PANZERSCHRECK #15  
(Winter 2005-06)

The new issue of Panzerschreck contains FOUR complete games.  Here is a description of each of these games.

Contents:  Panzerschreck #15 is a full-sized, 48-page full-color magazine that contains gaming articles in addition to the games.  The feature article is an in-depth interview with Don Greenwood (of Avalon Hill and WBC fame), and is something you won't want to miss!  Also included are variant, design, and review articles sure to please the gamer in you, whether veteran or rookie.  Also included are the rules to each game, cardstock maps, die-cut counters, and game markers, all in full-color!
The games included in this issue:

MORTAIN 1944  This is a two-player "conventional hexagon" wargame.  It pits the Germans on the offensive vs. the Americans in the bocage of France, in August 1944.  The game includes rules, 8.5" x 11" cardstock map, and 80 double-sided die-cut counters.  Units are division level, hexes are about two miles across, and each game turn represents one day.  The game utilizes "logistics" in a simple manner (via the use of HQ units);  once HQ are in a sector (and offering their offensive and/or defensive column shifts to combat within range), it is not that easy to shift them to another sector.  American air power is represented  by a limited number of air units that provide column shifts (even on defense) and it is airpower that can sometimes shore up an otherwise weak American section of the line.   

RAID ON SCHWEINFURT  This is a solitaire WW2 air game.  You, as the player representing the USAAF, plan and then watch the execution of a massive B-17 raid on Schweinfurt, Germany in late 1943.  Schweinfurt produced over half of the ball-bearings made in Germany... destroying these factories could hasten the end of the war.  Includes rules, 8.5" x 11" cardstock map containing the Tables necessary to play, 60 double-sided die-cut counters.  Counters represent groups of bombers; when individual bombers are downed, you exchange the counter to reflect this (e.g.  you have a 20-strong counter that loses four B-17s, so you exchange the former counter for counters totalling 16).  The game includes different scenarios, design your own guidelines, and an optional "role-play version" adds tension as you yourself are inside one of the Flying Fortresses heading over hostile territory!  The game is won if the USAAF can inflict a certain level of  target damage while not losing an excessive number of B-17s to German fighters and flak. The odds are stacked against the US... can you better the historical result?  The game plays in about 30 minutes.

HIPPODROME  It's off to the races, ancient style, in this Roman chariot racing card game.  The emphasis of the game is on racing strategy, not attacking your opponents!  The game system plays like a "Euro" game, and is suitable for 3 to 5 players.  Includes a 11" x 25" cardstock map in two pieces, chariots and game markers that are in color, and printed on cardstock, which have to be cut out prior to play.  You'll also need a standard deck of cards to play.  Several optional rules are provided, such as enabling players to have special driving or weaponry characteristics.  The basic game, however, is very simple to play and is suitable for gamers of all ages; effective handicapping rules permit veterans to play rookies on an equal footing.   While whipping and ramming opponents is possible (and they will occur), the key to winning is good strategy and card play!

NORTH SEA CAMPAIGN  NSC is a two-player, strategic level WWI naval game.  It includes over eighty individual rectangle ship counters (top-down view, in color on cardstock, which must be cut out prior to play), an 8.5" x 11" cardstock map, and rules. There are nine turns in the game, each one representing half a year.  Each counter represents one historical dreadnought, battlecruiser, or pre-dreadnought. Using a special Strategy Matrix, the players (representing Britain's Grand Fleet and Germany's High Seas Fleet) vie for dominance of the North Sea.  Each turn, both sides select a Strategy for that turn, which in turn are cross-indexed to determine what happens, if any Victory Points are awarded (and to which side), and if a battle occurs.   If the latter, the proper number of ships for each fleet (depending on the type of battle you are resolving) are placed on the board, and combat is resolved via the Battle Table which reflects the strengths and weakness of the ships of each nationality.    Different historical events (such as the flight of the Goeben, effects of the U-Boat campaign and British blockade, ships being recalled to serve in other theaters) are readily handled by the Events Table.  Optional rules add tactical considerations during battles, and individually rated admirals, among others.  This is another game that plays in well under an hour!  

       As you can see, the games in Panzerschreck are small, but detailed, quick, but fun and historical.  Games typically have five or six pages of rules.  As much as we all like to play huge monster games that take all weekend (or more) to play, Panzerschreck games are meant to be played over a lunch hour, while riding on a train, or in between turns of those monsters!   In our first 15 issues, over FORTY games have been published on a variety of topics, eras, and scales.  Our motto is, "Games Meant to be Fun; Games Meant to be Played."  If you agree, you're bound to like what Panzerschreck games have to offer!   We've won a Charles S Roberts award twice, so we must be doing something right!  



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