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The Panzer Leader map boards are interchangeable with the PanzerBlitz maps, and one could combine the two sets to make a larger battlefield. The scale is the same with the two games. The German units are interchangeable, and if one wanted, players can try a "what if" scenario with American/British forces vs. Soviet forces.
PanzerBlitz is a tactical-scale board wargame published by Avalon Hill in 1970 that simulates armored combat set on the Eastern Front of World War II. The game, which was the most popular board wargame of the 1970s, is notable for being the first true board-based tactical-level, commercially available conflict simulation wargame.
The game is played on a hex grid game map. Units and other markers are made out of 2/3-inch × 2/3-inch cardboard counters. The game also features a phased turn system where each player may alternately move and fire with some of his units on the map until all are done or the "fog of war" optional rule ends the game turn.
In the late 1960s, Avalon Hill dominated the board wargame market, producing on average, one game per year with well-produced but expensive components. At the newly founded wargame publisher Poultroon Press (later Simulations Publications Inc.), Jim Dunnigan and his design team decided to go in the opposite direction, marketing a number of very cheaply made "test games" to prove that producing ...
In the first years of its existence, SPI produced several tank combat wargames, including PanzerBlitz (1970), Combat Command (1972) and KampfPanzer (1973). SPI game designers Jim Dunnigan and Redmond A. Simonsen took elements from each of the three previous games and produced Desert War, [2] a non-historical game of desert combat, which was published in 1973.
[2] In the 1980 book The Complete Book of Wargames, game designer Jon Freeman thought "while if in not in some ways as successful or as satisfying as its preeminent forefather [PanzerBlitz], The Arab-Israeli Wars is nonetheless a good tactical game." Freeman also thought the game system was outdated, saying, "The main problem is that the system ...
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The Soviet player moves his units first, then conducts attacks. The German moves, attacks, then moves his mechanized forces a second time. During either movement phase he may conduct overruns (attacks at half strength, using only units which began the turn in the same hex - scattering the regiments of a German division on an adverse combat result is therefore a key Soviet tactic).