Partizan Press’

Battlegroup Panzer Grenadier

by Bill Rutherford

BPG is Partizan Press’ entry into the battalion level rules arena, with infantry squads and vehicle sections as the basic maneuver units. This glossy 80-page softback book has high production values, with good front cover color art, well laid out contents, and extensive b&w photography within. Scales are: 25 yards per inch (in 15mm), 5 – 15 minutes per turn, and 2 – 3 or 4 troops per figure or model. The first 16 pages are quite useful, dealing with organizing one’s troops for play and generally setting up the game. Though not rules-intensive, this section should be required for all rules, as they provide some context in which to read the rest of the rules. BPG is based solidly around the use of a simple, effective command control system.

Each turn starts with players determining how effective their command control is for the turn. This affects both how many units may act but also determines who has the initiative. In the interests of a quick-moving game with larger forces, one side issues orders and acts, then the other side reacts, then the process is repeated, reversing sides, with the initiative influencing which side is which. Spotting is probabilistic, with a twist – only recon or command elements can spot. As a result, the battle unfolds much less as a free-for-all like we’ve all seen and more as a careful probing for the enemy. Movement is probabilistic – maximum movement allowances are determined by dice rolls to reflect the battlegroup/battalion commander’s inability to precisely specify platoon and element movement – and is terrain-modified.

Direct fire is ranged and simple. Hit likelihoods are range-modified for both hits and damage; a single die roll (with modifiers) determines both. Artillery, both on and off-board, use the same essential mechanics for resolution, as well as simple call-for-fire rules. Close assaults have their own situations and factors but are resolved using the same basic mechanisms as direct fire. Morale checks are taken by units based on enemy fire, are simple, and take effect immediately. Higher level commands may take morale tests based on attition to subordinate units. There are the normal gritty bits – low ammo, recon by fire, that sort of thing – in addition to rules for smoke, air ops, engineering, etc., all of which are based on the mechanics of the core rules elements.

Equipment lists – with points values – are provided for all of the major European combatants. The rules are simple enough that missing equipment can be extrapolated from that which is provided. The Pacific War is not addressed though the Japanese AFVs shouldn’t be too hard to calculate. Two introductory scenarios are provided – one early war East Front and one 1944 West Front – that include maps, OOBs, historical and scenario notes, and provide a good introduction to BPG. There are also numerous decent sidebar examples of the rules in play that answered any questions I had about what given rules actually meant… There are, finally, six pages that contain virtually every chart in the rule book, and a page of copyable information counters and templates.

Battlegroup Panzer Grenadier is simple, it’s fast, and it works. These rules are available for $22.00 from On Military Matters, at 31 W Broad St., Hopewell, NJ 08525, who kindly provided the review copy. You should also be able to obtain them from your local game shop. Heartily recommended!

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