You are on page 1of 12

An Informal Histor y

of the D evelopment of
PanzerBlitz
by
Alan r. Ar vold

T
he following article is a mored fighting vehicles. Indeed, it he used pz ivhs, Panthers, Tigers
history of the development had been something he had wanted (both is and iis), Nashorns, sg iiigs,
of the game PanzerBlitz, to do for a few years but, at that and halftracks. For the Russians he
starting back in the late 1960s. My time, collecting hard data on afvs used t-34cs, t-34/85s, su-76s, su-
source material stems from many and their guns was a difficult thing 85s, jsu-122s, js-iis, and Lend-Lease
period gaming magazines from the to do. Hard data just was not very Shermans and halftracks. Each
late Sixties to the early Seventies. available and he had to rely on in- counter contained a top view of the
A few, like The General Vol. 7, No. 3 formation gleaned from the various vehicle in question, its name or des-
and Strategy & Tactics No. 22, have armor miniature rules that were in ignation, the Movement Factor on
offered great designer’s notes and existence at the time, such as Schw- the upper area of the counter, and
D-Elim Vol. 2, No. 11 even printed erpunkt and the recently released three numbers along the side, giv-
a genealogy of the successive game Angriff. ing the maximum armor thickness
designs that led to PanzerBlitz. From these he devised a sim- of the front, side ,and rear of the
Many others only offered little tid- ple little game which he eventu- vehicle. There was no infantry or ar-
bits of information, usually in their ally called Highway 61. Here, each tillery, just afvs, at first.
respective gaming news sections player was provided with a number Play was simple. There was no
which, when taken individually, say of large 1 by 2 inch counters of dif- board. Highway 61 was played on
very little, but when taken all to- ferent types of afvs. The time period the floor or a very large table, just
gether, really round out the infor- was 1944, using the available tanks like Jutland. The game turn had two
mation supplied by the other major of the time. As the setting was the phases: movement and fire. During
articles. Eastern Front, these afvs were Ger- the movement phase the players
man and Russian. For the Germans would first write down the planned
Highway 61 movement of their counters on a
piece of paper and then all players
It is generally agreed that the would move their units simultane-
first design that led to PanzerBlitz ously, following the directions of
was a test game called Highway their orders. The mf number on the
61. In early 1968, James Dunnigan counter was the number of inches
was riding high on the popular- it could move in a turn. It cost one
ity of his Jutland game that had inch of movement to turn up to 90
been released the year before by degrees and two inches of move-
Avalon Hill. In that game he suc- ment to turn from 91 to 180 de-
cessfully converted naval miniatures grees. Physically, the counters were
to a semi-boardgame state. Having moved using a straightedge ruler.
done that, he decided to see if he Movement was voluntary; a player
could do it again, this time with ar- could move some, all, or none of his
Imaginative Strategist 2 History of PanzerBlitz

chine guns on which could not pen-


etrate any tank: they thus became
mere targets. Dunnigan solved that
problem by giving them anti-tank
guns to transport. The guns were
on one inch square counters with a
top view of the gun in question and
the gun caliber printed in millime-
ters. The Russians got the 76.2mm
gun and the Germans received the
75mm and a few 88mm guns as
well. Simple rules for transporting
and loading/unloading were de-
vised. The anti-tank guns fired in
the same direction as the assault
guns with the 88mm being able to
fire in all directions by virtue of its
anti-aircraft mounting. In this state,
the game proved to be so popular
that Dunnigan started to devise a
version of it for the North African
theatre, but no hard copy was ever
counters as he pleased. In the fir- players would first roll to see if they made for play testing.
ing phase, players would determine hit the target vehicles. Those that
the range between their counters did would go to penetration col- S tate Farm 69
and their intended targets using a umn to see if they pierced the target
yard stick or a tape measure. Ve- vehicle’s armor or not, depending In the early summer of 1968 one
hicles with turrets could fire in any on where it was hit (front, side, or of the playtesters, Edi Birsan, made
direction, while vehicles with hull- rear). If the tank was penetrated, it a boardgame version of Highway 61.
mounted guns could only fire in was flipped over to its other side to He presented it to James Dunnigan
the forward arc radiating from the signify that it was a wreck. Other- who, as was his wont, polished it up
front side of the counter. Players wise the tank was still in the game. a bit and gave it a new title: State
would then consult the firing tables Line of sight/fire was very simple as Farm 69. Because the game was
provided in the game. Each table there was no terrain; vehicles and played on a hexboard, terrain could
was for a certain type of gun carried wrecks were the only things that now be fully added, which entailed
by the afvs, thus more than one ve- could block los/lof. Visibility was the formulation of new sighting
hicle could use the same table. They unlimited; the guns could all reach rules. The counters were shrunk
were divided into four columns: the the maximum ranges on their re- down to one-half inch size with the
first was for the range in inches be- spective firing charts. same pictures and values on them
tween the firing unit and the target; The game proved popular among as previously. The firing charts were
the second was the dice roll to see the playtest crowd at Poultron Press; easy to convert by merely changing
if the firing unit hit without having in fact, several of them brought the distance in inches to hexes. The
moved in the previous movement woods and buildings from regular movement factors on the counters
phase; the third was the dice roll miniatures tables in an effort to in- did not change but now became
to see if the firing unit hit and had troduce terrain into the system, but movement points with each type of
moved in the previous movement all they proved to be were places to terrain hex requiring a certain num-
phase; and fourth was the armor hide behind. One early complaint ber of them to enter. As playtesting
penetration at the given range. The concerned the halftracks, the ma- continued through the summer,
Imaginative Strategist 3 History of PanzerBlitz

It is interesting to note that sev- dius of the round in question (each


eral aspects of State Farm 69 had a artillery unit would fire one round
lasting effect in the future designs per attack) and the odds of the said
of tactical games in the series. For unit being within that radius. The
example, units that were in cover- area in the hexes was quite small
ing terrain, or out of the los if in and only one unit - be it vehicle,
open terrain, were not placed on gun, or infantry squad - could be
the board until they were spotted. in a hex at a time (there was no
In open terrain that was easy: if stacking). The combat results in the
the unit was within the maximum game were still either “no effect” or
sighting distance it was automati- “destroyed.” Even armored vehicles
cally seen and placed on the board. could be killed, based on the prem-
Units in covering terrain (woods ise that a round that either scored a
and buildings) had to be spotted. direct hit (a rarity) or that landed
Spotting occurred either if you had nearby (most likely), would damage
a friendly unit in a hex adjacent to the tank enough to get a mobility
the hidden unit, or if the hidden kill and thus take it out of the game.
unit fired. Spotting was automatic Of course artillery of a lesser caliber
when adjacent, whereas spotting a (mostly the on-board artillery units)
more features were added to the firing unit was based on the results had less of a chance of scoring a kill.
game. Infantry appeared in squads from a spotting table: the farther All this would have a profound ef-
and, of course, a whole set of new away the spotting units were, the fect when Dunnigan would figure
rules and firing tables to accompany less chance they had of seeing the out the attack factors of the big ar-
them. By the fall artillery was intro- firing unit by its muzzle flashes. The tillery units in PanzerBlitz that we
duced, first as on-board counters chances of spotting were based on a now know so well.
with more anti-tank guns, infantry sliding scale and by the time you got Yet another interesting feature
guns, and mortars, then later in the out to a real life distance of 500 me- was Dunnigan’s attempt at Com-
form of off-board units for the bigger ters, the chances were already less mand and Control. Each player had
artillery pieces. That same Autumn than 50 per cent. This would have to assign his units to “task forces” of
more rules came into into play, such an impact on the spotting rules of
as minefields, fortifications, weather, PanzerBlitz later on.
morale, and command and control, Another interesting feature was
to name a few. Dozens of vehicles the devastating firepower of the off-
were added to reflect the different board artillery. The indirect fire rules
time periods on the Eastern Front. were extensive, but it was the effects
By the end of the year the playtest of scoring a hit in the target hex
rulebook had become several inches that was so devastating: artillery of
thick and the game had become ex- the 105mm variety had a two-thirds
cessively realistic to the point that chance of killing the unit in the hex,
it was almost impossible to play. In artillery of the 120mm variety had
many ways State Farm 69 was the a five-sixths chance, and artillery
Advanced Squad Leader of its day, of the 150mm variety had an auto-
the difference being that advances matic kill on their effects tables. Of
in game design made asl was play- course die roll modifiers for terrain
able in when it came out in 1985, and fortifications in the target hex
whereas in 1968 State Farm 69 was could alter the results to no effect,
not. It was never published beyond even with a 150mm piece. The re-
a few playtest copies. sults were based on the bursting ra-
Imaginative Strategist 4 History of PanzerBlitz

need for firing charts. While not al- for the Russians he had to go to the
together successful, this would prove company level as this was the basic
to be a step in the right direction tactical unit in their army. To ac-
and it can be said that this innova- commodate units of these sizes, the
tion gave birth to the now-famous scale of the board would have to in-
“Dunnigan System” of counter value crease. He chose a scale of 250 me-
up to six units each (these were es- determination. While State Farm ters per hex. The board could now
sentially platoons as players tended 69 wasn’t really playable, it did show have small towns in hexes instead of
to assign the same type of units to that tactical level combat could individual buildings, forests instead
each group). Each task force was as- be simulated in a board game and of small clumps of trees, and hills
signed an order (Move, Direct Fire, from this system came the Tacti- would occupy a smaller area on the
Indirect Fire, etc.), which it then had cal Game Series in 1969, in which board, greatly easing line of sight
to perform for a period of six turns. Dunnigan started a whole new se- complications. Also with hexes
During that time the players could ries of experimental land games to of this size, multiple platoons and
not change the orders that they had cover different periods throughout even companies could fit into them
given to their groups, which had to history. These were certainly suc- and thus stacking was introduced
carry them out regardless of what cessful: Tactical Game 10 became into the game.
happened elsewhere in the game. Grenadier; Tactical Game 11 led to It was at this time that the Dun-
At the end of the six-turn period, Grunt; Tactical Game 13 became nigan system of determining coun-
players could assign new orders to Centurion; Tactical Game 14 be- ter values developed fully, largely
their groups for the next six turns. came Renaissance of Infantry; Tac- through trial and error. For example,
During subsequent revisions of tical Game 16 became Dark Ages; Dunnigan first based his anti-armor
the game, the German players were Tactical Game 18 became Phalanx; values on the penetration values of
given the option of changing the Tactical Game 19 eventually led apcbc rounds at 1,000 meters, but
orders for any or all of their task to Soldiers; and last, but not least, quickly found that this did not work
forces if they passed an initiative good old Tactical Game 3 became for smaller guns whose penetration
check on yet another of the innu- PanzerBlitz. values were too low at that range.
merable charts. For the last revision Given that the majority of the ar-
of the game, this whole Command mor battles occurred at 500 meters
and Control procedure was dropped or less during the war, he lowered
as it had become too cumbersome the determination range to that
and slowed play to a crawl. How- distance. This brought the af of the
ever, Dunnigan saved and modified smaller guns up to a more accept-
the procedure and it would be seen able level while the bigger guns did
again in the Simultaneous Move- not increase that much. The range
ment Tactical Games introduced by factors were based on the maximum
spi in the mid-Seventies. Tactical Game 3 ranges of the penetration tables
State Farm 69 proved to be even that he was using, which is why
more popular with the playtesters At the beginning of 1969, Dun- the tanks and anti-tank guns had
at Poultron Press than Highway nigan started on a redesign of State a longer range factor than they do
61, even if it did eventually became Farm 69. He decided that the tac- in PanzerBlitz. The defense factor
unplayable. It was modified several tical level of single vehicles, squads, was based on the maximum armor
times, although all of its versions and artillery pieces was too complex thickness of the vehicle in question
tended to be rather similar to one to be put into a playable format in
another. It should be noted that in a boardgame, so he raised the level
the last version, Dunnigan gave the to platoon-size elements, seeing as
counters attack, range, and defense the platoon was the basic tactical
factors in order to do away with the unit in Western armies. However,
Imaginative Strategist 5 History of PanzerBlitz

and the movement factor was sim- as was seen in its initial sales. After for the different main weapons of
ply the maximum speed of the ve- its release in the summer of 1969, it the various types of units. The evo-
hicle divided by three. The counters sold over 200 copies to outside buy- lution of the game system was con-
started to show the more familiar ers, besides the copies that went to tinuing.
“Z” pattern of the factors but with the playtesters. And Avalon Hill, As mentioned previously, Avalon
the factors in different positions always with an eye open for a good Hill was keeping an eye on the de-
than what would be customary later selling title, kept a more than casual velopment process. They had just
on. The vehicle picture was a crude watch on the development of the released the game Kriegspiel in the
drawing of the top view of the tanks game. spring of 1970 and were looking for
or tank destroyers or a side view of a game for their fall release before
the transportation vehicles. Christmas. While they had several
The rules, while very simple, were candidates such as Luftwaffe and
ambiguous in some places and Origins of World War Two, they
contradictory in others. The turn wanted to delay those for another
sequence was also simple: the Rus- year; they wanted a sure seller in
sians moved their units, then both the fall as Kriegspiel was not selling
sides fired, removing destroyed ve- Revised Tactical Game 3 all that well. Representatives from
hicles at the end of the phase; then Avalon Hill approached the people
the Germans moved their units, and By the spring of 1970 Dunnigan at Poultron Press, now renamed spi
both sides fired again, removing de- had received enough feedback on (Simulations Publications Inc.), at
stroyed units at the end of the phase. Tactical Game 3 to see where the the 1970 Stationary Show in New
Infantry was represented by rifle bugs in the game were and he be- York and negotiated a deal whereby
and engineer unit-counters. Artil- gan to work them out. About this spi would develop the game to
lery units were also represented, but time the Dispersed and Double Avalon Hill’s specifications, turning
only the on-board variety (mortars, Dispersed results appeared on the it over to them when they were fin-
at guns, infantry guns) from State crt and the criteria worked out as ished, with a September 1970 dead-
Farm 69; there was no off-board ar- to what each result represented in line. spi needed the money, as they
tillery. The factors for infantry and real life. The Close Assault attack had recently purchased the maga-
artillery were there but the attack also made its appearance about this zine Strategy & Tactics. While buy-
and defense factors for mortars and time. The Dunnigan System contin- ing the magazine was a bargain (it
field guns tended to be more pow- ued to evolve as modifiers began to only cost them one dollar), putting
erful than they would be in their appear which altered the attack and it out was another matter.
final form in PanzerBlitz. Line of defense factors of a lot of vehicles During the summer of 1970 the
sight and visibility rules were vir- to account for the overall tactics development of the game system
tually non-existent: you could see that a unit used. The range factor of followed two lines. The first was
into a covering terrain (town and most units with anti-tank guns was PanzerBlitz, which was a simplified
woods) hex but not through it. The reduced to reflect their maximum version of the revised Tactical Game
combat results table still only had effective ranges, which were usu- 3 system. The biggest difference be-
two results: No Effect or Destroyed. ally less than the maximum ranges tween them was that in the former,
The Overrun attack made its first listed on the penetration charts. The a unit could only fire once in a turn,
appearance in a crude form. There attack factors of the on-board artil- whereas in the latter, a unit could
were six hypothetical situations lery were refigured and frequently fire several times. This made the tac
provided in the game. were substantially reduced to reflect 3 situations very bloody; the stan-
There were many faults with Tac- additional factors not previously dard 10-turn scenario rarely lasted
tical Game 3 but it must be remem- considered before. The off-board ar- past Turn 6. Avalon Hill wanted
bered that it was not an end product tillery of State Farm 69 was finally this part toned down so that a situ-
but rather a test bed for further de- introduced in counter from. Weap- ation could last the duration of the
velopment. It proved to be popular ons classes were at last established turns allotted to it. The other line of
Imaginative Strategist 6 History of PanzerBlitz

development would become Tacti- tion were the ability of Command the two companies, but is was soon
cal Game 1, which was their West- Posts to perform their indirect fire smoothed over when Avalon Hill
ern Front version of the system. function while mounted and the asked spi to correct the faults in the
The revised rules and counters question of whether a transport PanzerBlitz scenarios, acknowledg-
were largely done by the summer unit with movement points left ing that they were in a better posi-
of 1970, so emphasis was placed on over after unloading its passenger tion to fix what they had designed
the development of new scenarios. might continue moving. Avalon in the first place.
However, to give players a taste Hill’s answers were that a cp may There were problems in seven of
of what was to come in the new not perform its indirect fire func- the twelve scenarios. In four of them
PanzerBlitz game, a small version tion while mounted in a transport (Situations 1, 9, 10, and 12) there
was inserted in Strategy & Tactics unit and that transport units may were typo errors and four of the
magazine No. 22 in the summer of continue moving after dropping scenarios were unbalanced in favor
1970. The rules were close to their off a passenger units if they have of one side either because of the set
final form (only a few rough spots movement points left over. spi’s up instructions (Situations 1, 3, and
were left to smooth out and blocks interpretations, however, were that 6) or because of the victory condi-
had yet to added to the game) and a cp may employ its indirect fire tions (Situation 10). In yet another
the counters were largely done too function while mounted, providing scenario, neither side could win be-
(enough were supplied to play a the transport unit does not move on cause both players would inevitably
simple scenario on the game map in the turn that it is doing so, and that spend the whole game jockeying for
the magazine). At first a single big transport units may not move any position in middle of the board and
gameboard was considered but with further after their passengers have waiting for the other side to attack,
multiple scenarios it was decided dismounted. thus there was little or no combat
that it would be better to go with spi argued that since they were and the game would usually end up
geomorphic gameboards which can the original designers of the game, in a draw (Situation 7). Dunnigan
be set up in a multitude of ways. they had the sole right to answer looked at the situations in question
Work on the scenarios was headed any game questions; Avalon Hill and came up with a list of correc-
up by Robert Champer; Redmond countered by saying that since tions which he sent back to Avalon
Simonsen did all of the artwork for they had bought the game, rule Hill. For the most part Avalon Hill
the game. By September of 1970 the decisions were theirs to make. This followed these but in a few of the
game was finished and turned over caused considerable rancor between scenarios added corrections of their
to Avalon Hill.

PanzerBlitz

As is well known, PanzerBlitz


was published in October of 1970.
Within months of its release, Avalon
Hill was being flooded with rules
questions and complaints about un-
balanced scenarios. To handle the
rules questions, Avalon Hill used its
own game experts to answer them
in the Question Box in The General
Magazine. Some of these answers,
however, were at odds with the in-
terpretations by the people at spi
who originally worked on the game.
The two main points of conten-
Imaginative Strategist 7 History of PanzerBlitz

own. Again this caused some fric-


tion between the two companies,
which only cooled down when
Avalon Hill bought another spi title,
France 1940, which they published
in the spring of 1972.
One might wonder how, if a com-
pany spent an entire summer de-
signing scenarios for a game, there
would still be flaws in them once
the game was published. To answer
this, one must realize that playtest-
ers usually run a given scenario to
see if the operation that is being
simulated can indeed be carried
out during the course of the sce-
nario. They are not looking for any
game-winning strategies. A case in
point is Situation 6. In the original
version, the Germans had six mines within a few months but Avalon defense strengths of various units,
and eight blocks. During the play- Hill deftly handled these in their along with a combat results table
testing, the German players would Q&A Boxes in The General maga- (which was based on the one from
use the blocks on the road through zine. From there Avalon Hill went Tac-3), and two colored sheets of
Boards 1 and 2 and use the mines in on to sell over 250,000 copies of the cut-out paper stands representing
their final stand position on Board game in 28 years. infantry, anti-tank guns, mortars,
2, which would be the appropriate tanks, tank destroyers, and half-
use of mines and blocks in a de- T he Offshoots tracks. The stands were for players
laying action. However, once the to try out the system without hav-
game was published, gamers look- There were two offshoots ing to buy miniatures. The game was
ing for the game winning strategy from the Tactical Game 3/Panzer- not popular as players who were al-
in the scenario quickly found that Blitz system that were produced by ready into miniatures thought of it
the mines and blocks set up in a line spi. Their relation to PanzerBlitz is as too basic and players who were
across a clear area on Board 2 be- rather tenuous in that they are not into boardgames really were not
came a line that the Russians sim- direct evolutionary descendants of interested in miniatures. It is un-
ply could not crack, and thus, they the game but instead, being side known if the game caused anyone
had no chance of winning the sce- ventures, are based on the general to go from one game form to the
nario. In answer to this Dunnigan theme. other. It remains to this day a curi-
removed the blocks and mines from The first one was T-34, which was osity piece.
the German order of battle and, lo published in issue 23 of Strategy & The other offshoot was Tactical
and behold, the scenario became Tactics in 1970. It was a miniatures Game 103, Lost Battles, which was
one of the most balanced situations game based more on Tactical Game published in issue 28 of Strategy &
in the PanzerBlitz game. 3 than PanzerBlitz. It was created Tactics. This was an operational level
In September of 1971 Avalon Hill by Arnold Hendricks and was done game and one might wonder what
started its second print run of Pan- to settle the debate on whether tac- relationship it had with PanzerBlitz.
zerBlitz, which included the cor- tical boardgames and miniatures Well, Dunnigan wanted to take
rected scenario cards. Even then, were the same or not. The game had some of the basic precepts of Pan-
there were still a few errors in two a simple set of rules, a single page zerBlitz and put them into an op-
Situations (1 and 7) that cropped up of tables showing the firing and erational level game. This included
Imaginative Strategist 8 History of PanzerBlitz

scenarios for specific types of oper- scribe them all would easily double standard game turn had become
ations, generic counters represent- the length of this article, so I will more complex, especially in light of
ing a type of battalion, regiment, concentrate on the two main ones including phases for overruns, close
or brigade, and ranged combat, at that the game directly influenced in assaults, airstrikes, and most impor-
least for the field artillery units. The the immediate years following its tantly, defensive fire. Defensive fire
game included a mounted coun- introduction. solved the problem of enemy units
ter sheet and a mapsheet with the moving freely in their turn without
scenarios printed on it. The game SPI Evolutionar y a worry of being fired on. A friendly
might have been successful if some unit could defensively fire if an en-
more developmental work had been Branch emy unit attempted to move out of
done on it, but alas this was not to a hex in its zone of control (the six
be. Some of the counters were miss- At the time of its release, there hexes surrounding the hex that the
ing their road movement numbers were many people at spi, especially friendly unit was in) and it could
and spi never bothered to explain Dunnigan, who thought that Pan- fire in the defensive fire phase at the
what these were supposed to be. The zerBlitz represented a fork in the end of the enemy player’s turn. The
counters were not numbered, thus road of tactical armored warfare problem was that a friendly unit
making play-by-mail next to im- game development. One path was to could fire defensively as many times
possible. The different rules in the continue to develop the system that as the conditions warranted it in a
game did not mesh well together spawned PanzerBlitz. This was the single turn. Thus a unit could fire
and two of the six scenarios that the primary direction that spi was fol- at four enemy units each that at-
game was supposed to have were lowing in 1971-72. The next game in tempted to move around it through
missing (these were later published the developmental evolution of the three hexes of its zone of control for
in another independent magazine). system was Tactical Game 1, which a total of twelve times during the
One principal aspect Dunnigan was published as Combat Com- enemy movement phase and then
missed was that, at the tactical level, mand in Strategy & Tactics No. 30. fire a thirteenth time during the
generic counters representing the Combat Command was spi’s ver- ensuing defensive fire phase, each
different platoons and companies sion of PanzerBlitz for the Western time at full strength and at no det-
work well for building up higher Front. It is easy to see that the sys- riment to its offensive fire in its own
level formations, but at the opera- tem had indeed evolved when one player turn. Not surprisingly, this
tional level the battalions, regiments, looks at the new rules here. The made defensive fire altogether too
and brigades take on their own in-
dividual unit identities. While the
scenarios only represented specific
operational problems and not any
specific battles, players found them
dull and unexciting. The game was a
failure but Dunnigan did not seem
to mind as it was only an experi-
ment that made it into a magazine.
After this he would only make op-
erational games based on real bat-
tles, not hypothetical situations.

T he Aftermath

PanzerBlitz spawned many evo-


lutionary lines of game development
in tactical armored warfare. To de-
Imaginative Strategist 9 History of PanzerBlitz

powerful and the player who was cal abilities during the war, at least tables and playing aids had to be
the defender in any given scenario when set against the Germans, but included as well. Accordingly, Dun-
almost always won. the result was to make the Ameri- nigan increased the scale to get the
Another aspect about Combat can infantry units one-shot deals in map to fit. This caused some weird
Command was the artillery units for a scenario. It was also an inaccurate situations that demanded new rules
the Americans. They were platoon- simulation, as not all American in- to cover opposing units occupying
size, with corresponding lower at- fantry units acted so poorly in the the same hex and was really the
tack strengths for them. This was a war. biggest turn-off in the game. All in
great way to show the sophistication Another good idea was to allow all, Combat Command was another
of American artillery as they could three platoons of the same type to experiment which introduced some
now apply only as much firepower combine into a company-size unit new ideas into the system but failed
as needed to bring an attack up to of less stacking value. Unfortu- as a simulation.
odds, whereas the Germans would nately, the defense strength of the Not to be discouraged, Dunnigan
have to use their whole battery-size company-size counter so formed continued the development of the
pieces, regardless of how many fac- was only marginally stronger than system into another title, this time
tors were needed. Due to a misun- a platoon-size unit of the same type, being Red Star/White Star, a mod-
derstanding between the designer the reason being that if all three pla- ern tactical armored warfare game
and the developer, the designer toons were operating close together that proved to be very popular;
thought a battery of American artil- in company formation, it would be many of the new ideas introduced
lery meant three platoons. The de- easier to destroy them than if they into Combat Command came to
veloper thought that each platoon were spread out into three smaller fruition here. The devastating de-
was actually a battery so that in the units. Thus company-size units be- fensive fire was toned down, so that
scenarios, the Americans only had a came prime targets in defensive fire a unit could only fire once during
third of the artillery that they were situations, making the defending an attacker’s turn. Players could still
entitled to. Another negative aspect player even more powerful. exchange their platoon stacks for
for the Americans was that when But the worst aspect about Com- company counters (or battalion-
their infantry units were dispersed bat Command was its scale, 750 me- size counters for the Russians), but
in combat, they would remain so for ters per hex. In the planning stages, this time the defense strength of
the rest of the game. This reflected there was not enough room on the these counters was commensurate
the poor American infantry tacti- mapsheet for the terrain because with their size. The American artil-
lery was still in platoon-size coun-
ters but at least there was the right
amount of it to accompany the ma-
neuver units in question (a battery
supporting a battalion, a battalion
supporting a brigade). The scale of
the mapsheet was brought down to
300 meters per hex.
If Red Star/White Star had a
fault, it was that the Russians were
portrayed as they were in the 1960s,
not in the 1970s, which the game
purported to simulate. This was be-
cause the data that Dunnigan was
given by the us Army was heavily
laced with misinformation so the
Russians could not find out what
we really knew about them through
Imaginative Strategist 10 History of PanzerBlitz

the game (such was the Federal provided the original basis of what Western Front version (Combat
government’s Cold War mental- would eventually become a full si- Command), it was felt best to wait
ity of the times). Perhaps the best multaneous movement system. and see how it did when it was re-
example of this was that Russian By 1973 Dunnigan had what he leased. After Combat Command
tank companies were made weaker thought was the perfect tactical ar- became a confirmed failure, Avalon
than us tank platoons. With such mor game system and introduced Hill decided to commit to making
a handicap, it was no wonder that it in the games Desert War and their version of a Western Front-
Russians had a difficult, if not im- Kampfpanzer, and later in lower- style PanzerBlitz, which they would
possible, task to win any scenario. level tactical games such as Tank, eventually name Panzer Leader.
It was only through the variant ar- Sniper, and Patrol. However, the Following their policy for new titles
ticles by sympathetic Army officers reaction to simultaneous movement at the time, they went to an out-
that the Russian tank counters were was mixed, the biggest complaint side source for the game. Spartan
given their correct values, along being that one could not play big International Inc., a national gam-
with some other units, and now the scenarios with it. This led to a more ing club that Avalon Hill had close
game was pretty much balanced. modified version called Simultane- ties with, volunteered to design and
But in the end Dunnigan had had ous-Sequential Play System, which develop it. This was in late 1972 or
it with the game system and ceased was introduced in the games Panzer early 1973. A publication date of the
any further development of it, so its 44 and Mech War 77 and proved to fall of 1974 was decided on in order
evolutionary design branch came to be Dunnigan’s long sought answer to give Spartan plenty of time to do
an end. (at least for the time being). the job right.
As mentioned before, Dunnigan Spartan International appointed
had decided that PanzerBlitz was a Avalon Hill a committee of veteran gamers to
fork in the road in terms of design design and develop Panzer Leader.
development and so in the summer Evolutionar y Branch Work proceeded at a slow pace as
of 1972 decided to take the other there was plenty of time. The com-
branch and start with a new tactical After making the corrections mittee was close to finishing it when
armor game system. This was the to the scenarios and periodic entries in August of 1974 Spartan Interna-
infamous Simultaneous Movement in the Question Box in The General tional Inc. underwent a change in
System. Work on this system really magazine, the people at Avalon Hill leadership. The new regime did not
got started back when Highway 61 decided to sit back and let Panzer- support the project – not that it
was being developed. In that game, Blitz run its course, despite pleas made that much difference, as most
as I said above, players would write from players for a Western Front of the members on the committee
down their planned movements version of it. Since they knew that left Spartan after the change. They
and then execute them simultane- spi was already working on their did not like the new administra-
ously. This system was brought for-
ward into State Farm 69, with the
writing-down of commands for
platoons being introduced there.
All of this was set aside when Tacti-
cal Game 3 was being created. Dun-
nigan resurrected them when he
ended the development of the other
tactical game system.
Very little, if anything, was
brought forward from PanzerBlitz
into this new system, except the ex-
perimental rule of Impulse Move-
ment & Return Fire, which had
Imaginative Strategist 11 History of PanzerBlitz
tion and took their work with them. got the first rough draft of rules in The Spartan Journal. The counters
Avalon Hill kept a wary eye on done for playtesting by his team at were another problem as Reed did
what was happening at Spartan as the Hill and by Interest Group Bal- not want use Dunnigan’s system
the new regime kept telling Avalon timore, the company’s chief outside in total in figuring out the factors
Hill that the game was still in the playtest group. The development of for the counters as he did not agree
works and that it would arrive on the main components of the game with all of the facets of the original
time the next month. However, in was also started at this time. It took Dunnigan System. However, due to
September of 1974, three days be- over a month to put Panzer Leader shortness of time, it was felt best to
fore the game was due for publica- together as the publication date was leave the German counters essen-
tion, Spartan announced that the pushed back six weeks. tially alone (except for some minor
committee for the game had been Because of the short time avail- changes in the range factors of the
disbanded and that there would be able, Reed thought that the best op- infantry and the four vehicle tank
no Panzer Leader. In truth there tion was to develop Panzer Leader platoons) and concentrate on the
was no one left on the committee directly out of PanzerBlitz. There- Allied counters.
and the new leadership at Spartan fore any new rules were to be taken It was here that Reed greatly
had got tired of maintaining the fic- from variants which were either added to the Dunnigan System,
tion that there was one. published in The General magazine making it would eventually become
Randall Reed at Avalon Hill saw or other publications, or from arti- in the end. The scenarios were the
this coming (he had sources inside cles on file at Avalon Hill. However, last items to be done as they required
Spartan), so he was ready for the the new rules were heavily reworded the most playtesting in a month’s
worst-case scenario. When he got to avoid accusations of plagiarism. time but there were still some errors
the news he put his plan into action. This was wise as most of the these that were missed and would only be
The story that he designed and de- rules had had their origins in the corrected after the game was pub-
veloped Panzer Leader in three days, Norman Beveridge series of Pan- lished. The rules, which would seem
however, is a myth. In three days he zerBlitz variant articles published to be a patchwork job based on the
Imaginative Strategist 12 History of PanzerBlitz

above description, actually worked that theatre. By this time Avalon on the average, move at a slower top
together rather well. Panzer Leader Hill was finally assembling its own speed that is easier on the engines.
was released in the late fall of 1974, design and development staff al- Another change was that artillery
first as a mail order item, then as though they still used a number units now had an attack factor that
a general distribution item. It did of outside designs. They also had would be applied to each unit in a
well, with over 100,000 copies sold. plenty of more time to work on the target hex, regardless of how many
Because PanzerBlitz and Panzer game. Randall Reed again headed units were there. There were other
Leader were closely related, it was up the development team, along changes, too many to list here, but
easy to reverse engineer the rules with Seth Carus and Robert Ham- needless to say, the PanzerBlitz
of Panzer Leader back into Pan- blen, with Russell Vane assisting in system finally reached its pinnacle
zerBlitz. Avalon Hill then settled scenario development. of development in the Arab-Israeli
back for a few years before starting Arab-Israeli Wars game brought Wars game. However, when it was
work on the next game in the series, the PanzerBlitz game system into released in the fall of 1977, it met
Arab-Israeli Wars. the modern era and many changes with a lukewarm response. It seems
In 1976 it was decided that the had to be made to show this. For that players were getting bored with
next game would be based in the one thing, all vehicle units were the PanzerBlitz system and were
desert. This was logical as the bat- slowed down dramatically, having getting excited about a new tacti-
tles in North Africa were a popular their top speed divided by five in- cal system that Avalon Hill had
subject. But the Arab-Israeli wars stead of three to get the movement also released also that year: Squad
were even more popular, given the factors. This reflected the fact that Leader. So Avalon Hill ended its
recently concluded one in 1973, so vehicles, especially armored ones, al- evolutionary line of development of
it was decided to bring the Panzer- most never move at their top speed the PanzerBlitz system here.
Blitz/Panzer Leader system into except to get out of danger, and so

You might also like