Mein Panzer

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acctingman69
Posts: 8
Joined: Sat Dec 07, 2013 5:16 am

Mein Panzer

Post by acctingman69 »

Has anyone here used these rules and if so, have you used them for solo play and any tips or tricks?

Thanks

redleg
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Post by redleg »

I used to play Mein Panzer quite often, but it's been at least 8 years since I participated in a game. As I recall the rules were pretty fast playing and fun. They use an alternating activation system so the players don't have a lot of down time while the other guy moves and shoots. I really liked playing with the Mein Panzer rules.

I've never played it solo. I think it might be hard to do unless you just played both sides of the battle since the platoons and detachments are activating individually, but I'm no solo wargame expert. the rules may have been updated since I last played too.

Begemot
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Post by Begemot »

acctingman69 - I've played these rules solo. There are no special rules for solo play, if that is what you are asking about. So use whatever technique for solo play that you would apply to any other game you are playing solo. Be as impartial or as biased to either side as you wish. Whatever pleases.

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Mk 1
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Post by Mk 1 »

I have played these rules quite a few times. They are my preferred rule set.

You can find some of my AARs here in our "Show us Yer Games" thread, but they are far back towards the earlier part of the thread. You can also find the same AARs on the ODGW website in their AARs section.

As stated above, they have an interesting turn sequence that keeps all the players involved all the time -- you don't have one side measuring and moving 35 pieces while the other side wanders off to find coffee or petroglyphs or whatever. The rules are reasonably fast play, so that you can manage a game with company and even battalion sized forces on the table at 1-to-1 unit scales. But perhaps as important (or even more important to ME) than that they are reasonably fast play, is that the armor, the infantry, and the artillery all play at about the same speed. I've had so many cases with other rulesets where the armor dances around in an interesting battle, then the whole thing crashes to a stop when the infantry debuses because the infantry rules are just TOO slow compared to the armor rules. With MP I find combined arms battles flow very well. That's a big plus in my book.

I have never tried solo gaming so can't provide an opinion on their suitability.

If you want to give them a try and have not yet bought the whole set, they have a free downloadable "Kid's version" that can also be used as a "trial version". You get only armor vs. armor rules (no infantry, arty, air, etc.) and even then it doesn't have all of the armor vs. armor detail (like overwatch), but you get to exercise the basic turn sequence and see if it works for you.

Hope that helps.
-Mark 1
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"It is hard NOT to write satire." - Decimus Iunius Juvenalis, 1st Century AD

pmskaar
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Mein Panzer

Post by pmskaar »

This is a very good set of rules and I have used them as my main WWII rules set for almost 20 years.

Mark I has made a very good case for this set so I won't dwell on what he said except to say that the turns are very interactive with each player moving the equivalent of a platoon or two at a time.

The game probably works best when each player commands about a company sized element although with several players together, battalion level games are fun.

The modular nature of the rules allows you pick and choose what elements you want to include in your games. While the basic and advanced core rules are focused on armor, it is possible to do a pure infantry engagement with some mortar or artillery support if that is your preference.

This rules set does not seem to get a lot of attention on some of the other forums but I can attest they are really very good and hit the sweet spot of playability and detail.

Pete

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