<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Panzer Leader</title>
	<link>http://www.boardgamegeek.com/boardgame/2639</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 13:47:51 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 13:47:51 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Counter List ?</title>
	<description>Thanks everybody for the help. Since the 4 digit counter numbers on the scans are difficult to read I had to cross reference the scans with the Unit Function Table and the pieces I actually have in front of me in order to figure out what the discrepencies are. I think these are the errors made on the Unit Function Table, hopefully this might make it a little bit easier for the next person who has to inventory this game. &lt;br&gt;&lt;br&gt;1) Counters 0221 - 0222 do not exist, instead in their place is one counter # 0220. (76mm)&lt;br&gt;&lt;br&gt;2) It lists the Truck as counters 2201 - 2206 when it's actually 2201 - 2209.&lt;br&gt;&lt;br&gt;3) The Sherman (UK) is counter #s 7511 - 7519 not 7511 - 7518.&lt;br&gt;&lt;br&gt;4) Counter 7300 (M24), is actually 7100.&lt;br&gt;&lt;br&gt;Counters not listed on the unit function table because they are not units (no 4 digit counter #) -&lt;br&gt;&lt;br&gt;Spotted X 10 (white)&lt;br&gt;Opportunity Fire X 8 (white)&lt;br&gt;Turn Now X 1 (green)&lt;br&gt;North X 1 (green)&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2659350#2659350</link>
	<pubDate>2008-09-19T00:43:38+00:00</pubDate>
	<dc:creator>Mr.Grimm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic374186_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/374186</link>
	<pubDate>2008-09-18T18:07:35+00:00</pubDate>
	<dc:creator>The Maverick</dc:creator>
</item><item>
	<title>Thread: Re: Counter List ?</title>
	<description>You can get a set of replacement counters from &lt;A target='_blank' href=&quot;http://www.2xsindustries.com&quot; rel=&quot;nofollow&quot;&gt;www.2xsindustries.com&lt;/A&gt; or just ask them for the units that you are missing.</description>
	<link>http://www.boardgamegeek.com/article/2654661#2654661</link>
	<pubDate>2008-09-17T19:07:10+00:00</pubDate>
	<dc:creator>icurmt2</dc:creator>
</item><item>
	<title>Thread: Re: Counter List ?</title>
	<description>The list printed in the rulebook itself has some errors - it's best to work with the counter scans.</description>
	<link>http://www.boardgamegeek.com/article/2653029#2653029</link>
	<pubDate>2008-09-17T07:09:17+00:00</pubDate>
	<dc:creator>Knut Krummnacker</dc:creator>
</item><item>
	<title>Thread: Re: Counter List ?</title>
	<description>There's a complete list printed right in the rulebook itself, on pages 19-22. The &quot;#&quot; column shows how many of each counter type is included in the game.&lt;br&gt;&lt;br&gt;You can also find countersheet scans here:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.isimulacrum.com/game.php?gid=2985&quot; rel=&quot;nofollow&quot;&gt;http://www.isimulacrum.com/game.php?gid=2985&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2652553#2652553</link>
	<pubDate>2008-09-17T02:33:41+00:00</pubDate>
	<dc:creator>richfam</dc:creator>
</item><item>
	<title>Thread: Re: Counter List ?</title>
	<description>It's a long-shot but you can check with MMP!&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2652454#2652454</link>
	<pubDate>2008-09-17T01:50:11+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Counter List ?</title>
	<description>Can anybody point me to a list of counters for this game - I've looked on Imaginative Strategist and those counter numbers (the 4 digit bottom middle #) don't match the ones I have. Thrift store copy which I know is missing pieces but can't figure out how to verify. I've searched the files and forums here but can't seem to find the info.&lt;br&gt;&lt;br&gt;Any help is appreciated.</description>
	<link>http://www.boardgamegeek.com/article/2652257#2652257</link>
	<pubDate>2008-09-17T00:36:06+00:00</pubDate>
	<dc:creator>Mr.Grimm</dc:creator>
</item><item>
	<title>Thread: Re: How many die rolls?</title>
	<description>Thanks, thats how I have been playing it all these years but it was always a niggle in the back of my mind.&lt;br&gt;&lt;br&gt;Mike</description>
	<link>http://www.boardgamegeek.com/article/2626329#2626329</link>
	<pubDate>2008-09-07T21:26:37+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: How many die rolls?</title>
	<description>Once for the whole stack.</description>
	<link>http://www.boardgamegeek.com/article/2626310#2626310</link>
	<pubDate>2008-09-07T21:13:47+00:00</pubDate>
	<dc:creator>Badgeroonie</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>It took me 2 years on and off to nail the rules, but in my defence terms like LOS and AS were new to me. I agree about the command rules but this game was a forerunner to modern hex wargames. There are lots of things wrong with Panzer Leader but after 30+ years it is still an enjoyable game to play. If Panzer Leader is still annoying you then I suggest you take a look at some of the more recent games. I suggest  &lt;a class='gamelink' target='_blank' href=&quot;/game/24800&quot;&gt;Conflict of Heroes: Awakening the Bear! - Russia 1941-1942&lt;/a&gt; I feel it is similar to Panzer Leader but has all of it's problems ironed out. When I get my copy I am going to do a comparison between the two.&lt;br&gt;&lt;br&gt;Mike</description>
	<link>http://www.boardgamegeek.com/article/2626041#2626041</link>
	<pubDate>2008-09-07T18:24:26+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: How many die rolls?</title>
	<description>If I use direct fire against a stack do I roll the die once for the stack and apply the result to every unit or do I roll the die for each individual unit in a stack and apply the result to each unit?&lt;br&gt;&lt;br&gt;Where was BGG 30+ years ago &lt;img src=&quot;http://files.boardgamegeek.com/images/yuk.gif&quot; alt=&quot;:yuk:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;edited for clarification</description>
	<link>http://www.boardgamegeek.com/article/2625630#2625630</link>
	<pubDate>2008-09-07T13:23:12+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		What You Get &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic365280_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/365280</link>
	<pubDate>2008-08-26T01:31:17+00:00</pubDate>
	<dc:creator>eevans24</dc:creator>
</item><item>
	<title>Thread: Re: Japanese Counters on Imaginative Strategist</title>
	<description>That is great news! I have always wanted to see the Japanese version of Panzer Leader.</description>
	<link>http://www.boardgamegeek.com/article/2585229#2585229</link>
	<pubDate>2008-08-24T13:18:07+00:00</pubDate>
	<dc:creator>The_General</dc:creator>
</item><item>
	<title>Thread: Re: Japanese Counters on Imaginative Strategist</title>
	<description>Although, I have not played this, you may want to check out this page for Polish scenario &quot;Fall Weiss - The Polish Campaign&quot;&lt;br&gt;This site also has more to offer too. Check it out. &lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://gregpanzerblitz.com/page4.html&quot; rel=&quot;nofollow&quot;&gt;http://gregpanzerblitz.com/page4.html&lt;/A&gt;&lt;br&gt;&lt;br&gt;Jim</description>
	<link>http://www.boardgamegeek.com/article/2315169#2315169</link>
	<pubDate>2008-05-14T23:26:43+00:00</pubDate>
	<dc:creator>JimM</dc:creator>
</item><item>
	<title>Thread: Re: Luneville -- a Recon Battle from the Boardgamer's Special Issue to Panzer Leader</title>
	<description>Thanks for the links! I think that I will order the CD!&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2193035#2193035</link>
	<pubDate>2008-03-29T00:39:01+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: Japanese Counters on Imaginative Strategist</title>
	<description>Very nice! &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I enjoy the additional countersheets at this (your?) website very much, but I wish there was a good repository of scenarios for these additional nationalities (like the France 1940 scenarios, but for the Poles, Italians, Japanese etc). I just don't seem to have the time or the talent to come up with good balanced scenarios. Any recommendations?</description>
	<link>http://www.boardgamegeek.com/article/2192226#2192226</link>
	<pubDate>2008-03-28T19:18:22+00:00</pubDate>
	<dc:creator>KillerB</dc:creator>
</item><item>
	<title>Thread: Re: Luneville -- a Recon Battle from the Boardgamer's Special Issue to Panzer Leader</title>
	<description>&lt;i&gt;Where can I find that issue of Boardgamer?&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.nktelco.net/bdmonnin/other_products.htm#Panzer%20Leader&quot; rel=&quot;nofollow&quot;&gt;http://www.nktelco.net/bdmonnin/other_products.htm#Panzer%20...&lt;/A&gt;&lt;br&gt;&lt;br&gt;The Boardgamer stopped publication a few years ago.  The publisher, Bruce Monnin, offers back issues if they are still available, though I think he is fast running out.  However, and this is the deal, for $35 you can get a CD with EVERYTHING Bruce published, including both the Panzer Leader and Panzerblitz Special Issues.  Since the periodical also had several good Panzer Leader articles, including a very good one featuring the Sherman Jumbo, I recommend just getting the CD.&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.nktelco.net/bdmonnin/boardgamer.html&quot; rel=&quot;nofollow&quot;&gt;http://www.nktelco.net/bdmonnin/boardgamer.html&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.nktelco.net/bdmonnin/ordering_info.htm&quot; rel=&quot;nofollow&quot;&gt;http://www.nktelco.net/bdmonnin/ordering_info.htm&lt;/A&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2191485#2191485</link>
	<pubDate>2008-03-28T15:20:47+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Japanese Counters on Imaginative Strategist</title>
	<description>There is now a full set of Japanese counters on the Imaginative Strategist website to complement the USMC counters posted last year. The factors were determined by Byron Henderson using Alan Arvold's guidelines and with the help of many informed minds on Consimworld.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.imaginative-strategist.layfigures.com/IMSTRAT%20PL%20Counter.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.imaginative-strategist.layfigures.com/IMSTRAT%20PL%20Counter.html&quot; rel=&quot;nofollow&quot;&gt;http://www.imaginative-strategist.layfigures.com/IMSTRAT%20P...&lt;/A&gt;&lt;/a&gt;</description>
	<link>http://www.boardgamegeek.com/article/2190985#2190985</link>
	<pubDate>2008-03-28T12:45:34+00:00</pubDate>
	<dc:creator>Pedley</dc:creator>
</item><item>
	<title>Thread: Re: Luneville -- a Recon Battle from the Boardgamer's Special Issue to Panzer Leader</title>
	<description>The illustrations help highlight the report alot! Thanks for the report! Where can I find that issue of Boardgamer? &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2190536#2190536</link>
	<pubDate>2008-03-28T05:10:34+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: Luneville -- a Recon Battle from the Boardgamer's Special Issue to Panzer Leader</title>
	<description>Very cool! Yeah, I know alot of grogs like to tell you how outdated this and Panzerblitz are, but I still love these games - they are so accessible and FUN! Good job, and thanks for the illustrations!</description>
	<link>http://www.boardgamegeek.com/article/2190355#2190355</link>
	<pubDate>2008-03-28T03:10:03+00:00</pubDate>
	<dc:creator>desertfox2004</dc:creator>
</item><item>
	<title>Thread: Luneville -- a Recon Battle from the Boardgamer's Special Issue to Panzer Leader</title>
	<description>Luneville is a scenario found in a special issue printed by the publisher of the independent magazine The Boardgamer.  It includes a host of good scenarios for Panzer Leader.  A friend Art and I played Luneville via email using vassal, and I thought I would post some outtakes from our game here.&lt;br&gt;&lt;br&gt;From the scenario historical description:&lt;br&gt;&lt;br&gt;&lt;i&gt;September 15, 1944: The US 42nd Armored Cavalry Squadron, which is screening the advance of CCB of the US 4th Armored Division, clashes with the German 115th Reconnaissance Battalion of the 15th Panzergrenadier Division near the town of Luneville, which is south-east of Nancy.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Victory depends upon control of Nece on board D.  I took the Germans, who move first and enter from the far left of the board -- the Allies enter on the far right across the river next to Artain.  The first thing I noted was that I could get one of my sdkfz 234/1 on the road on the hillside outside of Artain, and this would screw with the Allied player's ability to get his units across the river, so I did.  The other units followed up as best they could, but I was able to get a few units into Nece.&lt;br&gt;&lt;br&gt;Unfortunately, I didn't cover the approach well enough, as Art was still able to get most of his M8 Armored cars around me and adjacent to Nece.  Here is a shot of the end of my turn 2 as I finished bringing up my units into Nece.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://talk.consimworld.com/WebX?233@624.wIE8dDiFT1n.15708835@.ee6d608/13552!enclosure=.1dd2d510&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I did manage to kill one of his M8s with direct fire, but the overrun failed to kill the M8 you see disrupted.  At this point, I think my other mistake was that my infantry, my really only good force, was to spread out.  I would pay for that.&lt;br&gt;&lt;br&gt;Here is a shot of the end of turn 4:&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://talk.consimworld.com/WebX?233@624.wIE8dDiFT1n.15708841@.ee6d608/13590!enclosure=.1dd2d7cc&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;During his turn 3 he blew away a stack in the center of Nece -- my puma, a 251/9, a halftrack and a rifle. That REALLY hurt.  All you see here is the halftrack I moved in just to keep him from occupying the town, but it hides the three wreck markers underneath.&lt;br&gt;&lt;br&gt;During my turn 4 I managed to do some damage back to him. My direct fire killed a stuart, though it took nearly every unit I had to do so, but my sneaky 251/10 (the 37mm armed halftrack) overran an M8 assault gun on the hill, leaving a nice satisfying wreck behind it. My CAT disrupted the adjacent stack. Oh, and that is when I moved the halftrack into the center of Nece so he wouldn't be able to just walk in.&lt;br&gt;&lt;br&gt;So, at the end of turn 4 things look tough for both of us. In the dead pile I have a puma, a 251/9, a halftrack and a rifle while he has a M8 armored car, an M8 assault gun and a stuart.&lt;br&gt;&lt;br&gt;End of German turn 6. I'm not a happy camper. I'd blame my poor die rolls, but even I get tired of that after a while:&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://talk.consimworld.com/WebX?233@624.wIE8dDiFT1n.15708847@.ee6d608/13799!enclosure=.1dd2de3b&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;As you might note, the stack I had in the southern hex of Nece is now just a pile of flaming wrecks.  That US engineer unit is giving me fits.  Also, he now has managed to obtain a better ratio of attack strength points compared to me.&lt;br&gt;&lt;br&gt;You'll note my half track mounted mortars on the hillside.  They stayed there the entire game taking shots at him from afar, but doing little.  They accomplished so little, in fact, that he ignored them, when I was hoping he'd send a couple of M8s after at least.&lt;br&gt;&lt;br&gt;Here is a snapshot of the end of German turn 7. I'm not doing very well (in fact, I'm getting my ass kicked), but I just managed to kill Art's engineer unit (by, of all things, using direct fire from my infantry -- A rifle, engineer and SMG (if you're adjacent, in Panzer Leader) are enough to get 2-1 against a US engineer, which was in the open so there was no die roll modifiers -- I got lucky and rolled a '1'.) which will make it more difficult for him to push me completely out of Nece by the end of the game...&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://talk.consimworld.com/WebX?233@624.wIE8dDiFT1n.15708853@.ee6d608/13942!enclosure=.1dd2e4c9&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Turn 8 is when I started waving the white flag.  He managed to disrupt my SMG and my entire stack inside of Nece while getting his units in a better position for the final blow.  My return fire was completely ineffective.&lt;br&gt;&lt;br&gt;This is a nice scenario highlighting the recon forces of both sides in a stand up fight, something neither was really designed to do but sometimes had to do.  I could have handled my forces better -- I failed to use the mobility of my armored cars to their best advantage early in the game and once I lost that advantage to defensively fighting for Nece his stronger units -- in this case the Stuarts and the M8 HMC, showed their worth.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2190206#2190206</link>
	<pubDate>2008-03-28T01:40:29+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>&lt;b&gt;paolocosmo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Weak senarios can work to your advantage when trying to introduce a new player to hex wargames; give him the strong side &amp; he will probably win despite his inexperience--then he is hooked.  I find battle of the bulge to be a good wargame in this regard-give the new player the Americans &amp; he has a great chance to win.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I wonder if this is true for all games?&lt;img src=&quot;http://files.boardgamegeek.com/images/robot.gif&quot; alt=&quot;robot&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2081136#2081136</link>
	<pubDate>2008-02-14T04:07:49+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>Good point.</description>
	<link>http://www.boardgamegeek.com/article/2080922#2080922</link>
	<pubDate>2008-02-14T02:25:25+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>Weak senarios can work to your advantage when trying to introduce a new player to hex wargames; give him the strong side &amp; he will probably win despite his inexperience--then he is hooked.  I find battle of the bulge to be a good wargame in this regard-give the new player the Americans &amp; he has a great chance to win.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2080536#2080536</link>
	<pubDate>2008-02-13T23:33:54+00:00</pubDate>
	<dc:creator>paolocosmo</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>&lt;b&gt;cratex wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;(shrug) -- as mentioned, this is perhaps the weakest scenario in the box of 20.  The war is almost over and the Germans are fighting with tooth and nail as their industry collapses around them.  At this stage of the game if the allies encountered effective resistance it was unusual.  The scenario is more or less true to the situation -- the German troops guarding the bridge at Remagen were understrengthed and unprepared to fight a determined attacker with armor support.  &lt;br&gt;&lt;br&gt;&lt;i&gt;The long range weapons didn't appear to have any ability to damage the tanks, which makes me wonder why they were in the scenario, and why they were in the war if this is realistic.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Wow.  I really don't know how to effectively respond to that.  I guess one step at a time.&lt;br&gt;&lt;br&gt;The 20mm flak was designed primarily to shoot low flying aircraft -- fighters and fighter-bombers.  It was never intended to fight tanks.  It did, however, have some usefulness against infantry and was very good against trucks.  It is there simply because the Germans needed the bridge to allow retreating units to get across and the Allies had been trying to bomb it to prevent this.  In fact, they had much more than that a couple of days earlier but some had been pulled to another location temporarily.&lt;br&gt;&lt;br&gt;The 81mm mortar was designed simply and only to attack infantry and artillery.  It did have some use against lightly armored vehicles, particularly open topped ones such as halftracks.  Mortars in this game are, I think, under-rated some what because the original system designer (Dunnigan, who designed Panzerblitz which this game is based on) felt that their reduced ammo capacity should reduce their effectiveness.  However, historically they were very effective at what they were designed to do and almost every army of the time had at least one such unit per battalion.&lt;br&gt;&lt;br&gt;What you are missing is any German ability to shoot tanks at long range.  The trouble was, building an anti-tank gun and the ammo it required is not easy, and it took some training to use them effectively.  &lt;br&gt;At this stage the German industry and manpower pool was having trouble keeping up with losses and often they simply were not available.  You may have seen photos of German Volksgrenadiers with bicycles carrying sticks with large lumps on the ends -- these &quot;mobile&quot; anti-tank teams were the German's answer at this stage of the war.  The panzerfaust they were armed with -- RPGs essentially -- were quick and easy to manufacture.&lt;br&gt;&lt;br&gt;Scenario #20 is true to the spirit of the situation -- a scratch force of Germans, not expecting a fight at that particular location that particular day -- is surprised by a strong combat team force that manages to storm across the bridge and gain control.  That's the way it happened.  I'm sure the German defenders didn't like it any more than you do &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;There are many very good scenarios in the Panzer Leader box.  To write the game off because of this one weak scenario would be a shame.&lt;/i&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;You can't judge a game by one scenario!&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2055828#2055828</link>
	<pubDate>2008-02-04T04:15:07+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>#1 is fairly good, but because of the setup it requires two players.&lt;br&gt;&lt;br&gt;#6 *can* be really good -- extend the game length to 12 turns to give the Allied player time to get to Nece and make a fight of it.&lt;br&gt;&lt;br&gt;#8 and #10 are great solo games.&lt;br&gt;&lt;br&gt;#4 is my favorite scenario in the box.  It does have a fair number of units, but the size and scope of the scenario makes quick to play.  The Allies have strength and numbers, but a careful German player can take a bite out of unwary Allied players.  It's also important to learn that trucks can be used as blockers in some scenarios, like this one.  Some consider that unrealistic, but my opinion is I've read enough stories of very small forces holding up larger and stronger forces that it is justified on a Fog of War basis, something this game system otherwise lacks.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2055206#2055206</link>
	<pubDate>2008-02-03T21:51:15+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>Thanks for the excellent response Steven, I definatly feel like I need someone like you to play with, to get me started. I know there's a good game there, and I know I could enjoy it, I'm just having difficulty getting started.&lt;br&gt;&lt;br&gt;Is there a short scenario that would be better suited for getting into this game? I chose #20 because it took the least amount of units, and therefore the least setup time. What should I look at instead?</description>
	<link>http://www.boardgamegeek.com/article/2054881#2054881</link>
	<pubDate>2008-02-03T18:44:43+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>(shrug) -- as mentioned, this is perhaps the weakest scenario in the box of 20.  The war is almost over and the Germans are fighting with tooth and nail as their industry collapses around them.  At this stage of the game if the allies encountered effective resistance it was unusual.  The scenario is more or less true to the situation -- the German troops guarding the bridge at Remagen were understrengthed and unprepared to fight a determined attacker with armor support.  &lt;br&gt;&lt;br&gt;&lt;i&gt;The long range weapons didn't appear to have any ability to damage the tanks, which makes me wonder why they were in the scenario, and why they were in the war if this is realistic.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Wow.  I really don't know how to effectively respond to that.  I guess one step at a time.&lt;br&gt;&lt;br&gt;The 20mm flak was designed primarily to shoot low flying aircraft -- fighters and fighter-bombers.  It was never intended to fight tanks.  It did, however, have some usefulness against infantry and was very good against trucks.  It is there simply because the Germans needed the bridge to allow retreating units to get across and the Allies had been trying to bomb it to prevent this.  In fact, they had much more than that a couple of days earlier but some had been pulled to another location temporarily.&lt;br&gt;&lt;br&gt;The 81mm mortar was designed simply and only to attack infantry and artillery.  It did have some use against lightly armored vehicles, particularly open topped ones such as halftracks.  Mortars in this game are, I think, under-rated some what because the original system designer (Dunnigan, who designed Panzerblitz which this game is based on) felt that their reduced ammo capacity should reduce their effectiveness.  However, historically they were very effective at what they were designed to do and almost every army of the time had at least one such unit per battalion.&lt;br&gt;&lt;br&gt;What you are missing is any German ability to shoot tanks at long range.  The trouble was, building an anti-tank gun and the ammo it required is not easy, and it took some training to use them effectively.  &lt;br&gt;At this stage the German industry and manpower pool was having trouble keeping up with losses and often they simply were not available.  You may have seen photos of German Volksgrenadiers with bicycles carrying sticks with large lumps on the ends -- these &quot;mobile&quot; anti-tank teams were the German's answer at this stage of the war.  The panzerfaust they were armed with -- RPGs essentially -- were quick and easy to manufacture.&lt;br&gt;&lt;br&gt;Scenario #20 is true to the spirit of the situation -- a scratch force of Germans, not expecting a fight at that particular location that particular day -- is surprised by a strong combat team force that manages to storm across the bridge and gain control.  That's the way it happened.  I'm sure the German defenders didn't like it any more than you do &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;There are many very good scenarios in the Panzer Leader box.  To write the game off because of this one weak scenario would be a shame.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2054567#2054567</link>
	<pubDate>2008-02-03T14:57:32+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>I started to play this scenario again, and didn't finish because I still felt like something was missing. It wasn't fun, and I know that wargames can be, because I know people that like them, and I've enjoyed my Gettysburg (light) wargame.&lt;br&gt;&lt;br&gt;The long range weapons didn't appear to have any ability to damage the tanks, which makes me wonder why they were in the scenario, and why they were in the war if this is realistic. That's one thing I remember right now. And I didn't really know what to with the units. It seemed bland.&lt;br&gt;&lt;br&gt;In Gettysburg, I feel like I knew what to do right away, had a good sense of how much power each unit had, and where they would be most useful, but I don't have that here.</description>
	<link>http://www.boardgamegeek.com/article/2053990#2053990</link>
	<pubDate>2008-02-03T04:06:00+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>You say you feel like you're missing something &quot;big&quot;.  What do you think you're missing?  I've only played once, just like you, same scenario, solo.  I too felt like something was missing.</description>
	<link>http://www.boardgamegeek.com/article/2053960#2053960</link>
	<pubDate>2008-02-03T03:43:20+00:00</pubDate>
	<dc:creator>mojayhawk</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>Heh.&lt;br&gt;&lt;br&gt;I've done that.&lt;br&gt;&lt;br&gt;Spent all day setting up my pieces for an PBeM ASL game only to be informed I was supposed to setup East of hexrow XX, not West of hexrow XX.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I've done that too. It's embarassing!&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1961052#1961052</link>
	<pubDate>2007-12-28T03:24:14+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Image for forum thread &quot;Trouble Starting&quot; &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic282972_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/282972</link>
	<pubDate>2007-12-27T23:32:19+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>LOL.  Here is a sample setup -- mind you, I'm not saying it is a good one, just a sample to show where the Germans are allowed to setup and likely spots for the Allies.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/282972"><img src="http://images.boardgamegeek.com/images/pic282972_t.jpg" border=0></a></div>]]></description>
	<link>http://www.boardgamegeek.com/article/1960620#1960620</link>
	<pubDate>2007-12-27T23:29:18+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>&lt;b&gt;Jeremiah_Lee wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Senor Swanky wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You need to turn the board around&lt;/i&gt;&lt;br&gt;Oh, well. I suppose that changes things.&lt;br&gt;&lt;br&gt;Excellent!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Heh.&lt;br&gt;&lt;br&gt;I've done that.&lt;br&gt;&lt;br&gt;Spent all day setting up my pieces for an PBeM ASL game only to be informed I was supposed to setup East of hexrow XX, not West of hexrow XX.</description>
	<link>http://www.boardgamegeek.com/article/1960190#1960190</link>
	<pubDate>2007-12-27T20:23:01+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>&lt;b&gt;Senor Swanky wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You need to turn the board around&lt;/i&gt;&lt;br&gt;Oh, well. I suppose that changes things.&lt;br&gt;&lt;br&gt;Excellent!</description>
	<link>http://www.boardgamegeek.com/article/1960163#1960163</link>
	<pubDate>2007-12-27T20:12:50+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic282898_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/282898</link>
	<pubDate>2007-12-27T18:45:46+00:00</pubDate>
	<dc:creator>bleakgeek</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>One other comment -- don't expect much from this particular scenario.  It's not one of the better scenarios in the box and most people will tell you it is very, very difficult for the Germans to win.</description>
	<link>http://www.boardgamegeek.com/article/1959745#1959745</link>
	<pubDate>2007-12-27T16:48:53+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>It has been a while since I played this scenario, but I think you have the board orientation wrong.  If I recall correctly the Germans setup in the city and on the hill side of the board, so they control both sides of the bridge.  The Allies setup on the other side of the river, specifically the other side from what your picture shows.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1959743#1959743</link>
	<pubDate>2007-12-27T16:46:38+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>I love this scenario because its short, easy and still very tense. I think I know what the problem is: You've deployed the forces for each side incorrectly. You need to turn the board around, deploy the Germans north of the river and in the city and deploy the Americans south of the river at least 3 hexes away from Artain. Try playing it that way - it's a blast.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1959719#1959719</link>
	<pubDate>2007-12-27T16:34:06+00:00</pubDate>
	<dc:creator>Senor Swanky</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>&lt;b&gt;wargamer55 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The engineers shouldn't move out until you have created the conditions for success.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That certainly seems reasonable, however, I don't know how the Germans are supposed to clear the space for the Engineer with their limited firepower. If this, indeed, is the way to go.&lt;br&gt;&lt;br&gt;Seth, if you get a chance, run through that scenario or look it over, I'd like to see what other choices there are.&lt;br&gt;&lt;br&gt;Thanks for your thoughts and help. I'll keep looking into it.</description>
	<link>http://www.boardgamegeek.com/article/1959693#1959693</link>
	<pubDate>2007-12-27T16:19:09+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>Well, it's been a long time since I played that scenario, but it looks to me that you have a timing problem with your tactics. If you're going to send engineers out to work on a bridge (and this will be true with just about any tactical wargame -- whether it's a light one like Memoir'44 or super-detailed like ASL) you need to have prepared the battlefield for them by driving away, suppressing or destroying any enemy units can can bring fire on them. You can't just send them out on the bridge and expect them to complete their work while being shot at.&lt;br&gt;The engineers shouldn't move out until you have created the conditions for success.</description>
	<link>http://www.boardgamegeek.com/article/1959088#1959088</link>
	<pubDate>2007-12-27T06:11:31+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Thread: Re: Trouble Starting</title>
	<description>I don't have the rulebook handy but I think that without the engineer unit available, the Germans can't really do much more in the scenario. Welcome to hex wargames! I hope you grow to like them! I play both hex wargames and area wargames. Both are good!&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1959035#1959035</link>
	<pubDate>2007-12-27T05:09:29+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Trouble Starting</title>
	<description>I thought I'd play Scn.20, because of the low unit numbers to get myself into the game. I'm playing solo, and expect to be playing this way mostly, so I'm not worried about being the best player, but I seem to be missing something.&lt;br&gt;&lt;br&gt;Here's my setup (I setup the allies mostly without any real idea, the Germans with thoughts from one of the previous posters here):&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.openappledumb.com/images/PLeader.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;So, I dropped my armors in towards the bridge (OppFire from German Art), and moved my Engineer adjacent to the bridge.&lt;br&gt;&lt;br&gt;Germans moved Engineer onto bridge (to demolish), and fired at tanks.&lt;br&gt;&lt;br&gt;Then...&lt;br&gt;&lt;br&gt;Allied armor shot at Engineer, took him out.&lt;br&gt;&lt;br&gt;And I'm not sure what else to do with the Germans at this point. Can they, and would it be suicide, to go out onto/across the bridge?&lt;br&gt;&lt;br&gt;I feel like I'm missing something big in this game. I've never played a serious hex-wargame, but I'm very interested.</description>
	<link>http://www.boardgamegeek.com/article/1959021#1959021</link>
	<pubDate>2007-12-27T04:56:05+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Thread: Re: los/lof ? Probably obvious but...</title>
	<description>Many thanks Gregory and Steven . Clarified that for me plus some good advice.</description>
	<link>http://www.boardgamegeek.com/article/1935668#1935668</link>
	<pubDate>2007-12-15T14:36:14+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: los/lof ? Probably obvious but...</title>
	<description>&lt;i&gt;I seem to recall that there is one wooded hex in the game that doesn't have green hexsides, but all of the adjacent hexes do. These green hexsides also have the effect of sealing that hex off from any vehicle traffic.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I think you are thinking of P4 on board C, but it's not quite that heavily wooded -- though one potential path is blocked by a marsh so the result is the same.&lt;br&gt;&lt;br&gt;&lt;i&gt;Also , if a unit with no movement allowance is in a wooded hilltop is there any way a truck or wagon unit can load it ( i suspect not because they cannot cross green hexsides ).&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Here is an example to illustrate what Greg said.  Assume a German 20mm AA gun in N3.  The hex is wooded.  There is a green hexside between it and the following hexes: M3, m2, N2, and O4.  A truck could not move directly from M3 to N3, but it could move from M3 to N4 (brown hexside) and then to N3 (orange hexside) to pick it up.&lt;br&gt;&lt;br&gt;&lt;i&gt;I know you may think i'm crazy but...are there any restrictions on firing OUT of a town or woods hex at a unit in the LOS ?&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The important thing is to not try to read something into the rules that are not there.  Now, this can lead to problems of their own because the rules do have holes, but in general don't assume you can't do something just because the rules don't say you can do it.</description>
	<link>http://www.boardgamegeek.com/article/1934967#1934967</link>
	<pubDate>2007-12-15T01:31:04+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: los/lof ? Probably obvious but...</title>
	<description>It's been a while since I played this game, but I'll try and answer your questions. Hopefully someone will correct me if I'm mis-remembering.&lt;br&gt;&lt;br&gt;&lt;b&gt;giants nut wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi.&lt;br&gt;I know you may think i'm crazy but...are there any restrictions on firing OUT of a town or woods hex at a unit in the LOS ?&lt;br&gt;&lt;/i&gt;&lt;br&gt;Well, since you used the phrase &quot;a unit in the LOS&quot;, then no.  There are no restrictions except that which is imposed by the WEC.  For example, an I class weapon can't fire at an armored target.  But that's independent of terrain.&lt;br&gt;&lt;br&gt;However, bear in mind that if you're in a woods hex that has a green hexside and you try to trace LOS through the green hexside (even if it is part of your hex), then LOS is blocked and you can't fire on the target. The exception to this is that you can always attack a unit adjacent to you.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Also , if a unit with no movement allowance is in a wooded hilltop is there any way a truck or wagon unit can load it ( i suspect not because they cannot cross green hexsides ).&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well, you didn't specify the green hexsides.  First of all, the hilltop is irrelevant.  If you have a unit with no movement allowance in a hex completely surrounded by green hexsides, then no, you can't get a truck or wagon in there to pick load it.  The only way such a unit can get into such a situation is if you deployed it there during setup. However, if the hex has a hexisde that is &lt;b&gt;not&lt;/b&gt; green hexside, then if you can slip the truck/wagon through that hexside, then you can load the unit.&lt;br&gt;&lt;br&gt;I seem to recall that there is one wooded hex in the game that doesn't have green hexsides, but all of the adjacent hexes do.  These green hexsides also have the effect of sealing that hex off from any vehicle traffic.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Both these q's are probably obvious but u know how your brain ends up going round and round and exploding , when the answer is probably staring u in the face !!!&lt;br&gt;&lt;br&gt;Many thanks.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well, I hope I got it right for you. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1934878#1934878</link>
	<pubDate>2007-12-15T00:43:23+00:00</pubDate>
	<dc:creator>saxophone</dc:creator>
</item><item>
	<title>Thread: los/lof ? Probably obvious but...</title>
	<description>Hi.&lt;br&gt;I know you may think i'm crazy but...are there any restrictions on firing OUT of a town or woods hex at a unit in the LOS ?&lt;br&gt;&lt;br&gt;Also , if a unit with no movement allowance is in a wooded hilltop is there any way a truck or wagon unit can load it ( i suspect not because they cannot cross green hexsides ).&lt;br&gt;&lt;br&gt;Both these q's are probably obvious but u know how your brain ends up going round and round and exploding , when the answer is probably staring u in the face !!!&lt;br&gt;&lt;br&gt;Many thanks.</description>
	<link>http://www.boardgamegeek.com/article/1934729#1934729</link>
	<pubDate>2007-12-14T23:25:26+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: First Game Help</title>
	<description>Great Steven ! I knew my seperate direct fire attacks against the same unit was wrong !!&lt;br&gt;Thanks for that.</description>
	<link>http://www.boardgamegeek.com/article/1930501#1930501</link>
	<pubDate>2007-12-13T12:14:01+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: confused again !</title>
	<description>To clarify Steve ( sorry to bug you again ) the first movement phase for the allies is the initial sex hex placement. The second movement phase they move to beach hexes plus you can place more units on sea hexes , yes ? &lt;br&gt;When a DD tank is turned up to enter a beach hex the die must be rolled to see whether it lands or is eliminated is that right ? This isn't combat related is it , it is just a chance factor am i right ?&lt;br&gt;Finally , do NASP targets need to be spotted ?&lt;br&gt;&lt;br&gt;Thanks for taking the time to humour me Steve !</description>
	<link>http://www.boardgamegeek.com/article/1898948#1898948</link>
	<pubDate>2007-12-02T00:51:10+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: confused again !</title>
	<description>You're welcome.</description>
	<link>http://www.boardgamegeek.com/article/1897465#1897465</link>
	<pubDate>2007-12-01T02:48:58+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: confused again !</title>
	<description>Many thanks Steven. Thats another locked door that you've opened for me ! Things are gradually falling into place.&lt;br&gt;Thanks again.</description>
	<link>http://www.boardgamegeek.com/article/1895828#1895828</link>
	<pubDate>2007-11-30T16:33:52+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: confused again !</title>
	<description>Every unit has to start at sea.&lt;br&gt;&lt;br&gt;Note rule XI.A.2 -- &quot;2.	Allied player secretly records the turn of landing and the co-ordinate of the initial placement hex for each of his units&quot;&lt;br&gt;&lt;br&gt;And note rule XI.B.1 &quot;Instead, Allied units are inverted and placed on the first sea hex adjacent to the beach hex on which they intend to land.&quot;&lt;br&gt;&lt;br&gt;And finally, note rule XI.C.2 &quot;2.	In the turn following the initial placement, all units on sea hexes must move onto beach hexes.&quot;&lt;br&gt;&lt;br&gt;So, you record the turn you want units to appear on a sea hex adjacent to a beach hex they intend to land on.  There is always thus a turn delay before units in sea hexes can move onto a beach, so German units get a full turn to shoot them in the water before they land.  Also, because you indicate turns for them to appear in sea hexes and you can only place them in sea hexes adjacent to beach hexes there is no issue about overstacking on sea hexes and such.&lt;br&gt;&lt;br&gt;&quot;Also in the set up it says neither side may set up or move east of hex row j on both boards. Is this during the whole game or just for set up ?&quot;&lt;br&gt;&lt;br&gt;Entire scenario.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1893792#1893792</link>
	<pubDate>2007-11-29T22:09:57+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: Re: rules q's.</title>
	<description>You are welcome.  Have fun!  Ultimately, if you find something you just can't live with, tweak it.  I find I like to use the town defense rules from Arab-Israeli Wars, for instance.</description>
	<link>http://www.boardgamegeek.com/article/1893770#1893770</link>
	<pubDate>2007-11-29T22:01:47+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
</item><item>
	<title>Thread: confused again !</title>
	<description>Hi.&lt;br&gt;Situation 2 amphibious landing.&lt;br&gt;It is not stated which units start in a sea hex ( i imagine DD tanks do ) but not every unit could phsyically do so anyway due to lack of space. &lt;br&gt;Also in the set up it says neither side may set up or move east of hex row j on both boards. Is this during the whole game or just for set up ?&lt;br&gt;&lt;br&gt;Reading the amphibious rules it says sea hex units must move onto the beach on their first turn and further along it states about germans attacking targets in sea hexes. Am i right in assuming that if the allies move first, this never happens or only when turns are reversed.&lt;br&gt;&lt;br&gt;Any help you can give me is much appreciated. Thanks.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1892468#1892468</link>
	<pubDate>2007-11-29T15:27:54+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Remagen Bridge, Turn 4. German victory. Bucey house rules for CAT. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic231198_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/231198</link>
	<pubDate>2007-07-22T03:13:22+00:00</pubDate>
	<dc:creator>gefahrmaus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		PL box &quot;reimagining&quot; No. 2 (JagdPanther, Aberdeen Proving Grounds) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic229371_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/229371</link>
	<pubDate>2007-07-16T01:31:07+00:00</pubDate>
	<dc:creator>gefahrmaus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Allied IMSTRAT counters on the field of Map D (Situation 20) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic229082_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/229082</link>
	<pubDate>2007-07-14T21:35:07+00:00</pubDate>
	<dc:creator>gefahrmaus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Map D (imstrat). Mounted, showing fold and uncut German counters &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic227057_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/227057</link>
	<pubDate>2007-07-07T19:20:48+00:00</pubDate>
	<dc:creator>gefahrmaus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Map D (imstrat). Mounted showing block counter at Artain bridge and uncut German counters &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic227055_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/227055</link>
	<pubDate>2007-07-07T19:17:50+00:00</pubDate>
	<dc:creator>gefahrmaus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A sample of the units from the variant adding paratroopers to Panzer Leader &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204731_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204731</link>
	<pubDate>2007-04-18T17:06:33+00:00</pubDate>
	<dc:creator>morsecrossing</dc:creator>
</item></channel></rss>