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Mein Panzer is a complete rule system covering company level combined arms warfare from World War I through the present day. The game is suitable for use with micro armor (1/285th - 1/300th scale) through 15mm, and has been designed from the ground up to provide a pleasant mix of historical accuracy and realism. This design philosophy is successfully presented within an easily learned, eminently playable and very enjoyable game system. No other game system on the market provides such a delicate blend of detail and playability.
Each vehicle is modeled 1:1, and has armor values, fire control, mobility, and armament ratings in sufficient detail to impart the proper "feel" to each vehicle. We condense minutiæ such as hit location, armor slope, turret traverse rate, optics, ground pressure, and so on. These factors are still present in the armor values, modifiers, and damage results, that abstract these details for the player in a fast, playable manner, yielding a statistically strong representation of historical performance. It is very reasonable for each player to control a full company of troops. On the other hand, the game mechanics are not so dull as to necessitate many troops on the table — games in which each player only controls a platoon can be very enjoyable! That experience owes primarily to the feel of the game mechanics.
One of the game's greatest assets is this integral "feel" where each stand behaves as the type of real-world item it represents. When you have several stands of infantry and vehicles on the table, you could theoretically represent each with a little block of wood. By the manner in which each block behaves, fights, and dies according to its game stats, you could easily discern what each block represented - a light tank, a medium tank, a tank destroyer, a transport, a heavy weapons infantry team, an engineering team, etc. Each object in Mein Panzer "feels" like its historical counterpart, even without the benefit of the visual cue from the miniature.
The game flow is very logical and natural, so new players are able to run through their own game turn sequences in the first 15 minutes, referring to the tables and charts when necessary. Each player alternates activating one platoon at a time, performing all its activities for that turn. A non-moving player has the ability to interrupt his opponent's turn with opportunity fire if he has units eligible to do so. Once all platoons have activated, a new turn starts.
Mein Panzer includes rules for Overwatch, Covering Fire, Indirect Fire, Air Support, Engineering, Structures, Amphibious Operations, and everything else that is relevant to the 20th century battlefield. These are provided as "Drop-In" modules which integrate seamlessly with the Core Rules, and yet the game can be played without ever learning these rules. This design philosophy allows players to grow into the game at their own pace, whether they wish to dive right into a game as soon as they get the rules home, or pore through the clearly organized and attractively illustrated game manual at length before firing the first shot. All the relevant information for any given game mechanic may be readily found in the concise chapter which covers it, eliminating flipping back and forth from basic to advanced rules.
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