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JagdPanther

 
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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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Joined: 18 Sep 2008
Posts: 1239

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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Jean
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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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Jean
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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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Jean
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Joined: 18 Sep 2008
Posts: 1239

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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