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Jean
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PostPosted: Mon Nov 05, 2012 5:30 pm    Post subject: JagdPanther Reply with quote

New on e23: JagdPanther Magazine #4. What were you doing in 1974? Steve Cole was already starting his publishing career!

http://e23.sjgames.com/item.html?id=ADBJP04

Take another journey with us back to 1974, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced a magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 54-page PDF version.)

[No copies of the maps for Sidi Rezegh have been found so far but they will be added when we find them.]

This issue includes several features:

Cover art by James McNease including the previously unknown Panzer-X Jaguar with seven road wheels.

Editorial by Steve Cole (who, today, has no idea what he meant back then) including the original ball point pen corrections of the typewritten pages.

Club news (of a club that never did anything, oh well).

GRAF SPEE: a simple miniatures game with hand-drawn ship "miniatures" and rules.

SNIPE HUNT: new rules for SPI Sniper including medics, pistols, flak vests, grenade pistols, motorcycles (with sidecars).

SIDI REZEGH: An expansion of Panzerblitz for the North African campaign with hand-drawn tank counters for British and German forces.

PANZERBLITZ RULES including surface-to-surface missiles, bridges, overloaded trucks, bypassing ditches, rampaging tanks, ferries, fairies, wading tanks, outposts, dig in, crack units, retreat before combat, snipers, trains, interdiction, opportunity fire, armor storm, infantry riding on tanks, stacking, unit buildup and breakdown, captured guns, immediate attack on passing infantry, lift and shift artillery fire, armored vehicle radios, preplanned artillery fire, tanks towing artillery, close assaults on artillery, poor communications rules, field telephones, runners, green units, towns, partisans, splitting artillery fire, sky troops, horse drawn sleds, chainlink fences, swimming rivers, dust clouds, caves and tunnels, and dozens of other rules.

ADLER KAMPF: A combination of Midway, Battle of Britain, Fliegenkampf, Spitfire, and Panzerblitz. Basically a way to fight air battles over tank battlefields.

HALOCAUST, a Game of World War 4. That's right, SVC did not know how to spell holocaust. Oh well. This was basically a rewrite of the Rick Loomis nuclear war play by mail game with a ton of extra rules like submarines, bombers, and so forth. There is no proof of the rumor that this project later inspired Rick Loomis to turn Nuclear War into his long-time smash hit card game.

GAME REVIEWS of several games, some of which might not have actually existed.

KOMET UND METEOR, an air combat game based loosely on some SPI games available at the time but focused on the jet fighters at the end of World War II (and slightly after the end of that conflict). The later printing of this issue on which this reprint was based includes the errata!
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Jean
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PostPosted: Mon Nov 05, 2012 5:34 pm    Post subject: Reply with quote

Earlier issues of JagdPanther Magazine are here:

#1 -- http://e23.sjgames.com/item.html?id=ADBJP01

#2 -- http://e23.sjgames.com/item.html?id=ADBJP02

#3 -- http://e23.sjgames.com/item.html?id=ADBJP03
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PostPosted: Tue Apr 30, 2013 1:12 am    Post subject: Reply with quote

JagdPanther #5 is now available on e23.

http://e23.sjgames.com/item.html?id=ADBJP05

Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 54-page PDF version.)

This issue includes several features:

Cover art of Zeppelins by James McNease.
Editorial with rambling comments on what was going in the Amarillo group and the industry at large.
Variants for the SPI game World War II covering things they forgot, omitted, or didn't consider worth mentioning.
A variant for Turning Point moving the SS divisions from another theater to that game.
A variant for Avalon Hill's 1914 game assuming that the US Army showed up early.
A list of ways to balance the Avalon Hill game Stalingrad.
A variant for Guadalcanal introducing the German 2nd Mountain Division and other units including Australians, the US 82nd Airborne, the German 2nd Parachute Division and 15th Panzer Division.Assorted new rules for Luftwaffe continuing the game into 1947. This included B29s, a US base in Norway, transfers via Gibraltar, the Italian Air Force, more jets (British, Russian, American), and much more.
World War II naval miniatures rules.
Suggested rules changes for Second Galactic War.
A way to link the games Trireme and Centurion.
The most confusing rules for Diplomacy.
American troops in Moscow Campaign.
A column on Napoleonic Miniatures.
A review of the game Spitfire.
The complete game Zeppelin covering the World War I aerial warfare campaign over Britain.
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PostPosted: Fri Aug 02, 2013 6:37 pm    Post subject: Reply with quote

The year? 1974. The place? Amarillo, Texas. The writer? Steve Cole. The fanzine? JagdPanther #6.

It can now be yours. Check it out: http://e23.sjgames.com/item.html?id=ADBJP06

Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this PDF version.) Cover art by James McNease (aka "The Wazoo").

This issue includes several features:

The usual editorials, news, and some flamewar stuff.

Chess as a wargame.

A review of a game we published (Rigelian Wars). Turns out, we could not spell Rigellian.

The World War III super-variant. This was a series of extension maps for an SPI NATO game adding Austria, Denmark, Berlin, Northern Norway, the Balkans, and Taiwan. Rules were included to play the game simultaneously with other games covering the Middle East and China.

There was a huge section of Q&A about military history, terms, tactics, and equipment.

Other articles/variants included Bismarck, Diplomacy, Heavy Cruiser, Kriegsmarine, and others.

Quality varies from page to page, as this is a scan of a 39 year old copy that wasn't printed very well (from typewritten plates). Some pages are difficult to read but are the best we can do and you can, with patience, figure them out.
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Jean
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PostPosted: Fri Sep 13, 2013 3:59 pm    Post subject: Reply with quote

Once upon a time (1974) Steve Cole was just starting to publish his wargame fanzine JagdPanther. Issue 5 was still printed on 8.5x14 paper (Engineer Steve had calculated that overall there was slightly more surface area to be used). It is now available on DriveThru RPG and Wargame Vault (and remains available on e23).

Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 54-page PDF version.)

This issue includes several features:

Cover art of Zeppelins by James McNease.
Editorial with rambling comments on what was going in the Amarillo group and the industry at large.
Variants for the SPI game World War II covering things they forgot, omitted, or didn't consider worth mentioning.
A variant for Turning Point moving the SS divisions from another theater to that game.
A variant for Avalon Hill's 1914 game assuming that the US Army showed up early.
A list of ways to balance the Avalon Hill game Stalingrad.
A variant for Guadalcanal introducing the German 2nd Mountain Division and other units including Australians, the US 82nd Airborne, the German 2nd Parachute Division and 15th Panzer Division.Assorted new rules for Luftwaffe continuing the game into 1947. This included B29s, a US base in Norway, transfers via Gibraltar, the Italian Air Force, more jets (British, Russian, American), and much more.
World War II naval miniatures rules.
Suggested rules changes for Second Galactic War.
A way to link the games Trireme and Centurion.
The most confusing rules for Diplomacy.
American troops in Moscow Campaign.
A column on Napoleonic Miniatures.
A review of the game Spitfire.
The complete game Zeppelin covering the World War I aerial warfare campaign over Britain.

http://rpg.drivethrustuff.com/product/119095/JagdPanther-Magazine-%235
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PostPosted: Thu Oct 17, 2013 6:12 pm    Post subject: Reply with quote

JagdPanther #6 is now up on both DriveThru RPG and Wargame Vault.

Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this PDF version.) Cover art by James McNease (aka "The Wazoo").

http://rpg.drivethrustuff.com/product/120609/JagdPanther-Magazine-%236

http://www.wargamevault.com/product/120609/JagdPanther-Magazine-%236

It has been up on e23 for a while now.: http://e23.sjgames.com/item.html?id=ADBJP06

This issue includes several features:
The usual editorials, news, and some flamewar stuff.
Chess as a wargame.
A review of a game we published (Rigelian Wars). Turns out, we could not spell Rigellian.
The World War III super-variant. This was a series of extension maps for an SPI NATO game adding Austria, Denmark, Berlin, Northern Norway, the Balkans, and Taiwan. Rules were included to play the game simultaneously with other games covering the Middle East and China.
There was a huge section of Q&A about military history, terms, tactics, and equipment.
Other articles/variants included Bismarck, Diplomacy, Heavy Cruiser, Kriegsmarine, and others.

Quality varies from page to page, as this is a scan of a 39 year old copy that wasn't printed very well (from typewritten plates). Some pages are difficult to read but are the best we can do and you can, with patience, figure them out.
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Jean
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PostPosted: Tue Jul 08, 2014 10:50 pm    Post subject: Reply with quote

JagdPanther #7 Available from Multiple Sources

Amarillo Design Bureau, Inc. has released another issue of this classic gaming title.

Take yet another journey with us back to 1974, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved (layout was done by hand with glue sticks on cardboard; some of the typewriter produced pages printed better than others), and we still printed on that insane 14" paper. (The pages are divided in half for this PDF version.) Cover art by James McNease who drew it from a photo.

This issue included the complete game Gorlice-Tarnow 1915, based on the continent-wide campaign on the Russian front in that year. This was designed by a local gamer (Mike Harris) who was a World War I aficionado. As before, the counters were on paper; the gamers had to mount them by themselves. The map came on five sheets of paper and had to be pieced together by the players without much in the way of directions.

It is available from these vendors:

Warehouse 23: http://www.warehouse23.com/products/jagdpanther-magazine-number-7

DriveThru RPG: http://rpg.drivethrustuff.com/product/132175/JagdPanther-Magazine-7

Wargame Vault: http://www.wargamevault.com/product/132175/JagdPanther-Magazine-7

This issue includes several features:

The usual editorials, news, and some flamewar stuff.

An expansion of the GDW game Chaco by Marc Miller, the original designer.

A snarky review of an alternative history book that somehow replaced all of the German losses in WW2 out of thin air.

Variants for the GDW Romans-vs-Germans game Eagles.

A historical evaluation of the WW2 bombing campaign.

A discussion of the constant unofficial revisions of big company wargames that were poorly designed and did not work, calling on the publishers to pick the best of the unofficial revisions and make it the official one.

Various evaluations of ways to warp the rules of recent games by other publishers.

General ideas for applied command-and-control rules to any wargame, reflecting bad communications and units that never get the orders to move or attack.

Alternate rules to include US Marines landing in Italy in several different World War II wargames.

Scenarios for Avalon Hill D-Day.

An article on how to find opponents.

A funny article about hard-to-understand rules by other publishers.

A suggestion to use the combat results table from Winter War in any of several recently published games that had combat results table that made it hard to actually destroy enemy units.

A snarky commentary on the "point superiority combat results system" some publishers had (unfortunately) used in recent game designs (with bad results).

An article about using the rules and counters from the game NATO on a map from any World War II Russian Front game. The same article went on to create a World War I variant.

A variant for the Fall of Rome game in which a general tries to overthrow the emperor.

A Starkrieg system to conduct interplanetary invasions using the old STRATEGY I game map and counters.

A tactics suggestion for the game MARNE in which it was noted by stampeding the entire French Army off the map into Spain the Germans could then not gain enough points to win (as most of the points game from destroying French units).

A rule to create truck-mounted cavalry units in the game 1918, launching a blitzkrieg over three decades early.

A list of OSS Field Divisions that assume that the US created SS-style elite divisions separate from the US Army, including the 1st OSS Division FDR, the 2nd OSS Division America, the 5th OSS Division Confederacy, the 10th OSS Field Division General Motors, and the 18th OSS Field Division Comanche.

New scenarios for the game Midway.

Vague ideas to build an electronic die-rolling machine.

A list of actual historical wars that nobody had done a game about.

Proposed rules changes for the game Trireme.

Variants for Richthofen's War covering the Russian and Italian fronts.

A variant for the Afrika Korps wargame using a map from the game Sinai allowing Rommel to (after crossing the Suez Canal) rampage into the Middle East.

A variant of Panzer Armee Afrika that covers the earlier British destruction of the Italian Army.
A variant for wooden ship naval games in which a small sloop armed with rockets could set fire to a ship-of-the-line.

A historical note about the unusual British battleships Nelson and Rodney.

Combining the scenarios of the game Sinai into a campaign.

An article about adding gigantic tanks to armored miniatures. Such tanks moved slowly but their huge 160mm guns could destroy a Sherman tank on the far side of the battlefield.

Some comments introducing Napoleonic miniatures gaming to the readers.

A survey of recently published science fiction games. At the time, the term "sci-fic" was actually in widespread use.

Variants of several published games (WW3, Sinai) covering a campaign in Mesopotamia.

A variant to Diplomacy for the Dark Ages.

An optional "Command and control" rule for Diplomacy.

A comparative review of the SPI game War in the East with the GDW game Drang Nacht Osten.

Ratings for the play-by-mail games Kriegsmarine, Challenge, and Halocaust.

Errata for Rigelian Wars.

Letters to the editor.

As you can see, the editors and writers packed a lot of stuff into 24 pages, but things were about to change for JagdPanther. Issue #8 would see many changes (to the 11" bound magazine format).

JagdPanther #7 marked the end of an era.
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Jean
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PostPosted: Mon Aug 18, 2014 10:08 pm    Post subject: Reply with quote

JagdPanther #8 Available from Multiple Sources

Amarillo Design Bureau, Inc. has released another issue of this classic gaming title.

Take a journey with us back to 1975, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. This issue marked a watershed in many ways, and might be considered the Bronze Age of JagdPanther. The cover was actually a photograph taken during World War II, but the cover was still black and white (as were all the inside pages in every issue). The magazine was now 11 inches tall, and printed on 11x17 paper so it could be bound as a book. (The first seven issues had been on 14-inch paper and stapled into books.) Counters were still paper printed and "ready-to-mount" by wargamers seeking innovative new games and willing to glue their counters to whatever sheet of cardboard came to hand and cut them out with a stout pair of scissors.

The game in this issue was PQ17, based on naval battles in the Arctic Ocean during 1942 and 1943. This came with a map, rules sheet, and those paper counters.

The issue marked a welcome change to our readers, although it continued the continual confusion over volume and issue numbers. While this was JagdPanther #8, it was marked Volume 2 Issue 8. There was no Volume 2 Issues #1-#4, since Volume 2 consisted of issues #5-#8. There really was no reason to have "volume" involved at all, but the publisher had seen it on other magazines and thought every magazine had to have it. Unfortunately, he never understood how it worked, and did it all wrong.

It is available from these vendors:

Warehouse 23: http://www.warehouse23.com/products/jagdpanther-magazine-number-8

DriveThru RPG: http://rpg.drivethrustuff.com/product/134138/JagdPanther-Magazine-8

Wargame Vault: http://www.wargamevault.com/product/134138/JagdPanther-Magazine-8
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PostPosted: Tue Sep 23, 2014 10:10 pm    Post subject: Reply with quote

JagdPanther #9 Available from Multiple Sources

Amarillo Design Bureau has released another issue of this classic magazine.

Back in 1975, a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews.

Major articles included a system for random event cards for use in almost any game, a variant of the Spanish Civil War game covering a potential uprising against Franco in 1940, revisions for Third Reich (including German amphibious units, ways to bet money on the game, German and Italian and Russian paratrooper units, and the London Blitz), a review and analysis of El Alamein, ways to combine the Goetterdaemmerung map in the issue with France 1940 to allow the French to invade Germany first, more new ships for the game CA, a major revision to the game War in the East, rules to realistically limit Russian artillery in Panzerblitz, a new empire for Starforce Alpha Centauri, a review and revision of the game Wolfpack, and a variant for Turning Point.

The big draw of the issue was the complete game Goetterdaemmerung. (One feature of the game seemed to be how many different ways could be found to spell the title.) This game largely used the War in the East game system with a map that connected perfectly along the mutual edges. The game included paper counters, a 14x22 map of Germany, and four pages of rules.

This issue has been scanned from the best available copy.

Warehouse 23: http://www.warehouse23.com/products/jagdpanther-magazine-number-9

DriveThru RPG: http://rpg.drivethrustuff.com/product/137636/JagdPanther-Magazine-9

Wargame Vault: http://www.wargamevault.com/product/137636/JagdPanther-Magazine-9
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PostPosted: Fri Oct 17, 2014 9:15 pm    Post subject: Reply with quote

JagdPanther #10 Available from Multiple Sources

Amarillo Design Bureau has released another issue of this classic magazine.

Back in 1975, a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews.

Major articles focused on a package of six variants for the game Sixth Fleet, a humorous scenario for PanzerBlitz involving a stockpile of wine (sought by US, British, Soviet, and SS troops), strategy and a variant for Spanish Civil War, a solitaire variant for the game 1914, strategies and variants for Third Reich, merging Panzer Leader rules into PanzerBlitz, a 1941-45 variant for the game Winter War, strategy for Diplomacy, a history article about King Arthur, and Zeppelins for Richthoffen's War.

The game in the issue was Marine! This was one of those semi-generic tactical games with a map of typical beachhead terrain and units comprising squads and heavy weapons. A player could build any battle by just counting out the right number of units and picking an appropriate part of the map. The "lead article" described "the mission and the man" of the Marines of all nations.

This issue has been scanned from the best available copy.

Warehouse 23: http://www.warehouse23.com/products/jagdpanther-magazine-number-10

DriveThru RPG: http://rpg.drivethrustuff.com/product/138719/JagdPanther-Magazine-10

Wargame Vault: http://www.wargamevault.com/product/138719/JagdPanther-Magazine-10
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PostPosted: Fri Nov 21, 2014 6:24 pm    Post subject: Reply with quote

I have given Simone complete copies of JagdPanther 11-12-13 and Battlefield #15. She will scan these for upload. We already have an unloadable scan of JagdPanther #14.

So, JP 11 will be uploaded in Nov 2014.
JP12 will be uploaded in Dec 2014
JP13 will be uploaded in Jan 2015. (Leningrad)
JP14 will be uploaded in Feb 2015. (Warsaw Pack)
and
BF15 will be uploaded in March 2015. (Jacksonville: Beaches of Doom)

Collect the whole set!
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