,


and advanced rules of the NavTac game system. It is
provided for those who might already have their own
1/3000 scale naval miniatures, and simply want the
rules. It may also be used to play NavTac: Pacific (see
above). Includes illustrated 12-page rule booklet,
sheet of six 1/3000 ship counters to get you started,
and introductory scenarios.

Solitaire Module is a Battle over Britain expansion


providing more rules, more planes, and more solitaire
options for the Battle over Britain game system.
Planes included are the Polish P-11c, Dutch Fokker
D.XXI, British Blenheim and Spitfire, Italian MC-200,
and German He-111, Hs-123, and Me-110C. Besides
the enhanced solitaire rules provided, there are cam-
paign scenarios for the Polish (September 1939) and
Dutch (May 1940) campaigns. You must own the
standard Battle over Britain rules (or Faith, Hope &
Charity) to use this expansion.

Published in 2012 and reprinted in 2013, the Pan-


zer Digest Print & Play Special is a 64-page booklet
containing five complete “Print & Play” wargames, pre-
viously published by Minden: Poor Bloody Infantry
(WWI solitaire), Fall of Röhm (WW2 solitaire), Sword-
fish at Taranto (WW2 solitaire), Dreadnoughts & Battle-
cruisers Intro Rules (WWI two-player), and Monitor vs
Merrimac (ACW two-player). B&W game components
form part of the booklet, and players photocopy them to
assemble each game. Five games covering a vari-
ety of eras and systems, one low price.

31
PDF GAMES…
Print ‘em yourself, and save

An assortment of pdf games are available from Minden. We have found this op-
tion to be particularly of interest to some of our foreign customers, who can print the
file off on their own, and save. The way it works is, you place your order directly
from the Minden website, and we email you the game file, along with its password.
You can then print off a color copy of all rules and components. This option is pro-
vided for those gamers that enjoy the pdf format.
As you would expect, prices for pdf games are lower than physical games. Our
standard “postage charge” (which is a part of our Paypal set up) becomes, in effect, a
“handling charge” which, when added to the low set price of a file, offers you savings.
Since one flat rate is charged per order, gamers are encouraged to make larger orders,
and save more. All this is to say, the “price plus postage” equates to the “price” of a
file, which is below regular hardcopy prices, significantly below if two or more pdf
games are purchased at once. (PDF orders are usually filled within a day or two of
being received, although during high volume periods it can be longer.)
For more details, descriptions, and to place an order, visit the PDF Format page at
the Minden website: http://minden_games.homestead.com/pdf.html.

PDF Games Currently Available


Eindekker
Mighty Hood II
Battle of the River Plate
Panzer Digest Convention Special
Fall of Röhm
Jousting: Field of Honour
Poor Bloody Infantry
Evacuation of Königsberg
Panzer Digest Review Special
Great War Salvo! Promo Rules
Dispatches from the Front #1
(Dispatches is available as a free download… see main Minden webpage)

32
continued from page 17
doubt. They are pretty close to the Napoleonic battle at this scale is remarkable. It is a credit to
battlefields despite their game scale. I pulled out the rule design team that the separate rules for
one of my Napoleonic Atlases and ascertained each game work to enhance the feel of the sepa-
they were pretty darn close – so the map boards rate battles.
got a go for accuracy. The counters are bright The game is driven of course by cards – sort
and easy to read with big bold numbers, and of. What I found drove the game was the morale
punched out without a single glitch. The 48 game system. The old SPI Napoleon at Waterloo – the
cards are divided into four groups of 12 per bat- free version – had the morale chart that both
tle. The art work is nice on them and all the sides watched to see who would crack first. Here
events seem reasonable. Two Player Aid Cards morale is a multi-faceted weapon.
and a Full Color Rulebook & Playbook round You of course try to break the enemy’s mo-
out the game components. rale, for when it reaches zero the game is over.
RULES: Easy to read, easy to understand You want to keep your morale healthy as you
and easy to get started. Each game has its own can spend it for various actions. The two actions
little game rules, but there are no strange condi- you’ll most likely spend it on are adding +1 to a
tions that seem to go against the grain of the battle or as a modifier to rally a unit. Routs are to
main rules. I found the rules here to either be be feared on the CRT for they can cause your
cleaner or they simply resonate better with me carefully husbanded morale to vaporize.
than my first encounter with the You do need to pay atten-
series ala VPG. tion to your scenario’s special
GAME PLAY: The one thing rules. I found the retreat rules
that struck me half way into not too bad. I liked the emphasis
playing my first game of on the cavalry and the rules
Smolensk was that each die roll reflect its battlefield importance
REALLY REALLY mattered and its fluidity. Add to it the
here. The low unit density drawing of the top card each
means battles matter so much player turn, and you have a
here – like Strike Force One on more than adequate amount of
steroids. Add in the uncertainty surprise factored in. Due to the
and tension of the cards which low counter density the game is
drive the game and you have eminently manageable and al-
nail biting uncertainty the entire lows you to focus on fighting
game usually. In a game at this the battle and not the system or
scale it is easy for combat to become either ran- stacks of units. I found it a hard choice on if I
dom or not really synchronized with the game. wanted to have a lesser Napoleon on the board
Instead I found here that good tactical game and have another wing commander who gives
play was properly rewarded. In Waterloo, like you more flexibility – or the monster Napoleon
the Allies, you withdraw and use a fighting with- unit. Interesting a game of this size would pre-
drawal strategy until you can go over to the of- sent such a dilemma in the Command and con-
fensive. Salamanca is just a dirty, nasty little trol sphere.
game that is a great introductory game, as long CONCLUSIONS: Fading Glory is much like
as the newbie isn’t given the French. However I my wife Katie – short and sweet. It bears repeat-
think Smolensk in the gem of the four games. It ing but Fading Glory is a set of games I suspect
would work nicely at the infantry school teach- you’ll pull out and play more than you suspect.
ing young company commanders on how to fight It may be a little repetitive due to the limited
a battle against a foe that has the maneuver ad- number of cards but I liked the fast sense of play.
vantage. Moreover your abilities are taxed here That mitigated the smack deck and its effect on
because you must defend two widely separated play as far as I was concerned. Think of Fading
objectives and your reinforcement arrival is Glory as a more compact version of Command &
variable. In all, it’s a headache for the Russian Colors and that’s no mean praise. I was not
player – and is perhaps the best solitaire game of thrilled with the VPG version of these games but
the four. What surprised me though was GMT’s version truly feels different. Now…how
Borodino. How they managed to capture and would this translate over to American Civil War
convey the lumbering and ponderous feel of that or even WWI battles?!

33
continued from page 5
of this issue. I put it together rather we have been”. It should be mentioned,
quickly. Most of the material is new, but however, that none of the back issues
I did reach back for some previously pub- (Panzerschreck #1-15, and Panzerschreck
lished articles (which are so marked in Anthology) are available from us. “Will
these pages), and have included them. A you be reprinting back issues? Where can
side benefit of the pdf format is I am no I find a copy?” No, there are no plans to
longer bound by the “four page multiple” reprint past issues. As for getting a copy
rule. With a printed magazine, you aim of older editions, try eBay or leads from
for 24, or 28, or 32 pages, or whatever, as Boardgamegeek. That said, it is possible
long as it is a multiple of four. With this that some of the games will be reprinted
format, it is no big deal if we have an odd in Zip Edition formats (as some have al-
page number. That in itself saves a lot of ready been reprinted). I’d suggest regu-
time when doing layout. The easier it is larly checking out the Minden website, to
to compile a new issue, the more likely it see what is currently available. If you like
is that it will see the light of day in a Panzerschreck/Panzer Digest designs, you
timely manner. will no doubt enjoy our current line of Zip
As far as contributions, I will say to all Edition games as well. We usually have
readers, if you would like to offer an arti- over thirty assorted titles in stock, and
cle for publication, please do so. I prefer plan to add to that, but besides this gen-
“short” rather than “long” articles, vari- eral observation, I can’t say anything
ants, and/or game reviews. That approach about when/if a particular out-of-print
has been a hallmark of Panzerschreck in game you missed the first time around
the past, and I would prefer it to continue. will be available again.
I cannot guarantee your effort will be Well, enough of this editorial. I do
printed, but if you can string together in- hope you have fun with this edition of
teresting prose, and have a variant or Panzerschreck, and its games. Increasing
strategy article to contribute, I’d love to your fun and enjoyment of games has
see it. By the way, when submitting always been the primary goal of the
something, I would prefer it in MS Word, magazine. Board wargaming is a great
or Rich Text Format. hobby, and we hope that whenever the
If you are brand new to Panzer- magazine drops through your mail slot, er,
schreck, I do hope that you get enjoyment inbox, you’ll be able to set aside some
from the magazine, and try out the issue time for it and enjoy what it has to offer.
game. If you’re a veteran, welcome back.
The synopsis of past issue games has been Gary Graber
included once again, as it helps place February 2014
“where we are now” in context of “where

Publishers…
Advertising space is available.
Contact us for details.

34
Panzerschreck
Highlights of this 35-page edition of
PANZERSCHRECK #16
Opening Rounds
Featured Variant: Axis & Allies 1941
Issue Game: Destruction of Force Z
Mini-Sim: Salvo! 2nd ed.
Short Takes: Wargame Variants
Extra Ship Counters for Destruction of Force Z
Observation Post: Reviews
Panzerschreck: Synopsis of Games
Panzer Digest: Synopsis of Games
Minden Games: Latest Releases

Panzerschreck — Established 1998

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