NEW REVIEW of PANZER KORPS 2.0 in the latest issue of WARGAMES: Soldiers & Strategy magazine issue 121


Group Moderator
 

All

Below is the Review that is in this month's issue 121 of Wargames: Soldiers and Strategy magazine.  We are very excited to have such a great review of our PANZER KORPS 2.0 product and product line of supplements.





Panzer Korps Divisional warfare

 

Review by Eoghan Kelly

 

Manny Granillo, Hoplite Research Games, 122-page softback, D4, D6, D8, D10, and D12, initiative-based activation, $39.95

 

 

Panzer Korps is the second edition of the successful and innovative set of rules first published ten years earlier. The aim is to allow players to replicate the various armies that fought at the different stages of the war as well as some of the historical actions and campaigns.

 

Each model and base is scaled up to represent the operational level they indicate – so three figures on a base represents a company of infantry, two with a machine gun represents a medium MG, and three with a machine gun represents a heavy machine gun. A gun will be a battery, and a vehicle represents a company of the vehicle in question. Trucks are important as they represent resupply and logistics – and these are key to keeping a player’s forces active.

 

Command and control uses a system of ‘decision dice’, which vary depending on the army and commander quality, and these, with applied modifiers, will show you how prepared your forces will be, this turn, to follow orders etc. The troops may also need to recover from any actions and activities of the previous turn.

 

Artillery takes into account a wide range of effects and eventualities, including the inaccuracy of indirect fire, forward observers, supply of ammunition, and also the caliber of the weapon and the country of origin. This section also covers air support including fighters and bombers – these models are placed on a short stand to represent low-altitude tactical bombers or a higher stand for heavies (B17s etc) and also fighters flying cover.

 

In combat, units can receive disorder markers, and doing so means they then have to make a test. Accruing the markers indicates the slow erosion of the unit to casualties, fatigue, supply, and so on. As this damage grows, the effectiveness of the unit decreases. Command dice can help remove or reduce some of these effects. If a unit fails its check from disorder, it can find itself stuck in a firefight from which it is not necessarily easy to extricate itself – even if it receives direct orders to do so.

 

The rules cover period-specific equipment, and your force in 1944 will be very different from the same force in 1939. Units have ‘fire dice’, and these will change between units and periods and will grow with the caliber of the weapon: a German 232 armored car’s dice is a much smaller one than a T-34, and so forth.

 

This rules system had many supplements for the first edition, and I presume these will still hold value  with the second edition. Some of these allow you to move the period of play back to the First World War or forward to the Cold War and further.

 

I found these rules to be exceptional as there has been an immense amount of work done to ensure the armies reflect the part of the war they are fighting in – even down to the quality of the officers. If you like Second World War games and want to get a more realistic feel for how combat would have been – the lethality of tank weapons at more realistic ranges, and knowing that some of your troops will be incredible in action and others will be frankly disappointing – then this set of rules is an absolute must-have!