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I am looking for suggestions for games/scenarios to teach someone unfamilar with Panzer Grenadier the system. The suggestions can be broken down into situations that demo armor, infantry or artillery. I am trying to teach some members of my wargaming group how to play Panzer Grenadier.

I will start off with one idea. I found a scenario in the Northwind module that demos basic armor rules. The scenario is "Night of the Liberators" (Scenario 6). This scenairo has a small numbers of tanks and all units have inherent leaders and armor efficiency.

Lucky Eddie
(01-27-2013, 09:43 AM)Lucky Eddie Wrote: [ -> ]I am looking for suggestions for games/scenarios to teach someone unfamilar with Panzer Grenadier the system. The suggestions can be broken down into situations that demo armor, infantry or artillery. I am trying to teach some members of my wargaming group how to play Panzer Grenadier.

I will start off with one idea. I found a scenario in the Northwind module that demos basic armor rules. The scenario is "Night of the Liberators" (Scenario 6). This scenairo has a small numbers of tanks and all units have inherent leaders and armor efficiency.

Lucky Eddie

I can give you some guidelines but I don't have specific scenarios. As you note, keep small to medium in size, both length and number of boards and units. 12-16 turns max with a single or two boards. Stay away from a lot of SSR's as this will confuse them quickly. Stay away from night and variable visibility too. From a boxed game perspective, Elsenborn Ridge is a good on for this. All scenarios are solid and good for FtF play.
If you have either Battle of the Bulge or Afrika Korps, the first scenario in each would suffice. I found both to be very introductory.
I would start with an infantry-only scenario. Battle of the Bulge #1, Afrika Korps #1, and War on the Equator #1 are all good choices, each offering something different.

For armor, I highly recommend Indian Unity #10 with you taking the Hydeerabadis. Not much limiting terrain so the focus will be on trying to set some crossfire.

First Axis #1 and Fall of France #11 are good scenarios I enjoyed when was I was learning the rules. Also played several Winter Soldiers scenarios, which I think is a very companion to Elsenborn Ridge if one wants to play small to medium scenarios.
One of my first games played via Skype was Elsenborn Ridge #9 St. Vith: First Probe. It has a small counter mix, 16 turns, which is fairly short in PG terms, and has just enough armor to whet your appetite. I really enjoyed it. Another one that is small and short and mostly armor is Eastern Front #10 Tank Duel - Although I was handed my hat in that scenario as the Soviets, I think it would be a good followup for more armor. I too like the Winter Soliders/Elsenborn Ridge scenarios as they tend to be shorter and balanced.

Any of these mentioned above would be great starting points.
If you do play Fall of France #11 as a follow-up scenario, you may want to take a look at the thread below to see my problems setting up a defense when I started with the system.

http://www.pg-hq.com/comms/showthread.php?tid=28&page=1

Setting up defenses is still something I find very difficult and that's what motivates me in posting pictures of my setups. I am hoping some players look at these pictures as a starting point and determine what they could do better. If it helps getting the game on the table more often, I am all for it.
Hugmenot, I have never found a good defense for any scenario. Each one has key things that I look for and I try to deploy for that. VC's, morale differential, leader quality and force composition. I find there is always a weakness with any defense and I try to minimize it once the game begins.

When first learning it is tough as one needs to learn the unit capability or lack of. Things like Shermans cannot take on Tigers no matter what as well as the power of assault. These take a few games to get a good understanding of this and the best approach to use them.
Stick to the infantry and weapon only scenarios until you have the rules for infantry movement and combat understood. There are a lot of these. The ones already mentioned are quite good. I would not go into the scenarios with the Japanese as the high morale can certainly skew a play terribly.

Nearly every game and supplement has at least one decent small sided infantry centric scenario. A Bitter Irony (West Wall #1) is quite good for that. If you have questions about a scenario many of the AARs mention whether the scenario is a good one for beginners, etc. so always take the time to take a quick look.

Once the players have a good feel for the infantry side it may be worth while to try some armor only scenarios to get the feel of armor tactics (The Duel in PG and EFDx is a good one for this). After that, a couple of plays of combined arms scenarios and you are off to the races.

If someone familiar with the system is teaching someone else it helps to pick one of those unbalanced scenarios and have the experienced player take the "losing" side. That way both players can have fun while we add another player to the crew.
Eastern Front #43 - Red Steel: Tank Battle at Chisinau is a great way to learn the basics of AFVs.

There are only 3 unit types in the OOB, all of which are tanks. With only 13 counters total it's easy to setup, play to conclusion, then reset and attempt again with opposite sides or different strategies.
Some good suggestions here. I would go for a small, mixed arms game with some but limited artillery to give a taste of all the rules.
I have played Night of the Liberators and managed to throw away a winning US position and in the end scrambled for a draw, but then I am to tank commanding as Herod was to child care Big Grin