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Panzer Korps - Divisional Warfare Miniatures System, 1936-1945

By: Hoplite Research

Type: Softcover

Product Line: Panzer Korps - Divisional Warfare Miniatures System, 1936-1945

MSRP old price: $80.00


Product Info

Title
Panzer Korps - Divisional Warfare Miniatures System, 1936-1945
Publisher
Author
Manny Granillo
Publish Year
2008
Pages
100
Dimensions
8.5x11x.25"
NKG Part #
2147380778
MFG. Part #
HRGPK-100OLD
Type
Softcover

Description

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.