by Don Lowry
This is the other JagdPanther game I picked up at Origins II. The physical format is similar to Airborne! (above). It has the same clear plastic zip-lock bag and a similar "title" card. The mapsheet is 20"x26", printed in red, blue and black inks on cream colored heavy paper. It covers most of Poland and East Prussia, plus parts of Germany proper, Lithuania, Hungary and Czechoslovakia. Hexes are individully numbered. Terrain types include clear, rough, forest, fortress, railroad, city and sea. In addition borders, and the German/Russian Demarkation line are printed on the map, and the CRT, Terrain Types and Turn Record Track are also on the mapsheet. There are two sheets of 1/2"-square unit counters; one is 6 1/2"x7", and the other is 5 1/2"x7". Poles are brown on tan, Allies brown on white, Russians white on brown, German Army black on grey, German SS white on black. The rules are on an 11"x17" folder, forming four 8/"x 11" pages. There are two 7"x9", clear plastic, zip-lock bags for storing the unit counters in, and an 8 1/2"x11" sheet showing historical deployment for both sides, an explanation of terrain types and of the CRT results. This is a fairly conventional, divisionlevel WWII board game. It has two movement phases per turn - one before combat and one after. The unit counters have separate movement factors for the two phases, plus one combat factor. Railroad movement is allowed, but only in East Prussia. Units have ZOCs but these do not force enemy units to stop, only to expend one extra movement point. Attacking is strictly optional, not required. Combat is quite conventional, otherwise. The German has a few air units, which can add two combat factors to any one attack within 9 hexes of it. To simulate Germany's unpreparedness for prolonged mechanized campaigning, their Second Phase movement factors are reduced to zero at the beginning of Turn 9. Special rules cover cavalry's ability to screen retreats and to retreat before combat. The German player is supplies with an "Eberhard Brigade" (1-0-0) - which consists of German residents of Danzig; a die roll or 1-5 will give it control of that city - and with a Guderian counter (similar to the Rommel counter in AH's Afrika Korps): any mechanized, armored, or light unit which is stacked with him at the end of the Combat Phase may use its First phase Movement Factor in the Second Phase. Basically, there is one, historical, scenario to which a number of order of battle variations are possible. Polish OoB variations: Increased cavalry, increased tanks, Allied intervention, increased motorization, reserves, anti-tank regiments, beligerant Russians, free set up. German OoB variations: Non-Nazi Germany, increased SS participation, French attack, airborne assault, and free set up. Victory is determined on a point system, with each player scoring points for the destruction of enemy units and the occupation of certain geographic features and areas. The game was originally published in 1973 a revised version appeared in 1974, and this version represents a further revision. It sells for a very reasonable $5.00 and would seem to be well worth it. It is also available from J.P. Publications (see Airborne! above). Thumbnail Analysis
Game Review: East Front (WWII) Game Review: Siege of Jerusalem 70AD Game Review: Madame Guillotine Game Review: Palace of the Vampire Queen Game Review: Airborne (WWII) Game Review: Poland (WWII) Game Review: Basic Fighter Combat Manual (WWII) Game Review: Hex Sheet Back to Campaign # 77 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1977 by Donald S. Lowry This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |