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Panzer Korps: Divisional Level Warfare 1936-1945
Panzer Korps:  Divisional Level Warfare 1936-1945
by (Self-Published), Kidultgame, Gamin, Hoplite Research Games, (2008)
Player Count
2 to 8

Playing Time
4 hours
  • Dice
  • Wargame
  • Party Game
  • Miniatures
  • World War II
  • Modern Warfare
  • Vietnam War
  • Designers
  • Angelo Zucca
  • Manny J. Granillo
  • Andreas Lenz
  • John Leahy
  • Mechanisms
  • Action Point Allowance System
  • Simulation
  • Dice Rolling
  • Point to Point Movement
  • Artists
  • Andreas Lenz
  • Rating: 5.67/10 from 3 users


    Quote from the publisher's web site:

    The basic unit is the battalion, usually comprised of three stands of infantry or three vehicles. The basic command formation would be (depending on nation/year) a Brigade or Division. Each Brigade/Division has an attached commander, and each side has a CinC stand. Commanders have Leadership ratings which influence initiative and the pace of the game. The overall rating of a formation determines which Decision Die (Activation) it uses, which determines how many units may act, how many auto-rallies you get, etc.
    Units are rated by morale, which is the key element of the game. A unit's morale determines which attack die you use, which morale die you use, and how many times it can recover from panicking.

    Fire Combat: The attacker must make an opposed die roll to hit and damage its target. The attacker rolls a die based upon its morale grade, so a Militia unit roles a d6 while an Elite unit roles a d12 to hit. The defender rolls a Cover Die based upon covering terrain; open (d4), light cover (d6), type of tank (light, Med. Heavy) etc. The difference determines how many disorder markers the target takes, and can force a Panic Check.

    Attached companies provide fire support, and special units are important in the game. A unit can have up to four attached companies that provide Fire Die bonuses, help recover Disorder markers, etc. Example, a Battalion with an attached HMG company (+2), Mortar Company (+1), AA Company and Medical Company would get a +3 on its Fire Die, force attacking aircraft to make a Morale Check to press a ground attack, and automatically remove one Disorder Marker per turn.

    The rules are fairly comprehensive and cover all the basics of the period -- air superiority over the battlefield, ground attack, artillery, smoke, amphibious landings, fortifications, mines, engineers, supply, paratroopers, gliders, etc.

    Also included is a set of rules on generating battles and battlefield terrain, basic army lists, equipment lists, and some sample battles and campaigns.

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