PANZERBLITZ STRATEGY For Situation 2 / STRATEGY GUIDE, THOUGHTS And POST-GAME RECAP

  Рет қаралды 2,487

Legendary Tactics

Legendary Tactics

Күн бұрын

There is some interesting strategy and tactics at play in Panzerblitz Situation 2. In this video, we give you a brief strategy guide, our thoughts and a post-game recap after a couple of games.
Here is our playthrough of this scenario:
• PANZERBLITZ SITUATION ...
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@avalonhill
#panzerblitz
A groundbreaking board game of armored warfare on the Eastern Front in World War II.
The game is tactical scale (company/platoon sized units) with geomorphic map boards. The 352 counters were 5/8-inch and very striking for their time.
250 meters per hex, 6 minutes per turn.
Avalon Hill Complexity Rating: 6
[From the box back]
...from the other side of the ridge comes the clanking thunder and the ominous dust-cloud that heralds the arrival of an onrushing wave of deadly steel: German armored columns on the attack.
...Russian tank commander's slam shut the hatches of their dreaded T-34's...gun crews prime their weapons and infantrymen hug the earth...
...and there-topping the rise!...a glint of dawn reflecting off the muzzle of the first German tanks...
PanzerBlitz is about to begin!
The game of PanzerBlitz enables you to re-create the drama and furious action of tactical-level armored warfare. Battle-simulations take place on a realistic mapboard which reproduces about twenty square miles of typical Russian terrain. The playing pieces are accurate symbolization of the platoon and company sized units which fought on the Eastern Front in World War II. More than a dozen different “scenarios” are given, each of which allows you to re-create a completely new game-situation in which to exercise your skill as an armor tactician. Prior military knowledge or experience, however, is not needed to play PanzerBlitz-just common sense, clear thinking and a competitive spirit.
IN EACH PANZERBLITZ GAME, YOU GET...
- 352 authentic unit counters
- Big 22”x24” mapboard in full color
- Comprehensive illustrated Rules-of-Play
- Game Situation Cards
-Campaign Analysis Booklet
...PLUS SPECIAL FEATURES THAT MAKE PANZERBLITZ A NEW DEPARTURE IN THE FIELD OF BATTLE-SIMULATION GAMES!
Tactical level combat with weapons range and fire-over-distance. Three section “Geo-morphic” mapboard which can be re-arranged to form dozens of different terrain configurations. Platoon and company sized units which can be combined to form many distinctly different battle formations. Situation cards which allow the playing of several dissimilar games using the same basic rules. Easy-to-handle oversized unit counters with authentic armored vehicle recognition silhouettes. Rules which include such considerations as: Range; Elevation; Obstacles to Fire; Fortifications; Close Infantry Assault Tactics; Weapons Interrelationships, Motor transport; Mines; Anti-Tank Guns; Mortars; Spotting; Indirect Fire...and much more!
“Panzerblitz” is a German word which literally means “armored-lightning.”

Пікірлер: 45
@MathFunandGames
@MathFunandGames Жыл бұрын
Great video topic. Please continue to do the PanzerBlitz scenarios!!!
@LegendaryTactics
@LegendaryTactics Жыл бұрын
Yes, will do! Thanks for watching!
@MathFunandGames
@MathFunandGames Жыл бұрын
Trucks do not provide wrecks when destroyed. Only armor units do.
@LegendaryTactics
@LegendaryTactics Жыл бұрын
Yes, thank you for pointing that out! I realized that afterward....
@orbitalair2103
@orbitalair2103 Жыл бұрын
2 words: Overrun. The german A factors are counted at full value, and you get 1 col shift in your favor. Also the 'threat' of overrun means the russian will either have to move in large groups, or otherwise concentrate. Your overrun range is 7 hexes. the transport is key, kill those first. The germans have 3 stacks of armor that can attack at 2-1 against a open single infantry unit, shifts to 3-1. but watch out for close assault retaliations. BTW what did the gamer guide have to say about this scenario?
@LegendaryTactics
@LegendaryTactics Жыл бұрын
I summarized it in the first 5 mins of the video, before we get to our personal observations and thoughts in the second half. It honestly didn't have that much to say about this scenario overall. And overruns are great, if you can get 'em (almost impossible on board 1, with all the cover around.). And it's not hard for the Germans to cluster, especially with 12-18 defense each (for the main infantry).
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
perfect analysis, including the satire with the victory conditions
@LegendaryTactics
@LegendaryTactics 9 ай бұрын
Thank you! We still feel like we are trying to get our heads around this great game!
@Dhouston1125
@Dhouston1125 Жыл бұрын
nicely done!
@LegendaryTactics
@LegendaryTactics Жыл бұрын
Thank you so much, and thanks for watching!
@joeyj6808
@joeyj6808 Жыл бұрын
Overrun is the Holy Grail of PB, and it is the rare or inexperienced player that will allow you an opportunity to make one!
@LegendaryTactics
@LegendaryTactics Жыл бұрын
And if the Soviet player can avoid overruns, the German side will have a tough time with this scenario...
@rummelsworth
@rummelsworth Жыл бұрын
Yep, this one is a tough nugget! For the Germans anyway, lol... My PzB partner and I have played this situation maybe 7ish times. I've usually been the Germans, at least 4 of our games. In situations with orthogonal victory conditions like this, we judge the degree of a win by the difference in level. So holding the Russians to a tactical W while getting a marginal W is roughly the same outcome as allowing the decisive W while getting a tactical W. My somewhat successful (never a win, only a draw iirc) German strategy is to seek and destroy the Russian AFV and the trucks, prioritized in that order. While doing this you can usually sow mayhem and confusion and pick off some units, primarily with overrun, but that's mostly just a threat to force the Russian player to stay in reaction mode. German units will perish, but the goal is to eliminate more Russian units in the process. As far as the "seek & destroy", it helps to have a local volume of units that can physically surround and trap (to then spot & kill) the AFV (especially when it hides against 1 or 2 green hexsides), but you've gotta watch out for the other Russian units (artillery & infantry) blowing a hole in your envelope that the AFV can zip out of. Dashing forward to threaten any commitment of the Russian artillery is essential. Now that I've blathered my two cents on this much-discussed topic, I will freely admit that I think my executions of this strategy have been wanting, but my partner and I are just getting back to S2 after a long hiatus and foray into S4 and then back again in S1. My Russian strategy: I like to launch the "sticky" regular/guards infantry (DF 16/18) forward on the AFV and the trucks (after releasing the latter by committing the artillery, usually to a "Gun Town" setup right there in Grabyosh at the north end of board 3), ferrying as many of them forward as quickly as possible. They're so hard to kill when in cover (unless they're somehow dispersed by lucky fire from the underpowered German artillery and enough German infantry platoons converge for a decent CAT attack) that getting one or two forward can be the long-and-slow version of the turn 9 or 10 dash with the AFV or a truck. And if they aren't killed by the German forces, they will consume German tempo keeping them disrupted to avoid the steady hex-at-a-time drip-drop toward hex row R. Finally, just generally: one thing I've found crucial to remember in this game, is that the result of an attack is modified by an additional -1 on a dispersed defending unit. This makes fire-then-CAT (or fire-then-overrun) a very powerful tactic, because when the defending unit is dispersed it's also already subject to elimination from a DD result. So a 1-2 CAT attack against a dispersed target in the open has a 50% chance of eliminating it outright. Put another way: the weakest attack ratio (1-4) against a dispersed target in the open has a 1/6 chance of eliminating the target! (A -2 result maps to the -1 entry of the next higher column. Can't recall where I saw this clarification, but I don't think it's in the rules-as-written.) Sorry, long comment. Probably better placed on BGG, lol... But I couldn't resist when y'all requested viewers' comments on the strategy for this situation, heh! Anyway, loving this series. I've actually never played S3 before, so I'm excited that it's coming next!
@LegendaryTactics
@LegendaryTactics Жыл бұрын
Awesome! Thanks for your comment! I'm glad you put it here; unfortunately the boardgamegeek page for PB seems to be a bit of a ghost town, so I think your odds of getting read are better here!
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
"seek and destroy the Russian AFV and the trucks" sure, but why would the Soviets allow you to do this? keep in mind, the soviet victory condition requires only ONE unit to be running through the jungle (cue CCR) behind german lines, and what, pray tell, is the german force going to do to a guard? call guardbusters? your para 3 says it all. if the soviet does that, the germans can resign on turn 1.
@rummelsworth
@rummelsworth 10 ай бұрын
@@victorfinberg8595 "sure, but why would the Soviets allow you to do this?" --- Never underestimate the power of asking politely! 🙂 Seriously though, the point is that you take your best shot with what you have. If you are aware of a more promising strategy, I'm all ears. It doesn't have to be foolproof to be worthy of consideration. Part of the fun in S2 is the desperation on the German side! "keep in mind, [...]" --- First off first of all, the lyrical reference is 💯. Secondly, for each thrown-forward Russian infantry company (no more than three have time to get thrown forward, IME) running through the jungle, two German infantry platoons slow or even halt the advance as long as Russian artillery is kept too busy staying alive to target the blockers. Running through the meadow is deterred by a flexible disposition of overrun-capable units (1 or 2 AFV units and/or a pile of HT units). Bottom line, you don't need to call guardbusters™. You "only" need to stop them in their tracks, er, boots. (Please don't misinterpret me as thinking all this is simple. It's hard. You need to form a reserve from your already meager force and know when to hold back to prevent disaster and when to commit to an opportunity to destroy more Russian units. All this is way easier said than done.) "if the soviet does [para 3], the germans can resign on turn 1" --- I have some advice for any S2 German player who would concede after the first Russian turn: Don't play S2. This situation is an ego-hammer for a German player expecting even an approximate balance a la S1. Just play for the win, do your best. If you "lose", so what? If the fun you had while playing is ruined after the fact because you ended up losing, re-examine why you play. And if you ever win, you'll have an amazing session report to write up!
@germanperez2712
@germanperez2712 Жыл бұрын
Thanks
@LegendaryTactics
@LegendaryTactics Жыл бұрын
You're welcome! Thanks for watching!
@freddaniel5099
@freddaniel5099 Жыл бұрын
Situation 2 is such a tease! I continue to puzzle over how to use the German's mobility to unlock a "killer" strategy. I am intrigued by trying to beat this scenario. And your vid has given me a fresh idea. Perhaps there is value in situation 2 as an exercise in psychology? The Russian player benefits from a cautious and deliberate play style, husbanding those precious few mobile units for a last minute dash. Slow and steady. The German can try to bait and trap, hook and jab, hoping to get the Russian player to make mistakes. I almost think the article does the game a disservice by painting such gloomy German prospects in evaluating situation 2. Of course I am probably kidding myself. Yeah, that is the appeal of situation 2 for me.
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
there is no "killer german strategy" "The Russian player benefits from a cautious and deliberate play style" nope, absolutely not. just run like hell. any germans who get in your way will be swept away
@danmorgan3685
@danmorgan3685 4 ай бұрын
This is very much an asymmetrical scenario. It's possible that due to the age of the game the authors didn't have a lot game sources to draw from. Maybe they relied on actual military scenarios where sometimes, "Sorry, you're screwed." is the only answer. EDIT: Also, this could be a lesson in Soviet doctrine. They emphasized pushing forward along any axis of advance they could. Any road is a good one if you can advance along it. Even slow progress beats no progress. Casualties are inevitable plan accordingly and keep pushing.
@tylerip7039
@tylerip7039 Жыл бұрын
What is the program you are using that has these classic AH games digitalized?
@LegendaryTactics
@LegendaryTactics Жыл бұрын
We are playing it using Tabletop Simulator. If you would like to learn more about Tabletop Simulator, we did a video about it: kzfaq.info/get/bejne/eZiIadmZ0q7boWw.html
@brianpendell6085
@brianpendell6085 Жыл бұрын
I haven't played this scenario myself but I have some thoughts for the German side even so. I think the key to this situation is on the "Situations Introduction" card. The key paragraph is as follows: "In many cases it is possible for both players to achieve a level of victory in the same game. In that case, the player with the higher level of victory is declared the winner. If both achieve the same level of victory, the game is declared a Draw. Players may concede a Decisive victory to an opponent before the game is actually over." So! What this tells us in this scenario is that there is no way to prevent the Russians from achieving their marginal victory condition. It's not happening. However, the German player can still win IF they achieve a marginal victory of their own (forcing a draw) or a tactical victory (which would be a win). That's probably deliberate on the game designer's part, to prevent the Germans from simply bunkering in order to hold the Russians in place. That causes a loss. The name of this game is MOBILE defense. Thus, the German player can't play a passive defensive position and grind out the clock. Instead, the German player must be aggressive and use local superiority to snipe vulnerable units as much as feasible. Kill the mobiles without which Russian decisive victory is impossible. Let the Russian infantry advance out of woods into open plain, get disorganized, where they can be overrun. Use the greater mobility to form hunting packs and smash up vulnerable formations. Don't try to block the Russians -- force them to retreat by eliminating their units, causing them to fall back and regroup. Combine attacks, setting them up with fire to disperse, then following up with close assault/overrun. That said, I don't see any way for a decisive victory to happen barring a very good German commander, a very bad Russian commander (say, your 6-year-old nephew) and a lot of very, very lucky die rolls. Even so, well played on both your parts!
@LegendaryTactics
@LegendaryTactics Жыл бұрын
Thank you! I like a lot of the points you make. I feel that you're not going to get a lot of overruns on board 1, because the cover is just too dense. However, you can certainly bog the Russians down with some decent defensive units and maneuvers. Board 3 is wide open, and fortunately just as dangerous for the Russians as for the Germans, which means it is likely not going to be a path to victory. So board 2 is where I think the game is likely to be won or lost. I don't think it's going to be easy to get to the mobile units, as they are likely to hang back until turn 8 or 9, safely out of reach somewhere. And while overruns are great, and are the Germans' best shot, it relies on the Russian infantry leaving themselves open to it all while protecting your tanks against the deadly close assault tactics that are likely to comprise a counter attack. I like your idea of going for the draw or the tactical victory, but I don't think destroying 20 Russian units is realistic with the forces the Germans have, unless the Russian commander leaves all their units constantly out in the open and open to the overrun. Perhaps destroying 10 units is possible, but you'll definitely need some decent luck. It's a tough scenario for the Germans, no matter how you slice it, but I'm intrigued to try it again to see if I can do any better.
@brianpendell6085
@brianpendell6085 Жыл бұрын
​@@LegendaryTactics Thank you for the kind response! I've been re-reading the rules and I have some additional observations which may help play: -- Halftracks can't be used as mobile bunkers. Rules Rule Movement/Transporting Units B and E. If the infantry units are under the halftrack counter they are considered being "transported". They benefit from the Halftrack's DF but they can't fire themselves and if the halftrack goes kablooey so do they. If the infantry are on top of the counter they can move and fire normally but the halftrack doesn't benefit them. -- Combat/Close Assault/E: If infantry and engineer units are stacked together and close assault the same defender, subtract 3 from the die instead of only 2. So the "kiss of death" in this game would be a three fold smash: First conventional fire, then an overrun, then a close assault using both engineer and infantry units combined. If the defenders aren't eliminated they'll definitely feel it in the morning. -- Combat/Spotting (all) : A defender in a woods or towns hex cannot be targeted by any non-adjacent unit with conventional fire unless there is a non-dispersed unit directly adjacent to the defender. In the last scenario it looked like on the far left board there was a merry firefight between the woods and the town, which shouldn't happen because both units are in concealment. -- Combat/Weapon-to-target relationships B: "Units in towns are considered as Armored targets whether nor not such units are actually armored. Units stacked together in towns MUST be attacked as one combined DF." So all that german antitank weaponry in the last scenario suddenly becomes a lot more useful against a target in town. If attacking from half-range, the attacks have double AF! Great gameplay, and looking forward to more!
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
"there is no way to prevent the Russians from achieving their marginal victory condition. " actually, there is no way for the germans to prevent a soviet TACTICAL victory, with a soviet decisive victory being very likely, and even a german marginal victory will be unlikely (there are only 13 weak soviet units)
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
@@brianpendell6085 your close assault -3 breaks the game. the rule states -2 probably a typo. the rest of your post is correct
@brianpendell6085
@brianpendell6085 10 ай бұрын
@@victorfinberg8595 I must partially agree. CAT is still a -2 on the die roll. HOWEVER, stacking engineers with attacking units still gives even more benefit than CAT alone. I am looking at "Rules of Play" Panzerblitz in my copy now. See Combat: / Close Assault tactics (CAT) points D and E. D - Close assault units have their effectiveness increased by subtracting 2 from the die roll ... E - If infantry and engineer units are stacked together when close assaulting the same defender, the effectiveness of that close assault is further increased by raising the odds in their favor to the next highest ratio (as in the overrun rule). At least one engineer unit must be stacked with at least one infantry or cavalry unit, on at least one of the hexes of the assaulting units. So it's not quite the advantage I had originally said, true. I had misread. Nonetheless I stand on my assertion that "the 'kiss of death' in this game would be a three fold smash: First conventional fire, then an overrun, then a close assault using both engineer and infantry units combined. If the defenders aren't eliminated they'll definitely feel it in the morning. "
@joeyj6808
@joeyj6808 Жыл бұрын
Is my memory bad, or do trucks *NOT* leave wrecks? I though it was halftracks and armor only that left wrecks...?
@LegendaryTactics
@LegendaryTactics Жыл бұрын
No, your memory is correct - I was incorrect in my comments at that moment. I'll get it right next time!
@Phillybrarian
@Phillybrarian Жыл бұрын
I wonder if starting far forward,, then fighting a controlled retreat by the Germans would cause enough KIAs for a German victory and slow the Russian army down enough to avoid their victory conditions?
@LegendaryTactics
@LegendaryTactics Жыл бұрын
That's the theory. In practice, the high defensive values of the Russian infantry make it hard to do much more than disrupt them.
@davegoodridge8352
@davegoodridge8352 Жыл бұрын
Are you guys playing this game on a computer? Is so how?
@rummelsworth
@rummelsworth Жыл бұрын
They are, via Tabletop Simulator.
@LegendaryTactics
@LegendaryTactics Жыл бұрын
We are playing this on Tabletop Simulator. We did a video on how to use it. Here is the link: kzfaq.info/get/bejne/eZiIadmZ0q7boWw.html
@LegendaryTactics
@LegendaryTactics Жыл бұрын
You got it! We are also thinking of trying out the Vassal module for comparison...have you tried that one?
@davegoodridge8352
@davegoodridge8352 Жыл бұрын
@@LegendaryTactics thanks for the info
@rummelsworth
@rummelsworth Жыл бұрын
@@LegendaryTactics YT's reply notifications might be confusing me, but in case it was asked of me, I've used Vassal more than TTS. I like Vassal for PBEM, but the graphics and experience of TTS are better. I experienced a couple weird and annoying bugs in TTS with stack expansions, but for all I know those are fixed, having last used TTS about 1.5 years ago. Vassal has two PzB modules, one of which has hard-to-read low-res graphics, and the other has incorrect maps for several situations, including S3. Seeing this series of videos makes me want to switch back to TTS, especially considering my PzB partner and I haven't used PBEM in over a year.
@victorfinberg8595
@victorfinberg8595 10 ай бұрын
1:13 "in ten turns" i thought you were saying "in con ceivable"
@LegendaryTactics
@LegendaryTactics 9 ай бұрын
As you wish....
@victorfinberg8595
@victorfinberg8595 9 ай бұрын
@@LegendaryTactics 👍
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