My good gaming pal Russell has a thing about playing old SPI games, including such gems as 'Dallas'. Recently he's been on a bit of a kick with Panzer Battles, published in Strategy and Tactics in 1979. Like many of the SPI tactical games like Firefight, Mechwar 77 etc, it rather passed me by at the time as I was very happy with Panzerblitz, Panzer Leader and Squad Leader (although I still have a copy of Sniper). Panzer Battles is a similar level as Panzer Leader with 200m hexes, 5 minute turns and platoon sized units, but puts much more of an emphasis on command and control, doctrine etc and has a much more detailed (almost Tobruk level) combat system.
The BGG entry is here: https://boardgamegeek.com/boardgame/7556/panzer-battles-tactical-armored-warfare-in-world-w
Anyway, Russell has been plugging through the scenarios, in particular one covering 4th Armoured Brigade at Gazala (which fitted in nicely with our recent desert outings) and another featuring a battalion of Panthers taking on a Soviet tank brigade in March 1945 on the road to Berlin.
Just for a laugh, I thought I'd set up the 1945 scenario using Panzerblitz and see how it pans out.
The Panzer Battles battlefield is quite empty, with a main road down the centre and a town in the rear corner. There are a few patches of cover though, so the open Panzerblitz board was the obvious choice. In scale terms the Panzer Battles board is quite small compared to Panzerblitz so I'm just using this one as far as the stream at the top (with the lake on it) . The Germans get points for killing Russian units and the Russians for killing German units and getting them off the top edge of the board (or over the stream in this case).

I've no idea which units the real ones are supposed to be, although I'd guess the Germans are from Panzer Division Muncheberg (which had a battalion of Panthers and a Tiger II company) . In the Panzer Battles scenario the Russians have three battalions of T34/85, each with six platoons of three tanks each. Panzerblitz of course famously models the Soviet C3 limitations by modelling each company as a single counter, so the 18 T34 counters in the original become six T34/85 companies in Panzerblitz.
The Panzerblitz T34s have a slightly worse gun than the Panthers (15 AF vs 16 AF with an inferior range 10 vs 12), weaker armour (10 vs 12) but are slightly faster (11 vs 10). All those differences combine to make the Panther rather more dangerous in armoured combat - at close range in the open one Panther Platoon vs one T34 has a 100% chance of a suppression and a 50% chance of a kill, whereas in the reverse situation, the T34 has an 87% chance of suppression and only a 17% chance of a kill. The Russians need to gang up on the Germans big time and expect to take some losses.
The Germans in the original have two companies of Panthers with 23 vehicles spread over five platoons. Given they already have a 2:1 combat advantage just based on numbers of vehicles per counter, I rounded that down to four platoons of five Panthers each. Panzerblitz has no concept of command and control, units just ramble over the map at random.
The German defensive task looks easy but in fact is unenviable. There is no opportunity fire in Panzerblitz and units in concealing cover (woods, towns) are invisible unless an enemy unit is adjacent. So units dash from one patch of cover to another, trying to gain local fire superiority, and given the open nature of the terrain, the German need to be very careful to avoid the Russians simply dashing from bush to bush and off the edge of the map.
The defence above blocks the easy road via the town and has outposts in the two patches of woods, which are in range of the Panthers long reaching guns (a ridiculous 3000m, although they are much more effective at 1500m).
I did consider a hull down position on the hill to the left, but the T34s are so fast they could actually mount an overrun attack against it on their opening move - hilltops count as open terrain against overruns. The whole 'chess with tanks' thing is what I used to love about Panzerblitz. It does involve an awful lot of counting hexes and movement points to optimise unit placement though.
The Russians swarm the Panthers on the left anyway. Four of them are in the cover of the woods and two of them are on the slope below the hill - it doesn't provide protection against the adjacent Panthers but provides hull down cover against fire from further away.
Oops.I forgot quite how deadly tank combat at short range is. The Panthers in the town are within 1500m of the wood so pour a devastating fire into the T34s. Panzerblitz has quite eccentric target priority rules when firing at a stack so this is a simple 4:1 attack by all the three Panther platoons in range and a whole battalion of T34s go up in flames.
This is doubly unfortunate as it also fills the hex with wrecks, and the larger Russian units can only stack two units in a hex, so they are now barred from the hex. That is a real shame as that hex is just within maximum T34 movement distance of the handy ridge northwest of the town, but that route is now closed off. Someone on Jim Dunnigans team thought really hard about the design of these geomorphic boards.
The remaining T34s fry the Panthers in the woods (the Panthers could have chosen to not shoot and run instead, but that would have reduced the attack from the others to 3:1 and only a 33% chance of a kill against the T34s in woods). The Panther platoon on the right falls back to the town to prevent easy access from the T34 swarm. I do like the high mobility of these units.
Their advance west of the town thwarted, the Russians dash over to the ridge on the right. They are hull down here so a harder prospect for the Panthers. They also just have enough movement from here to make it into the gully east of the pond, but not cross it. Units in gullies are invisible at ground level.
Aware of the threat, two of the Panthers in the town take a 3:1 shot against one of the hull down T34s (the Panther are doubled for close range but halved for fire vs hull down armour).
The third Panther platoon moves back to the ridge northwest of the town. From here it can see down into the gully behind the town.
One company of T34s are suppressed by the Panthers, the other three dash for the gully and spread out. I cant risk the Panthers on the ridge suppressing a whole battalion as it leaves them vulnerable to the other Panthers ganging up them on subsequent turns.
The Panthers on the ridge manage to knock out one of the T34s in the gully. They are joined by another Panther platoon to discourage the Russians from hanging around. If those two companies cross the stream, that will be even VPs (Germans 3 for kills, Russians 2 for units exited and 1 for kills).
With the gully locked down, the lead T34s cross the gully and hide in the woods on the far side. The lagging T34 company heads into the village, shielded from the hill. Mano a mano with the Panthers in the streets of the village! it can spot for the T34s up north if needs be.
With hindsight, that was a really stupid move as of course the Panthers in the town blow the T34s apart at point blank range, while the other Panthers scurry off the hill and back into the town. What I should have done was try to suppress the Panthers on the hill with the T34s north of the gully and THEN think about moving. But I didn't, so that is four German VP to three Russian and a well earned German victory. One battalion of Russians has broken through, but there are lots of German over their LOC, so that seems fair enough.
I didn't feel any great inclination to do that again, but it was a fun little game with lots and lots to think about, a real Panzerblitz knife fight with lots of hard decisions and rapid manouvre. I made a couple of stupid mistakes, which I wouldn't have done if I'd played it again. I cant believe I used to confidently play all the supplied Panzerblitz scenarios which have scores of units in them, my brain was obviously a lot bigger then.
I did vaguely think of setting up the same battle with Command Decision and Spearhead, but then realised I couldn't be bothered.