Jerry Taylor - Jan 2, 2005 7:05 pm (#8265 Total: 8275) Designer, "Hammer of the Scots" and (the upcoming) "Crusader Rex" On the table this afternoon - Victory Games' "Panzer Command." Because it was the first time in 20 years that I had played this and my opponent - Forrest Atterbury - had never played before, we duked it out over the introductory scenario "The Battle for Point 161." It's a three turn game with the Soviets outgunned but dug in on a hilltop with the Germans charged with siezing two of the four highpoints on said hill. We used the optional limitted intelligence rules, since they didn't require that much effort and increased the fog of war (essentially, they keep your command decisions hidden from the other player and hide the particulars of each regimental and division HQ command ability). Forrest drew the Reds and proceeded to set up straightforwardly, spreading out his meager band of commie brothers (three companies of T-34s, five companies of infantry, and two companies of BA-64s) among the four high-points in question. With only three turns to work with, I decided to forego niceties and massed the bulk of my forces (a company of Panzer IV long barrels, two companies of Panzer IV short barrels, two companies of Panzer IIIs, five infantry companies, a couple of companies of Panzerspahwagens, and a company of Marders) for a rather primative charge straight toward my objectives with a small mobile force to flank the hill on the right, hopefully preventing the Soviets from meeting me with everything head-on. Well, it was a brutal affair. After failing to adequately defend the most obvious and direct German approach to the hilltops, Forrest quickly met my charge by lining up his troops behind the hill's crest. which ran parrallel with my objective hexes. I burned command points early to sieze the first of the two hilltops I needed to win before Forrest could fully reform his defense, but once there, the Germans were hammered by those infernal BA-64s (how can the equivalent of jeeps with pistols get so lucky?) and my charge ground to a hault from the spirited Russian defenders. Panzers were suppressed and shot-up left and right, but rather than sit around and trade blows, I kept everybody moving and charged through the lead to the second hilltop. After a bloody march (stacking is a bitch in this game and Forrest's opportunity fires were damn effective), I managed to snag the second hilltop while burning commands before Forrest could reinforce the position. By the third turn, all I had to do was hang on - which I did. The Soviets couldn't really concentrate their attack on either of my two hilltops without closing in and receiving some serious opportunity fire whoop-ass. Pot shots from afar just couldn't do it. All in all, the game lasted only about 2 1/2 hours. I won, but I didn't feel all that great about it. The Germans were chewed up and, despite Forrest's phenominal dice, I still got lucky. Had the Soviets been a bit more thoughtful about their initial deployment (Forrest was protecting against flanking maneuvers that I just didn't have time to pull off even had I wanted to), I probably was toast. I tried to bring too much between too narrow an avenue of advance and the logjam that resulted was nearly fatal. "Panzer Command" certainly demands forethought and advanced planning regarding how you allocate you scarce command points. The chit-pull system wonderfully achieves the desired effect of highlighting the chaos on the battlefield. Despite the intimidating length of the rulebook (60 pages of small type), the game is really rather easy to play. The systems are clean, straightforward, and well explained. The rules are very easy to digest and helpful examples and commentary are everywhere (together constituting about a third [!] of the printed rulebook). The only complicating factor is that there are seemingly tons of modifiers to determine success in combat which - although not particularly complicated - can bog shootouts down a bit. Close assaults are also a bit involved. Once we got used to the routine, however, we were breezing through it relatively OK. I look forward to playing again in a week or two, when Forrest and I will tackle the advanced rules (introducing motorized transport, artillery, reinforcements, engineers, minefields, and airpower) and the advanced introductory scenario "The Soviets Breakout." I've read through those rules again to reacquaint myself (hey, it's been 20 years!), and they are likewise clean, straightforward, and not particularly complicated. I can't wait to see how Adam's adaptation of the system in "Devil's Cauldron" turns out and I already have some good ideas for streamlining things for a block version of said system. In short, we had a good time, the game was fun, and it's too bad so many gamers have overlooked this one over the years. Perhaps a renaissance is in the offing ....