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Mein Panzer II

 Post subject: Mein Panzer II
PostPosted: Fri Jul 13, 2007 5:31 pm 
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I am not sure if anyone besides me follows this game.

I contacted the guys at Old Dominion and was told that second edition came out last March. The web site is very out of date, but orders are shipping for second edition by default. I dropped over 100 dollars on my updated WWII rules set yesterday - core rules, WWII data book (which is awsome), secret weapons of WWII, pack of dice, event cards and a set of blank event cards.

I should mention that books come with a code which allows you to register the book on the site and download updates and extra material. I was even told that I didnt need to buy the second edition as my first edition allowed me to download it - but I like printed, and it is goo to support the hobby where I can!

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 Post subject: Mein Panzer II
PostPosted: Fri Jul 13, 2007 5:52 pm 
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Never heard of it :) So what is it?

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 Post subject: Mein Panzer II
PostPosted: Sat Jul 14, 2007 9:09 am 
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Seriously? Mein Panzer is a 6mm rules set, used for WWI, WWII and Spanish Civil War. It is individual scale (one tank equals one tank) and has the largest collection of stats for the era that I have ever seen.

It compares in detail to Panzer War (which is more detailed and slow) and Panzer Marsch (which is about the same level of detail, but in different aspects).

It is my WWII rules set of choice. There is a sample turn here:

http://odgw.com/index.p....catid=5

I found it difficult to find a WWII 6mm set that I liked - that was not hex based, was the right level of detail, and was on a one-to-one scale.

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 Post subject: Mein Panzer II
PostPosted: Sat Jul 14, 2007 9:39 am 
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Ah, I have only ever played platoon level 6mm WWII wise. Well from the example its not challenger 2000 at least. I reckon though if I were to play 1 to 1 6mm WWII I'd use the warmaster version, if only because the old club was a big fan.

I must say in that example it doesn't give the feel of the relative strengths of the soviets and germans at all (which was pretty much tactics and manoeuvre based, soviets for example advance in set unwieldy formations regardless of the terrain ahead of individual elements).

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 Post subject: Mein Panzer II
PostPosted: Sun Jul 15, 2007 10:26 am 
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I dont know about second edition, since I dont have it yet, but in first edition there was a specific doctrine for the Russians. While normal forces are built and operated at platoon level, the Russians can be built and operated at company level, for a points discount.

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 Post subject: Mein Panzer II
PostPosted: Sun Jul 15, 2007 4:09 pm 
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Looking through the rules (I realised that I have access to the online version now that I have made my order!), and there are some great additional sections - the rules for Tommy Cookers, Soviet bomb dogs and other strange stuff.

If you find Mein Panzer too detailed, then you really need to avoid Panzer War. I generally cant get enough detail, even at small scale (I dont see why small scale is often an excuse to drop detail) and it is the only game (and bear in mind that I own Harpoon) that made me give up reading because it was too much! There are charts to convert real world armour stats and such into mechanics, but I gave up after about page five of the rules for spotting and line of sight.  :p

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 Post subject: Mein Panzer II
PostPosted: Sun Jul 15, 2007 5:09 pm 
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CS have you ever been tempted to plunge into the world that is Challenger 2000? If you have a spare week I could give you a game :)

I like to 'drop detail' at 6mm not for the sake of it but to capture the grander feel of things. Hence why I try top troop down to Torquey every year for a week to command a division or two a day.

A tank is a tank is a tank after all and I like to be one level at least above.

Incidentally i have attached this years details, and may stick it in a seperate thread.

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 Post subject: Mein Panzer II
PostPosted: Sun Jul 15, 2007 5:29 pm 
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I've not come across Challenger 2000. Any online links or reviews, or can you let me know what you like about them?

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 Post subject: Mein Panzer II
PostPosted: Sun Jul 15, 2007 6:00 pm 
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Not so much like as never forget. It took 30 minutes to fire a tank - or almost fire a tank. When the GM said and now for the 'AGH45/2' or something similar we all fell on the floor laughing. For a 6mm game I feel it craved to be 1/35!

Review

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'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


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 Post subject: Mein Panzer II
PostPosted: Mon Jul 16, 2007 12:54 pm 
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Hi CS,

It's a good rule set.

I know one of the designers, Kenny Knoe, who chats with me semi-regularly. Nice guys.

We've been trying out the new GHQ rules in my neck of the woods.

Shalom,
Maksim-Smelchak.

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 Post subject: Mein Panzer II
PostPosted: Mon Jul 16, 2007 6:39 pm 
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Wow, Challenger 2000 sounds crazy. ?I find that I go the opposite direction in terms of complexity and realism -- I tend to think that a game is not realistic if it is playing at slower than a 1:1 time scale. ?

But then I tend to think that games should simulate decision-making, not the fall of shot.

But then I don't find that I'm satisfied with many games at the low-tactical level, perhaps ASL or Combat Commander.






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 Post subject: Mein Panzer II
PostPosted: Mon Jul 16, 2007 10:08 pm 
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Interesting. I guess that I have a different take on 'realism'. I dont worry about the time of play. I want decisions made to be similar to real life, with the consequences, and I want to drop time limits so that tactical decisions can be made and I can think about the plans.

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 Post subject: Mein Panzer II
PostPosted: Tue Aug 07, 2007 9:17 pm 
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I love the Mein Panzer rules.  I tried Challenger 2000, but they made my head hurt!

Mark


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