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Saturday, June 4, 2022

Panzer strike Western front 1 - first playthrough

 

As we made a bunch of photos during our first play-through, here's a quick battle report.

We used no scenario, and just picked our forces similar to what we would field in let's say Flames of war. I was the German, with a single Tiger I, a platoon of 3 Panthers, a platoon of 3 PzIV's, a pair of Hetzers, and a pair of T38's, making the total of about 93 points.

Zoey was the Brits, and she fielded about 3 platoons of 3 shermans with a single firefly in each, a platoon of 3 stuarts for about 100ish points. 

We deployed in opposite corners of the town, and decided to make the deployment zones 10x4. In retrospect, they could have been much smaller, but we should have had multiple zones to deploy, as the terrain density pushed the main clash down the middle of the board, with the flanking forces being next to useless as they took their sweet time to move up the board.


The two trams the game comes with we set up down the middle, not having the slightest idea how much impact their cover will provide during the game.

Zoey's brits push on in two main groups, with the first using the tram for cover, and getting the crew of one of the shermans injured (the crew markers were not setup for this first game, so we used the immobilization ones instead). The other group was yet unsure weather to pursue the flank, or to reinforce the middle, expecting high losses there as they see what awaits on the other side.

The Germans split into 3 groups, with the middle one (on the tram tracks) being the smallest. The intent was to flank the enemy on both sides.

The middle road starts to open up a kill zone, while the trams end up as a perfect cover.

The tiger is already making a mess down the middle road. The panthers decide to join the middle clash. The shermans are unable to score a hit.

The carnage at the center of the town.. 

The brits decide to try and push the flank, and manage to destroy a T38. A firefly kills a panther from the front.

The flanking pzIV's end up useless as the game was over by the time they got a line of sight to anything.

The final turn sees the flanking Germans trying to reach the enemy.


Another panther gets killed by a firefly on the flank. In return, the hetzer manages to destroy one of the flanking shermans.



We decided to end the game after turn 6, which shouldn't be the case in this game. The allies lost most of their vehicles, so they decide to retreat, while the axis lost 2 panthers and a t38.


Panzer strike Western front 1 - core rules overview



This article will be about the rules aspect of the game, and the actual gameplay.

We tried out the core rules. Compared to the dynamic set, this is more robust and complex, and I would say a more realistic set of rules. It reminds me strongly of GMT's Panzer, and I have a feeling that the upcoming Advanced upgrade set will just highlight this even more. 

Lets cover the information cards first. You have your point cost for the given rules set, the miniature/figure image for ease of recognition, than several movement based stats, such as max speed if not reversing, reverse, drive type etc.. Than you have the armor stats, for the front, side, back, top and tracks.. Next is the weapons with the range, which accuracy dice to use, penetration of the gun, type of ammo (AP or HE for now, with more to come in the advanced upgrade), weather the gun can fire point blank or not, and the range for parabolic fire. The cards do look good, and all the relevant information is displayed, along with some bits that are not being used for now (like weight).

The core rules have several sets of dice with specialized symbols on them, though most of which will be used later in the upcoming Advanced upgrade expansion. The first one you use is the speed die, which similarly to Forsage’s Age of dogfights series is rolled just before activating a unit, and it brings a spot of randomness to the speed of any given vehicle. It could remain the same, or go -1 or +1. This does slow the gameplay a bit, as you have to roll multiple times during your turn, but the random factor it creates is amazing, as you can never be 100% certain if your vehicle will manage to cross the open street in its turn or will it get stuck just before going round the corner. I have a feeling this will be more expanded upon in the Advanced upgrade expansion, with the mentioned cruising speeds, and engine overheating.

Next you have 4 separate sets of accuracy dice, in pairs of 2. They are color coded, so green for worst, blue is slightly less bad, purple is good and red is best. Every vehicle has its dice set in the information cards (so for example red for the panther, blue for the 75mm sherman..), but again this could change in the future given the idea of crew experience. When you pick your target, you measure the range with the ruler and line of sight, and roll your designated pair of dice. To hit the target you must roll equal to or higher than the range. The better the pair of dice, the greater your chances are.

Here I must point out how player friendly this system really is. The accuracy dice are color coded, but they are also numbered, which at first glance creates confusion, as you search for the third purple die etc. In fact, the numbering is for color blind players, to easily identify the set they need. 1 for green, 2 for blue, 3 is purple and 4 is red. Bravo Forsage! 

If you hit the target, you must then roll a hit die. This might have been a poor choice for a name, as you have already rolled your dice to hit the target, thus making this a Location dice perhaps. You can’t really call it just a white die as there are 2 more of that color too, plus 2 more colored that you can roll for location. This die will tell you if you hit the tracks or the body, with the tracks being 1 in 6 chance. Each side has multiple other markings that are meant for the advanced upgrade, so I can’t comment on them now. But if you are close enough to the target (depending on the color of your accuracy dice) you can declare you are trying to hit the tracks on purpose, perhaps having no chance of penetrating the target from that angle, or in fact you want to make certain you hit the body and avoid wasting a powerful shot just to immobilize the target. These dice also have multiple other symbols on them, where only two X’s are used currently. If you moved and rolled the red X than you missed, and if you have a hull mounted weapon and rolled a white X than that’s a miss as well. 

Now you reference the ruler, as AP weapons degrade their penetration power, check the armor value depending on the angle of the attack, and roll another die. This one is very similar to the speed die, and can push the penetration even further with +1,+2.., do nothing or even decrease the power. These again have multiple symbols on them not used in the current game. There is even the option for even more angles, instead of just front, side and rear. If the end result has the penetration total greater than the armor value the target has been destroyed. If its equal than its damaged, which for now, has only 2 options. If the body was hit than the crew was injured. Place a marker for it, and this will do what you expect, no more move than fire. If the tracks were hit than the process is different depending on the drive of the vehicle. In short, the first time the tracks are damaged, the vehicle can still move, but with difficulties, while the second time it gets damaged, its then immobilized and no movement is possible. Repairing damaged vehicles is also possible, either by the brave crew, or a recovery vehicle (which is a bit faster, but you must buy the vehicle first). The crew can be attacked while repairing the vehicle, thus restarting their effort or destroying the vehicle. 

The damage markers are a bit dull to be honest. The crew marker is fine, a semi transparent plastic with a crew symbol sticker on it. The immobilization and destroyed markers are yellow and black large square pieces that slide under the vehicle. The immobilization could have been the same as the crew one, with the sticker being like a damaged cog or something. The destruction marker I guess is supposed to represent the smoke plume spreading around the vehicle, covering the whole space where the vehicle is, but we find that just tilting the vehicle on its side does the job as well. We need to play more, and see if the black marker will in fact create more cover for units behind it. I suspect there will be several more types of damage later on in the game, which I am looking forward to.

The game comes with some other markers as well, like the timer cubes, used for repairing (it takes time to finish the repairs) or some scenario specific goal where the infantry need some time to capture a building.. These are plastic cubes with stickers for them, and do the job well as they are small and don’t get in the way too much. The activation markers on the other hand are as big as some of the vehicles, so when playing with lots of vehicles on the board, this can get even more crowded. We didn’t use them, as we just remembered who has yet to activate. They are necessary, but should have been way smaller than they are now.

Let’s talk about movement for a second. I won’t cover all the details, but there are separate rules for moving tracked and wheeled vehicles (which makes sense). The one thing we didn’t like with the movement rules, is the coordinated movement. It states that depending on the total number of vehicles you have you get a certain number of coordinated moves. This does sound like activating and moving several vehicles at the same time, sorta like a platoon (and in fact we might try it like this), but the rules state that the player moves all of his vehicles, than performs his shooting if possible, then play switches to the other player. So activating several vehicles at a time serves no purpose. This is confusing as the number of activations is on the low side, and the rest of the vehicles can then move just one space. I don’t think we are reading this wrong, as the wording is clear. The intention was to show the confusion of battle, and the fact that the commander can’t be everywhere at the same time to direct everyone. When we played, we skipped this bit, and just activated every vehicle in full. This hasn't slowed play at all. Again we will experiment with creating and activation platoons one at a time, using this rule, interpreting the rule as a number of coordinations the commander can perform to his platoon commanders. This sounds good on paper, as the terrain density of the board WILL cause you to divide your forces into smaller groups.

Now, on to artillery. I LOVE it! Unlike Tank chess, where artillery pieces were rarely useful due to low range and the way shooting is conducted in a straight line, here you have a feeling your batteries are an integral part of your plans. You have medium and heavy SP howitzers, and medium and heavy field howitzers. Their range is, although not realistic, very good in game, allowing you to cover a large portion of the board. Obviously you will want to use cover as much as possible. This way your guns will require an observer to operate. You can have any one of your other vehicles be the observer for the turn and report the position of the target. The rules get even more cheeky here, and mention that not all of the vehicles in the game were historically equipped with a radio, in case you want to go full grognard. This will make your light tanks and armored cars super useful. Ok, so how does this work? First when you activate the observing model, you check if it already has a line of sight to the target (this is not modified by cover). If it has, the die roll to report the coordinates for the strike is much easier. If not, it has to move to get into a better position, which in turn makes the roll much worse. To fire, your battery places a template next to it self to check if parabolic fire is possible, then places the template next to the target to see if it is possible to hit it, or it is too close to a building. You then roll the accuracy dice as usual, followed by a new die to see which part of the target you hit, which makes it possible to hit the top armor. If you didn’t hit your primary target, you then roll two lets call them scatter dice, which will show you if your shot scatters into any of the 8 spots around it, or if it missed. I love this so much, how a simple boardgame can make artillery fire so involved, unlike some more famous miniature games that ignore the concept of scattering into a new target. For now there is no smoke in the game, but i’m sure it would be easy to add it in later. Like once per game/per battery, a large white square template/marker 3x3 squares in size, can fire on open ground, place a timer on it to mark its duration, lets say based on the number of guns firing smoke, lasts two turns per weapon. 

Onto the vehicles then. We played with the core rules, and historic pieces. These don’t allow the Germans an armored car, which is a shame, an sdkfz 222 would fit perfectly, either the standard autocannon model, or the pzbuche41. Also the T38 being super obsolete and yet with poor performance for a light tank could have been a Pz II “Luchs”. A perfect fit for a scout. More speed, less AT. We will have to playtest this into our games. The wife had some 3 platoons of shermans with a firefly each, and a platoon of stuarts, while I rolled a platoon of pzIV’s, panthers, a single tiger I, and a pair of hetzer’s and t38’s. I tried to make a balanced choice, similar to what I would use in let’s say Flames of war. The difference between the vehicles in the same category could be felt, as the t38’s were cr*p obsolete, while the stuarts were zipping about. The shermans felt average as there were many of them, the fireflies were a precious commodity. My tiger and panthers were doing all the work, while the rest were trying to get into flanking positions. They all felt balanced, though we still have many more to try out. 

Now, what we felt is a missed opportunity here, the Germans could have an armored car, the light tank could be a different one, there are no stugs, but there is the maus, there is an SPAA vehicle with no clear purpose as there are no planes. The allies on the other hand are a strange bunch, with a mix of American and British vehicles, not really here, nor there. In fact, if you take away some 3-4 vehicles, the rest are pure British. We felt that by adding a few models to each group there could have easily been 2 separate armies for the allies.

We're not even sure how long our first game lasted, as we were so involved in the game, which is a very good sign, but I would say no more than 90 minutes. There was almost no checking of the rulebook during gameplay.  At first glance there was some confusion with the vehicles, as these basic pieces have a few that kinda look alike. We felt like we would end up having to print out or otherwise buy some 6mm historical pieces, but I can honestly say that after a few turns you get used to what each piece is.

We loved the game, and can't wait to try out all the different vehicles. I hope that at some point in the future this game gets an eastern front variant with more open spaces. We recommend this to both board-gamers AND miniature wargamers as it has something for both groups.

This leaves us with a third article based on the dynamic set of rules for next time.





Heroes of normandie by Devil Pig Games

 



One of the universes great many wrongs has started to right itself. After years of regret that I traded my Heroes collection, the heroes are finally back! 

We're still waiting for the new core set and the d-day battlepack, as well as hoping to find the Gazette #3 set.

That will probably be it for Normandy, until Caen comes out. We do plan on getting the Stalingrad core too.

Can't wait to start playing!  The first time we had this gem we weren't so keen on making up home-rules for things we didn't like. The one thing that we couldn't wrap our heads around was the activation system where most things could just move OR shoot, thus giving an enormous advantage to the player that gets into position first.