
I have been playing Panzer by James M. Day since the Yaquinto Publishing first edition in 1979. As a matter of fact, Panzer was my first wargame ever (nothing like jumping straight into the deep end!). Through the years I followed the development of the Panzer and the sister modern version, MBT, but it was not until GMT Games brought out Panzer (Second Edition) that I upgraded my collection. The latest expansion to drop is Panzer Expansion #4: France 1940. In addition to covering the Invasion of France in 1940, the game also includes a new set of rules for Panzer players that have a hard time finding face-to-face opponents or are tired of always trying to outsmart their alter-ego.
Surprisingly, GMT Games apparently didn’t really play up this angle of the new expansion. One has to look deep within the publishers description on the game page to barely find mention of solitaire rules:
The two solitaire scenarios utilize a game driven AI system for French forces in The 6th Panzer is Delayed and the German forces in Billote’s Charge.
In stark contrast to that short blurb, Panzer Expansion #4 actually includes a very robust set of solitaire rules. As in 15 pages worth (in a Playbook of 68 pages). The Solitaire System is credited to Fernando Solo Ramos, a long time Panzer fan and the man responsible for the best Panzer wargame support site on the internet, The Panzer Pusher.
Fernando explains the intent of the Solitaire Rules in section 10.1 Introduction:
The Panzer Solitaire Rules are intended to offer the solo Panzer player a guideline to enjoy the game, fixing the two aforementioned problems of solitaire play; enemy unit placement and enemy intentions. The Panzer Solitaire Rules use Hidden Unit rules to manage the player’s knowledge about the exact location of the enemy units. The player only knows the most probable locations of the enemy, and only when an enemy unit actually appears on the map does the player know the exact number and type of those enemy units. In addition, several tables handle the behavior of the enemy, determining their commands and their actions, all without compromising the standard Panzer rules.
Mr. Ramos has very thoughtfully provided many designer’s notes inline to the rules text. These comments help explain some of the rules and are essential to getting the original grok of the rules. Concepts like Enemy Main Unit and Most Dangerous Friendly Unit seem complex at first, but after reading the designer’s intent then stepping through the rule it (sorta) all comes together. The back cover of the Playbook is the complete Panzer Solitaire Tables. [I really wish this had been separate Play Aid because it gets constantly referenced in executing the Solitaire Rules.]
Although the designer claims the Solitaire Rules work “without compromising the standard Panzer rules” the harsh reality is that one needs a better-than-average familiarity with the standard rules to make full sense of the new design. After having read and reread the rules several times already, I think I am ready to try the first solitaire scenario, The 6th Panzer is Delayed: Monthermé, France, 15 May 1940. In this scenario, the AI controls a reinforced French Anti-Tank Battery against a Light Tank Company and mixed Infantry Company of Kampfgruppe Raus. This is a simple “cross the defended map” scenario. Using the Solitaire Rules will be interesting.
To be honest, after reading the Solitaire Rules I am going into the first scenario play with a good deal of trepidation. I am worried because I feel I need a better familiarity with the standard rules before stepping into the solitaire version. Not that the solitaire rules are hard in concept, but there are so many rules interactions it worries me that I will miss something simple.

Although I have yet to play a full scenario, I cannot help but make comparisons between the Panzer Solitaire Rules and the card-based AI system in Conflict of Heroes: Eastern Front Solo Expansion (Academy Games). The Panzer approach is a traditional, table-driven design whereas the Eastern Front Solo is very innovative card-driven design. Two radically different approaches to the same wargaming problem.
I really need to get the Panzer Solitaire Rules to the table sooner than later to judge for myself how well it works.
Feature image courtesy GMT Games
Thank you for your review. I hope you enjoy the game as much as I enjoyed designing it.
Fernando Sola
I have been enjoying it. Thanks!
If you have any questions about the game, don’t hesitate to ask.
I won’t. Thanks!
I hope you post something of your impressions when you’ve had a chance at trying the solo game. I too just received this, and I look forward to trying the solo rules once I refresh myself on the rules…it’s been a bit since I have played Panzer. I like the system, but the standard game doesn’t play very well solitaire for me – you can always have fun seeing how the game models the various tanks armor/ gunnery (which I think is very convincing), but the chit orders system loses a lot in solo play.
Just superficially, the maps look great, some of the best yet in the system. I know Jim Day in the past has preferred more generic balanced scenarios to more historically based scenarios, at a cost to the system. I’m very happy to see more historically based stuff as the series goes on. I think generally bland scenarios are the weakest part of the Panzer system. I would be totally on board with ‘historical modules’, or historical scenario packs.
Anyway, look forward to hearing your thoughts once you try out the new stuff.
The maps for Expansion 4 are based on aerial images of the actual battle locations, although some adaptations had to be done to fit them to the geo-board format. That is something I wanted from the beginning.
Thanks for your kind words.