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Panzer Korps: Divisional Level Warfare 1936-1945 (2008)

Min. Age: 0
Number of Players: 2 - 8
Publisher: Hoplite Research Games
Designers: Manny J. Granillo
Artists: Unknown
Mechanics: Simulation
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The basic unit is the battalion, usually comprised of three stands of infantry or three vehicles. The basic command formation would be (depending on nation/year) a Brigade or Division. Each Brigade/Division has an attached commander, and each side has a CinC stand. Commanders have Leadership ratings which influence initiative and the pace of the game. The overall rating of a formation determines which Decision Die (Activation) it uses, which determines how many units may act, how many auto-rallies you get, etc.
Units are rated by morale, which is the key element of the game. A unit's morale determines which attack die you use, which morale die you use, and how many times it can recover from panicking.
Fire Combat: The attacker must make an opposed die roll to hit and damage its target. The attacker rolls a die based upon its morale grade, so a Militia unit roles a d6 while an Elite unit roles a d12 to hit. The defender rolls a Cover Die based upon covering terrain; open (d4), light cover (d6), type of tank (light, Med. Heavy) etc. The difference determines how many disorder markers the target takes, and can force a Panic Check.
Attached companies provide fire support, and special units are important in the game. A unit can have up to four attached companies that provide Fire Die bonuses, help recover Disorder markers, etc. Example, a Battalion with an attached HMG company (+2), Mortar Company (+1), AA Company and Medical Company would get a +3 on its Fire Die, force attacking aircraft to make a Morale Check to press a ground attack, and automatically remove one Disorder Marker per turn.
The rules are fairly comprehensive and cover all the basics of the period -- air superiority over the battlefield, ground attack, artillery, smoke, amphibious landings, fortifications, mines, engineers, supply, paratroopers, gliders, etc.
Also included is a set of rules on generating battles and battlefield terrain, basic army lists, equipment lists, and some sample battles and campaigns.
(from the publisher's web site)
Expanded by:
Panzer Korps: Campaigns – Rules & Scenarios
Units are rated by morale, which is the key element of the game. A unit's morale determines which attack die you use, which morale die you use, and how many times it can recover from panicking.
Fire Combat: The attacker must make an opposed die roll to hit and damage its target. The attacker rolls a die based upon its morale grade, so a Militia unit roles a d6 while an Elite unit roles a d12 to hit. The defender rolls a Cover Die based upon covering terrain; open (d4), light cover (d6), type of tank (light, Med. Heavy) etc. The difference determines how many disorder markers the target takes, and can force a Panic Check.
Attached companies provide fire support, and special units are important in the game. A unit can have up to four attached companies that provide Fire Die bonuses, help recover Disorder markers, etc. Example, a Battalion with an attached HMG company (+2), Mortar Company (+1), AA Company and Medical Company would get a +3 on its Fire Die, force attacking aircraft to make a Morale Check to press a ground attack, and automatically remove one Disorder Marker per turn.
The rules are fairly comprehensive and cover all the basics of the period -- air superiority over the battlefield, ground attack, artillery, smoke, amphibious landings, fortifications, mines, engineers, supply, paratroopers, gliders, etc.
Also included is a set of rules on generating battles and battlefield terrain, basic army lists, equipment lists, and some sample battles and campaigns.
(from the publisher's web site)
Expanded by:
Panzer Korps: Campaigns – Rules & Scenarios
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ag.gameitem.lastUpdated: 2025-04-25 15:37:49.57