1) What is the Scale?
Aircraft: are grouped into flights of 2-3 aircraft. 2) What units are currently available? The various units in German Combat vehicles: 72 Towed crew-served weapons: 9 Ground-attack aircraft: 3 Plus all infantry and infantry crew-served weapons, artillery (including counter-battery), trucks and limbers Soviet Combat vehicles: 51 Towed crew-served weapons: 10 Ground-attack aircraft: 3 Plus all infantry and infantry crew-served weapons, artillery (including counter-battery), trucks and limbers Combat vehicles: 28 Towed crew-served weapons: 5 Ground-attack aircraft: 2 Plus all infantry and infantry crew-served weapons, artillery (including counter-battery) and trucks British Combat vehicles: 31 Towed crew-served weapons: 3 Ground-attack aircraft: 1 Plus all infantry and infantry crew-served weapons, artillery (including counter-battery) and trucks French Combat vehicles: 13 Towed crew-served weapons: 4 Ground-attack aircraft: 1 Plus all infantry and infantry crew-served weapons, artillery (including counter-battery), trucks and limbers 3) How are TO&Es (army lists) presented, and what specific ones are available? In my opinion, the available TO&E information is unprecedented in World War II gaming. At this point, both the Eastern Front (German and Soviet) and the Western Front (German, Available TO&Es include: German Panzer Division — from throughout the war Panzer Grenadier Division — from throughout the war Infantry Division — from throughout the war Volks Grenadier Division — from throughout the war Grossdeutschland Panzer Grenadier Division — 1 July 1943 1st SS Panzer Grenadier Division* Leibstandarte SS Adolph Hitler — 1 July 1943 2nd SS Panzer Grenadier Division* Das Reich — 1 July 1943 3rd SS Panzer Grenadier Division* Totenkopf — 1 July 1943 Panzer Lehr Division mid-44 Panzer Brigade mid 44 through late 44, 100th to 110th Brigades Panzer Brigade late 44, 111th to 113th Brigades * Not reclassified as Panzer Divisions until after the Battle of Kursk Soviet Tank Division — from throughout the war Mechanized Division — from throughout the war Tank Corps — from throughout the war Mechanized Corps — from throughout the war Rifle Division — from throughout the war Guards Rifle Division — from throughout the war 18th Tank Corps — 1 July 1943 1st Guards Mechanized Corps — early 1945 Heavy Armored Division — from throughout the war Light Armored Division — from throughout the war Infantry Division — from throughout the war Airborne Division — from throughout the war British Armored Division — from 1944 through the end of the war Infantry Division — from 1944 through the end of the war Airborne Division — from 1944 through the end of the war French Mechanized Light Division (DLM) — mid 1940 Armored Division (DCR) — mid 1940 Cavalry Light Division (DLC) — mid 1940 Motorized Infantry Division (DIM) — mid 1940 Infantry Division (DI) — mid 1940 4) What are the similarities to the original board games?
5) What is the town/village scale?
6) Do the rules cover different turret rates for different tanks? How is this handled?
8) Sequence firing vs. simultaneous firing?
10) I am interested in buying the rules but would like to hear a little about command and control and the morale rules
The Command & Control system is based on a company-sized unit as the smallest formation for management. The system uses five distinct order types: Fire, Move, Short Halt (fire-move), Overwatch and N/C (no command). Command Control limits the number of unique orders (the four types other than N/C -- any number of N/C orders may be placed) that may be placed within a formation for each turn. Given the limited number of available orders, it means that one or more units may share the same order, if they are within command range of one another. Those units must follow the rules that govern order sharing, such as staying in command range when moving and firing at the same target with Overwatch Fire – there are also other rules. 11) Is there was a point system for buying troops and tanks? A sort of balancing system, or is it purely historical from the scenario point of view? Yes, the and each of the PaKs include tabular information detailing the point values for the troops, tanks, crew-served weapons and aircraft and when the units saw action in an easy to use chart. Each of the scenarios includes the point value information for the included units. The rules also include a detailed description of how to create your own scenarios utilizing the point values and the modifiers for such items as the type of scenario and unit grade. Thanks for your question. 12) What is the best map size for 1/285? 4x8 or 5x10 -- must leave room to reach the center of the table without disturbing the terrain. 13) How do you deal with walls and fences? Stonewalls can certainly provide cover for leg, towed and vehicle units.
Vehicle and towed-gun basing: vehicles and towed-guns are represented on a 1:1 basis.
Another key element of the system is Initiative. When determining the initiative, a single player from each side roles the two percentile dice (Panzer is a base 100 system so it uses two different colored d10s to determine results) applying any modifiers for grade. The Force with the higher modified result wins the Initiative for the current turn. That Force becomes the First Player (resolves Direct Fire first and moves second) for the turn. The losing Force becomes the Second Player (resolves Direct Fire second and moves first).
Let me take a moment to discuss initiative and my thoughts behind it. First of all, initiative is not determined until AFTER all orders are place. Players do not have the advantage of knowing who will control the initiative when determining their orders for their turn. In that way players can not know before hand that they will move second and therefore have the advantage of pre-knowledge of their opponents’ positions. This simple rule made a very big difference in how the game plays.
I view initiative, as the means a superior force dictates action and controls the flow of battle. A superior force should expect to have the initiative more often than the opposing force, but this is not a guarantee. Again, since orders are placed before initiative is determined, a superior force can anticipate controlling the initiative, but it is not an absolute. That is where you now see forces hesitating – which you would expect in battle, especially from an inferior force.
In Panzer, Grade is a static trait. However, Grade goes had-in-hand with Morale. The Morale System is a separate concept from Grade. Think of Grade as knowledge and training to carry out tasks where Morale is the ability to carry out those tasks. A unit does not lose its knowledge or training in effect becoming dumber or untrained, but as its Morale changes, its ability to effectively execute tasks becomes more and more impaired.
During a game, battlefield events affect a unit and its formation’s Morale. These can be singular events or an accumulation of losses that basically render a unit/formation ineffective.
For leg and towed units, I believe there needs to be a different level of cover whether the GP fire is crossing the wall and whether it’s direct fire or indirect fire. With indirect fire one could determine if it is bursting in front of or behind a wall, but that's getting pretty complicated. You probably want to limit the cover to GP Direct Fire crossing a wall. Don’t forget about large and small towed units.
For vehicles, I’d go with automatic hull down protection as opposed to a cover modifier. If the direct fire crosses the wall, the vehicle receives hull down protection. Now the issue of the height of the wall must come into play. I suggest using the five vehicle sizes (from “-2” to “+2”) as the gauge. For example, you could state in the scenario that the wall is of such height that it provides hull down for vehicles of sizes “-1” and “-2” only (short wall), or whatever limits you would like to utilize. With this approach, you can even have walls of various heights in the same scenario.