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User Rating Comment Status
Stan Grossman
United States
Kerrville
Texas
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10
Nov 2012
Great components, nicely done rules, good details but not overwhelming. I see this one on the table for a long time.
2012-09-26
Owned
Peter
Canada
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10
Jun 2013
From my point of view the best WW2 tactical armor system. On one side of the spectrum there is ASL - primarily as infantry game with armor as support. On the side Panzer is the perfect tactical game with primary focus on vehicular combat while infantry still plays an important role.
2013-06-13
Owned
Rui Serrabulho
Portugal
Lisboa
Lisboa
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You have to, at least from a distance, look as if you know what you're doing, and I can manage that.
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10
Aug 2013
The fog of war, the tanks, the armor, AP penetration, vehicles (T, W, H, L), rotations (60º, 180º), heights, excellent artwork, 2 players, 4 players, advanced rules, optional rules, charts, thick counters and even thicker cards of the units, great rulebook and playbook. Adding two expansions to the serie and othet in P500. I am rendered...

Is a solid 10! One of my favorites top ten game.

It exceeds what I have waited...
2013-12-08
Owned
JunYu (Jerry) Zhou
Canada
Markham
Ontario
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10
Feb 2014
Panzer is a very exciting and tactical game that simulates armor combat during WWII. The modular setup allows you to learn as you play with good progression, this is quite useful for players that are not familiar with wargames. The complex mechanics for combat is very well designed and realistic, this forces the player to consider numerous factor (environment, distance and facing of the tank) before making a final decision. Overall, panzer is an amazing game esp. for people that are interested in tanks. However, the base game only comes with very limited amount of units so the first expansion is definitely recommended to be purchased at the same time.
2014-12-12
Owned
Want To Play
Roger Hobden
Canada
Montreal
Quebec
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10
Aug 2014
Brillant game !
2014-08-08
Owned
Erathor Erathor
Malaysia
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9.7
Apr 2014
Cool game!
2014-04-28
Owned
Mike Haverty
United States
Owasso
Oklahoma
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9
Nov 2013
Wargame. Sounds like a great Tobruk-like armor game (in terms of scale and detail) but perhaps easier to learn/teach and great modern components in the reprint. Also, this is Eastern Front (vs Tobruk's North African setting), so, uh, I need both.

UPDATE: the more I read, the more I want this game. This might supplant Tobruk as one of my favorite wargames.

UPDATE: finally got to play this - love it, definitely scratches that Tobruk itch, but with more detail that I like, and honestly, not really that much more complexity so far. Provisional rating of 9.
2014-01-01
Owned
Lawrence Hung
Hong Kong
Wan Chai
Hong Kong
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9
Aug 2015
The game has been outstanding on its own and influenced a lot of other designs at tactical level. It stresses the tanks (or panzers for the German) operations, maneuvering to a best position to fire, within range and line of sight, at spotted enemy targets. The data cards for each and every tank demonstrate their characteristics and players are tested the ability to utilize the tanks to their best capabilities.

The beginning pages of the rules talk a lot about spotting, line of sight and the relationship to the terrain and features on the map. The system on checking line of sight for units at different heights is neat and very clever, the best among the tactical level wargames. The 5-commands chit system creates a sense of fog-of-war or suspense for that matter to the players as they do not know what are the commands the opposing side is giving. What follows to happen is like a classic Hitchcockian movie.

Some comments are made with regard to the change from plotting to sequential movement and fire (i.e. the basic I-go-You-go turn sequence) but I find no problem with it as it streamlines the game to an acceptable and yet realistic level. There is even a rule that players can play the game in simultaneous turn in an "agreeable" manner. Besides, the initiative can shift from turn to turn by rolling D100 (made up of two dices), modified by scenario specific advantage. I am comfortable with the change and the flow of the game still makes me feel the actions are being taken at the same time.

All hail to the data cards!
2015-08-14
Owned
Chris Farrell
United States
Cupertino
California
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9
Mar 2014
I was a big MBT/IDF fan back in the day, so it's not a huge surprise I like Panzer a lot. It's still got some 80s quirks - roll low for HE, high for AP, so on other charts, take a guess. And the rulebook is way too wordy for a not-very-complicated game. But, it plays quickly, action is pretty sharp and fast, and it gives an authentic feel for mobile conflict. It fills a nice niche above (A)SL(SK) in scale, and is good at gaming scenarios that game can't handle. The command & control rules aren't quite as clever as the MBT ones were, but still pretty good. As with MBT, the basic game is extremely playable, the advanced rules add a modest but sensible level of complexity once you're familiar with the basics, and then the optionals are all good for the hard-core I'm sure but most people will be quite happy to leave them out.

My only real substantive complaint about the package is the rules, which for a game of this complexity are not great. Admittedly, by GMT's standards they're still pretty good. But, a lot of copy-and-paste, and a number of areas that while you can get by really aren't clear enough (direct fire smoke and hand-to-hand combat with multiple units on both sides being two cases that come immediately to mind).

Anyway, still a very good game, and one that can only get better with time as more scenarios, units, and maps are added and rules get clarified.
2012-11-11
Owned
Scott Shafer
United States
Jacksonville
Arkansas
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9
Feb 2015
The game and expansions arrived in Okinawa! Very impressive package. I am stunned that everything is included. Nits...the geomorphic maps are really cut funny, I do not like the scenario layouts, for some reason I prefer Squad Leader's, maybe more infantry counters, and it would be nice to have a manifest of what counters are on the back of what counters. Not nits...the complete Eastern Front package! This one has all the tools for you to create your own scenarios quite easily. This is a very high quality, and surprisingly inexpensive, package. No black and white cards that you cut out yourself. Everything is in full glorious color! The counters are huge!! I pulled out an ASL box yesterday and realized that I could never play that are again. The counters are just too small! It's too much for the boxes that it came in! This was entirely worth the wait!!! Thank you GMT for selling us a complete game system! Please get the Western Front up on P500 soon!
2012-09-04
Owned
For Trade
Steve Duke
United States
Georgetown
Texas
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9
Dec 2012
The premier armor game available. Basic game is not overly complex. Advanced game adds lots of detail but is not overly weighty or confusing. Rules are intuitive.
If you like tanks on tanks, this is your game.
2012-12-24
Owned
Jeff Grossman
United States
Milwaukee
Wisconsin
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9
Sep 2012
Excellent armor tactical game. Don't be intimidated by the charts and detailed unit info as the game is really quite easy to learn. There are rules for almost every aspect of armor combat, but it is easy to select the advanced and optional rules that you want to use thereby creating a scaling level of difficulty.
2012-09-18
Owned
Want To Play
Mark Stout
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9
Oct 2012
I have played the game extensively for 3 weeks. After several plays including the advanced and optional rules, the game plays seamlessly. There is a sufficient Fog of War, and Command and Control is basic, but effective. The system has legs too. With 2 expansions at release, and 1 additional on p500, there are plenty of actions to be had. For vassal players the module is very well done, and reminds you of a miniatures game. Or if you choose you can use the standard counters for the classic board game feel. The system also fits well with vassal PBEM with very few file swaps. Yes this game has echoes of yesteryear wargames. To me that is a good thing!
2012-10-07
Owned
St.John Wright
United Kingdom
London
London
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9
Oct 2012
I would very happily give this 10/10 if it had decent maps! The paper maps in the expansions are badly cut and the single map with the basic game is pathetic.

Otherwise, entirely brilliant even if I had to hire a nuclear scientist to calculate off-map artillery for me.
2012-11-23
Owned
Jason Smith
United States
Capitola
California
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9
Aug 2015
Tiger tanks, T-34's, 88mm flak guns, they’re all here; a game about tanks with rules for infantry squads. Panzer is a highly enjoyable tactical World War II game that focuses on individual tank on tank combat without neglecting the role of infantry squads, artillery, and air power. The rules are modular, allowing players to adjust the level of detail and complexity. Adding the advanced and optional rules results in a fairly crunchy system that still feels streamlined and plays quickly. Commands are issued to each unit or group of units using counters that are revealed when the command is executed. There are five commands: Fire, Move, Overwatch, Short Halt, and No Command. The Overwatch command is essentially an opportunity fire command executed as a reaction to fire or movement. Short halt allows a unit to fire and move. No Command improves the chances for a unit to recover from being suppressed or broken. Corresponding to each unit is a thick, sturdy, data card that displays offensive, defensive and movement information. This speeds game play and eliminates the need to clutter the counters with stats. Each counter, measuring a generous 7/8 inches on a side for vehicles, and 5/8 inch for infantry, displays the data card ID corresponding to it and movement stats, leaving more room for a gorgeous, full color illustration of the tank, truck, gun, APC, aircraft, or infantry squad represented by the counter. (My avatar is one of the counters). The map is nothing special, and pales in comparison to the counters and data cards, but is still very functional, and for purposes of establishing line of sight, is probably preferable to a prettier but more cluttered map design.

I love the combat system, but IMHO the initiative rules and sequence of play don't take full advantage of the command mechanics. The sequence of play as written is very similar to old school games, such as Panzer Leader, with an initiative die roll thrown in. Each side rolls once to determine who gets to execute all of their fire commands first. A separate subsequent movement phase follows. The initiative RAW work fine, but the command mechanism of placing orders and revealing them as they are executed made me wonder how the game would play if initiative was determined on a per command basis. So, after 6 face to face plays using the RAW, I experimented.

Under my rules, initiative is rolled every time both players want to execute a command before the other. If one of the players does not want to execute a command yet, he may pass, but otherwise initiative is rolled on a per command basis.

At first I ignored the distinction between Fire and Move phases so that a player who wins initiative could choose to execute a Fire, Move, or Short Halt command. Consequently, a Move command could be executed before all Fire orders are executed. Units executing a Short Halt command could choose to move first, then fire.

Eventually, I came around to the view that all Fire commands should be executed before Move commands. So I've returned to using separate Fire and Move phases, but initiative is still rolled on a per command basis. During the Fire phase, players roll for initiative to execute each Fire or Short Halt command. During the Move phase, players roll for initiative to execute the next Move command.

This effectively eliminates the issue of a player executing all of his fire commands first before the opposing player has a chance to fire back. When both players want to fire before the other player, an initiative die roll is made. While it is certainly possible for one player to perform more than one command in sequence by winning successive initiative rolls, initiative to execute the next command is still rolled regardless of who won the initiative to execute the previous command.

An official staggered initiative optional rule is also available for download on the Panzer BGG page and included in expansion 3. It is actually very similar to my initiative rules. So I'm okay with using the optional staggered initiative rules when playing opponents who want to stick to the official rules.

What must absolutely change are the sighting rules for the case when line of sight between opposing units at different elevations is partially blocked by an intervening obstacle at a lower elevation than the higher unit. The elevation sighting rules as written make no sense. I picture the situation in terms of nested similar right triangles (please see my derivation in my gallery). Based on this picture, the length (in hexes) of the blind zone behind the obstacle is calculated by multiplying the height of the obstacle (in height levels) with the distance (in hexes) between the obstacle and the higher vehicle and dividing this product by the difference between the height of the higher vehicle and the height of the obstacle.

Because of my issues with elevation sighting and initiative, I would rate this game a 7, but based upon how I play the game, I'd give it a 10. As written, the game is not perfect, but since my issues with elevation sighting and initiative were easily fixed, my final rating is a 9. The combat mechanics hit the sweet spot between detail and playability. I really like using the data cards, determining hit angles, comparing penetration values versus armor values and rolling for damage. I love the counters. I really like the mechanic of placing command counters and revealing them when the command is executed. IMO the initiative and sighting mechanics needed some fine tuning, but these changes were easy to implement and work seamlessly with the rest of the system. The result is exactly the kind of tank on tank game I've always wanted.
2015-08-30
Owned
J. Andrew Hartman
United States
Fort Wayne
Indiana
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9
Dec 2013
THE tank-heads dream game.
2013-12-09
Owned
Fernando Sola Ramos
Spain
Pilar de la Horadada
Alicante
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9
Sep 2013
A very solid game system. Hardware oriented, it also does a good job with infantry fighting.

Pros: well supported by GMT (with play examples, living rules, playbooks, sample counters, etc.), components, overall production quality, solid game system, modular.

Cons: thin paper sheet rules, improvable map, hex scale.
2013-09-30
Owned
Mike W
United States
Portland
Oregon
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9
Sep 2014
Played the basic rules a few times and the advanced rules once so far, and I like it. The components are wonderful. One of my opponents has concern over the huge impact initiative has on the outcome of the game, but it does not seem to bug me as much. A great game for people who like extreme detail on tanks. Still need to try adding in more of the advanced chrome, like arty, planes, etc..
2014-01-25
Owned
David Seddon
United Kingdom
Congleton
Cheshire
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9
Nov 2013
Great game. Lots of detail. An improvement on the old Yaquinto original becuase the movement sytem is much cleaner and quicker and the pieces and maps are much better.
2013-11-11
Minggu Wang
China
Chongqing Municipality
Chongqing
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9
Dec 2013
Very exciting!East front is man's battlefield!Cruelty and bloody!

P.S. When can we see the africa and west front?
2013-12-09
Prev. Owned
thierry seguy
France
Mornas
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9
Jan 2014
After 3 solo plays and 2 F2F, I like very much this system. It's a fast playing game, easy to learn and which offers a lot of tactical choices. I hope more expansions in particulary for the north Afrika theater of operations.
Thanks Mr James M Day
2014-01-24
Owned
Ubergeek
United States
Camas
Washington
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I spent 100 Geek Gold and all I got was this lousy overtext message!
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9
Feb 2014
For its tactical treatment of armor combat this game is definitely a 9 or 10 rating. Reasonable rules set without getting too bogged down into the infantry support aspect. A worthy reprint via GMT.
2014-02-10
Owned
Steven Koblinsky
Canada
Toronto
Ontario
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9
Feb 2015
I'm not a WW2 tactical game player, but this seems the one for me. Not too complicated. Very intuitive rules. How results are derived feels streamlined and clever.
2015-05-30
Owned
Duncan R.
Canada
Vancouver
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9
Sep 2014
I give the game a slightly higher rating because of the availability of expansions.
2014-09-03
Oliver Ahrendt
Germany
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9
Dec 2014
At Last!
A system that focuses on combined arms, is playable, interactive. It has a clever order system and a detailed armored sytem.
2015-03-29
Owned
Borat Sagdiyev
Spain
Madrid
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8.5
Jan 2013
Preliminary rating.
2012-10-26
Owned
Bruce Sim
New Zealand
Auckland
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8.5
Sep 2012
A streamlined version of MBT/IDF, but WW2 eastern front.
2012-09-09
Owned
S0laris
Italy
Rome
Lazio
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8.5
Dec 2012
a worthy successor of the name. it would even get a higher score from me, if it was not for the map.. the base game comes with only ONE, pretty bland, generic looking, paper map.
2012-12-03
Owned
Juhan Voolaid
Estonia
Viimsi
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8.5
Jun 2015
Have only tried the basic game. Like the system, but so very detailed.
2013-12-20
Owned
Grzegorz S
Poland
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8.5
Jan 2015
A good game. I really like the idea behind different armor types their armor and shooting at them. One of the simplest mechanics and enjoyable mechanics i have seen so far.
2015-01-13
Owned
Karl Kreder
United States
Nuevo
California
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8
Sep 2012
Picked up this at GMT booth at Strategicon. I am just starting the rules, and am very impressed with them. They are well laid out and easy to read, I am excited to get this to the the table.
2012-09-05
Owned
Paul Amala
United States
Dublin
California
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8
Nov 2012
Plus both expansions.
2012-08-29
Owned
Les Marshall
United States
Woodinville
Washington
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8
Apr 2013
2+
2013-08-22
Owned
ron watkins
United States
Garner
North Carolina
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8
Sep 2012
Panzer is a very good game. The fact that the core game and its expansions were relaeased at the same time is a plus.I am patiently waiting for the Western Front exapnsions........
2012-09-18
Warren Wawrosch
United States
Brimfield Township
Ohio
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8
Oct 2014
Right now the best tactical armored combat for WW2. I play this a lot.
2014-03-15
Owned
nick P
United Kingdom
london
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8
Oct 2012
I find this game utterly odd - unlike anything I have played before. nevertheless I will stick with it, having foolishly invested in both the base game and the two expansions.
When I say 'odd' I mean the mechanics are new to me and different to the usual in tank games. Will update at a later date when I have gained more experience. The research and components are good which explains the rating.
2012-10-06
Dave Story
United States
Roseville
California
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8
Oct 2012
After one play (basic rules, first scenario), and reading the advanced rules, this game has caught my interest.
2012-10-25
Owned
Pascal Antoine
Belgium
Floriffoux
Namur
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8
Feb 2013
Tentative rating after having played three scenarios - Basic and Advanced game with vehicles only.

The game physical components are first class: I really appreciate the large and easy-to-punch counters. Data cards on heavy card stock are handy and the map has interesting features to begin with...

The rules:

They come in three parts: Basic, Advanced and Optional: If the Basic rules are simple enough, the Advanced rules are really complex. Even thought they're supposed to be "à la carte", they are NOT presented in a way that enable the gamers to assimilate them step by step, with specific scenarios: You know, the style: "STOP! You have learned enough to play scenario X!" If, for instance, I just want to play the Advanced game with vehicles units, I still have to search what I'm supposed to read and what I may temporarily bypass... Not an easy task!

The scenarios: we played scenario 1, 2 and 5. If scenarios 1 and 2 seem balanced enough for their learning purpose, scenario 5 need optional rules to help the outnumbered Soviets, IMHO!

The game:

I enjoyed it! Both sides have their strengths and weaknesses. Skillfully assigning orders to your units is a key element, but gamers who like predictable outcomes will be frustrated: Winning initiative is paramount, especially when the battle reaches its "critical point"! A little bit of luck is necessary, here! But it's not the end of it: You also need some luck to hit your target, at a location where your ammunition penetrates and, at last, you need a good Damage DR: So, luck is widely distributed and I like that!

I also like the way orders channel the actions on the battlefield: No arbitrary and artificial phases to allow units to respond to a new menace: If you didn't plan with enough flexibility (mainly using the Over Watch order) you might well loose the battle: This is GREAT!

Even if this game has a somewhat steep learning curve, I'm ready to take this path to explore the game in its details and subtleties: I will definitely play it again!

Date of comment: February 2013
2013-02-25
Owned
Rob F
Wales
Aberystwyth
Ceredigion
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8
Aug 2014
The tactical game I have been waiting for. Now all I need is a wife and a dog and I can die happy.

The whole basic rules then pick the advanced you like works brilliantly. Rules could be a little less ambiguous.

Rating is for playing with advanced rules set.
2014-05-04
Owned
Arrigo Velicogna
United Kingdom
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8
Jan 2013
Provisional rating after one day. I am an experienced MBT player and I like the changes here. The new way to work without turret counters is a much better approach to the company commander battle than before. Nice map, I do not miss geomorphic maps at all (box 1 anyway).
2013-01-20
Owned
Andrei Shlepov
Russia
Moscow
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8
Oct 2013
A very unusual blend of abstract and simulation mechanics; plays quite excting.
2013-10-17
Owned
John Vasilakos
United States
Annandale
Virginia
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8
Mar 2013
Excellant simulation that captures the decisive nature of tank combat. He who fires first wins! And in this game it tends to be the better trained army (as it should be) However it is marred by one of the worst set of rules since....Up Front! but if you presevere, you will be rewarded with a fine quick moving game.
2013-03-07
Owned
Larry Levandowski
United States
Springfield
Virginia
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8
Aug 2014
Overall, I like the system. Relatively fast play once you know the rules. Good armor hit location penetration model.
2014-08-09
Owned
Want To Play
8
Nov 2014
Good WWII game, lots of things covered including air power.
2014-12-17
Owned
Jim F
United Kingdom
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Ashwin in Dorset
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7.5
Mar 2015
A solid system. I'll be sticking with it for some time. More historical units please (e.g. paras etc...). Think GMT got it wrong only adding one map with first game.
2015-03-14
Owned
Luiz Sorato
United States
Miami
Florida
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7.5
Oct 2013
Very good wargame. A little complex, but a very good one from this game type.
2013-09-20
Owned
Nevin Ball
United States
Dallas
Texas
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That tickles!
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7
May 2014
I've only tackled the basic game so far but I can tell that I'm really going to like this armor centric system.
2012-09-09
Owned
For Trade
Eric Walters
United States
Chesterfield
Virginia
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7
Sep 2012
This is a marvelous update of the old Yaquinto PANZER game. That said, it is still very much a 1970s design--the map is one piece and not double-sided. While the expansions provide geomorphic boards, you don't get the moveable terrain and geomorphic boards of the original game. Instead you get something very reminiscent of old SPI-era tactical game maps--very generic. The data cards are not cards--they are cardboard and gorgeous. Plenty of charts for both players and the game is quite well produced. Nearly all the ideas in this game have been covered in other tactical treatments, but this system is easy to learn and very intuitive. I resisted getting the game since I have so many others but I'm glad I relented. I think Jim Day's armor system will pick up a new generation of fans with this title. Hard to imagine playing this without the expansions, however.
2012-09-09
Owned
Thomas Beach

Burlington
Wisconsin
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7
May 2015
Beautiful components. Inexcusable amount of typos and numerous grammatical errors due to poor proofreading and quality control.

Have now played the game twice this past weekend; our group had a pretty good time with it and had very favorable comments afterwards. After a one-on-one with another player, we too had a pretty good time and quickly climbed the learning curve (i.e. Spotting Rules) in just those two plays we had. So far the feeling amongst those I have played this game with is very positive and everyone looks forward to more play.

Update: June, 2014

I have played more of this game and really enjoy it. It's definitely fun and offers good challenges. That said, I can't raise my rating. For those who never played Jim's Yaquinto version, you'll find it a great system and loads of entertainment. But for those of us who DID play those original games (and I played the hell out of 'em back in the day), you will simply not find this streamlined version of those games satisfying. Mark Stumptner makes a very good point when he reveals the fact that fire combat results are not simultaneous as was the original system. And that simply does not wash.

Everything about Jim's new editions screams faster and simpler play, something I suspect GMT made a pre-requisite in order to publish, as GMT is known for this kind of gaming system for the greater part of their releases. I don't have a problem with that. Games are a business first for those who publish. And today's board game market is definitely far more in tune with that sort of game than not. So mine is not a complaint.

But even as good as the GMT versions are, I would recommend that you bite the bullet and buy any of the Yaquinto original editions if you desire to play what is considered by most as the very best tank-on-tank game system ever designed.

The editions, while sharing much in common are decidedly different, beginning with ground scale of 50 meters compared to 100 meters. And that makes them incompatible, something I can't help but think was intentional in order to prevent using the original Data Cards with the new system. Of greater importance is the fact that Yaquinto is plotted movement and simultaneous fire and there are far more hit possibilities on the first edition data cards. Beyond that, much remains the same in design if not actual practice. But those two aspects are no small matter! And they make both playing the game as well as the player's considerations of strategy different as well. And while many will proclaim anything using plotted movement as a death sentence for modern board gaming, I find I not only prefer it here, but consider all of those markers required to mark orders and track unit activity far more fiddly and irritating than writing orders.

I am not suggesting you choose one or the other. In fact I suggest the opposite and that you consider buying both editions. If you like the GMT streamlined version, you're sure to love the originals.

Update: May 3, 2015

I just read Jim Day's design blog on GMT which I had not previously read.

Jim makes a very clear case for his design changes between Yaquinto, AH and GMT versions. But in so doing he also reinforces my original complaint that these changes were dictated by yielding to the changing market for complex boardgaming, and successful releases at the expense of original design goals and intent.

Another supposed advantage of the new design is the ability to create larger battles that sim-move written orders games admittedly prohibit. Personally, I've never given a care to such considerations. But somehow that's suppose to be another item high on the new gaming communities list. Perhaps. I've also seen eight foot tables of ASL at Expo. But I never heard of any demands that ASL be re-tuned for such wants.

Why is detail such a bad words these days with current designers or publishers? Yes, I know. The answer lies in financial success. And who can begrudge publishers that basic need? Certainly not I. But detail and complexity still has it's place. Again, ASL certainly has a strong following. And the original Yaquinto titles never approached anything like ASL in complexity. I would also point to GMT themselves who have published titles like A World at War, EFS, GBACW, TiTE, Empire of The Sun and others. All of these are clearly in the detailed and complex camp.

So just who are these new gamers who would not be interested in detailed, sim-move WWII tactical gaming? And if they are such a market force, why have the aforementioned GMT titles been published in what would obviously appear to be a clear violation of that new publishing credo? Yes, everyone in my group or that I game with is almost always over fifty. But I have also had the chance to try and get Flames of War kids interested in Jim's simplified Panzer. And they all frowned at the detail of this scaled-down version all while toting around a thick hardbound rules book! And they never once made the case that it was because they were not boardgamers. So I find this demographic argument to ring hollow for me. Again, I am just one wargamer invoking personal anecdotes. Still, I find myself unable to visualize who this new crowd of gamers who supposedly would be excited to play WWII tactical tank and infantry games but who accept only simplified systems are supposed to be. The only thing that comes to mind for me are the Euro gamers. And I presume that is not the group to which reference is being made.

So I just don't buy the argument that we must have a simplified new edition of what was clearly one of the great WWII tactical systems. There are many who will never be able to afford to buy the original series games and as a result will never be able to experience Jim's original design. And that's unfortunate. And no one should have to invest in the inferior Excalibur editions to get there.

So rather than just complaining, I'd like to offer a solution and challenge to Jim and GMT; a supplemental reissue of only the original Yaquinto series rules, C&T's, data cards and wheels. Perhaps also some modular terrain overlays? Future expansions could exapnd upon this as well. No, I haven't thought it through entirely or very deeply. And perhaps I'm overlooking things as of yet unseen. But it would seem to me that with the counters and maps already provided by the new series, GMT could do a small (ziplock?) release which would offer series fans the option to experience the real deal alternative? It could even be updated to incorporate new improvements fleshed out in GMT's games. Certainly the P500 program would weed out this idea if found to be pure folly. But if in instead it proved viable, it would certainly enhance, expand and improve the family of games created by Jim Day.

Thanks for reading a rant by an old grognard.



2015-05-03
Owned
Runs with scissors
United States
Vancouver
Washington
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The die is cast.
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You say OCD like it's a bad thing.
mbmbmbmbmb
7
Mar 2014
8/1/13
Played the 1st scenario basic game tonight. Really reminds me of Panzerblitz in a good way. Being first to fire is important, hopefully you've got him moving while you're shooting. I'm used to a larger variety of tanks in battles. Because the details of each tank are so different, there's an emphasis on having just a few different tanks types in each battle rather than one of each of everything under the sun. For me, starting with the basic game is important to figure out all the charts before moving on to the advanced game.

The designer includes a lot of background info to help make DIY scenarios easy to generate. Living rulebook is out. Relatively minor changes with some clarifying text.

Rating will probably go up with more play.


9/28/12
Received. 80 page rulebook. Approximately 20 pages beginning rules, 44 pages, advanced, and 16 pages optional rules.
2014-03-23
Owned

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