Panzer General CD in Box + Panzer General 2 No Box SSI + 3 Mag Article Copies

Very Rare collection of Panzer 1 (WITH BIG BOX) and Panzer General 2 (NO BOX).

Please compare prices of Panzer General listings. Most have Panzer General alone listed for more than the price I have both Panzer General 1 & 2.

Panzer General 1 comes with a digital manual on the CD.

Panzer General 2 comes with a paper printed manual.

BONUS ARTICLES: This LOT also includes 2 copies of magazine articles
                                  for Panzer General 1 when the game first came out!!!!

Plus a copy of the 2 page review of Panzer General 2
from Computer Gaming World which is also included.
The title of this review is "5 Star General - Not Another Retread".
The reviewer rated it a rare and perfect 5 out of 5 stars (see 2 pictures).

NOTE: Both games are from the 1990's.
            They are NOT guaranteed to work on the latest computers.
            Best purchased by vintage PC game collectors who know their value.

CRITICAL REVIEWS FROM WIKIPEDIA:
PC Gamer US gave Panzer General its 1994 "Best Wargame" award.
The editors wrote, "Hardcore wargamers may turn up their noses at the simplified rules for supply and reinforcements, but for the vast majority of players, Panzer General offers a gripping experience not often evidenced in wargames." (March 1995). "The First Annual PC Gamer Awards". 

In 1996, Next Generation listed it as number 51 on their "Top 100 Games of All Time", contending that though the game's interface is simple, the complexity of the strategy is exceptional. "Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. pp. 51–52.

Panzer General was a commercial success. By November 1995, it had sold over 100,000 copies in the United States and 50,000 in Europe. ( Trotter, William R. (November 1995). "The Desktop General; Equal Time for Allied Generals!". PC Gamer US)

 According to William R. Trotter of PC Gamer US, it was particularly popular in Germany. By August 1996, sales had surpassed 250,000 copies. Describing the situation at the time, Computer Gaming World columnist Terry Coleman wrote, "When you consider that a new Windows 95 and Macintosh version has just been released, it seems fair to say that Panzer General will be incontestably the best-selling historical wargame of all time". ( Coleman, Terry (August 1996). "No Joystick Required". Computer Gaming World (145): 179, 180.)

The following year, T. Liam McDonald of GameSpot reiterated that the game had sold over 250,000 copies, and noted that 60,000 of these sales came from its PlayStation release. McDonald declared Panzer General "the best-selling wargame of all time" in September 1997. (MacDonald, T. Liam (September 23, 1997). "Panzer General II Preview". GameSpot. Archived from the original on April 18, 2001.)

Reviews for the 3DO version were generally positive. The four reviewers of Electronic Gaming Monthly remarked... that the gameplay design is solid and there is a strong dose of variety to the campaigns. (Review Crew: Panzer General". Electronic Gaming Monthly. Ziff Davis (75): 36. October 1995.)

A critic for Next Generation argued that while the music and battle animations quickly wear thin, the game allows them to be turned off and "what it lacks in style, it makes up in substance." He made particular note of the impressive depth of the strategy and the ability to control nearly every land and air craft used in the World War II European theater. (Panzer General". Next Generation. Imagine Media (11): 174–5. November 1995.)

Sir Garnabus of GamePro complimented the accuracy of the 3DO port.
(Panzer General". GamePro. No. 87. IDG. December 1995. p. 108)

In 1996, Computer Gaming World listed the Game Over scene as #8 on its list of "the 15 best ways to die in computer gaming". ("The 15 Best Ways To Die In Computer Gaming". Computer Gaming World. November 1996. p. 107. Retrieved 25 March 2016.)

WIKIPEDIA DESCRIPTION:

OVERVIEW
Panzer General is a turn-based game, set on operational level hex maps. One plays lone scenarios from either Axis or Allied side and against a computer or human opponent. In Campaign Mode, the player assumes the role of a German Generalissimus against the Allied computer.

Panzer General is an operational-level game, and units approximate battalions, although unit size and map scale from one scenario to the next are elastic. While the names and information for the units are reasonably accurate, the scenarios only approximate historical situations.

Its novel feature was to link individual scenarios into a campaign spanning World War II from 1939 to 1945. Units are able to gain experience and become stronger, where success in one battle would award the player prestige to upgrade units, acquire additional units, and select a better scenario for the next battle.

In 1996, Panzer General won the Origins Award for Best Military or Strategy Computer Game of 1995. The game and its sequels spawned a loyal following, who have revived online head-to-head play and added many units, features, and over 2,500 scenarios. New ideas are still being developed two decades after its initial release.

CAMPAIGNS
Panzer General has 38 scenarios based on real or fictitious battles from World War II. The player can engage in a single battle or a campaign mode.

In Campaign Mode, a series of battles unfolds as a campaign heads to victory. There is one long campaign as Germany, with five starting locales:

Poland (1939); from Poland, through Norway, to the West with possible amphibious landing in Britain.
North Africa (1941); from North Africa to the Middle East.
Barbarossa (1941); from the initial crossing of the Soviet border to Moscow.
Husky (1943); from Allies landing on Sicily to the end of the war.
Kharkov (1943); from the German spring offensive to the end of the war.
The task in most scenarios is to take all objective cities in a given number of turns; taking them at least 5 turns earlier is considered a major victory. In scenarios from later stages of war, the Germans try to hold positions against a stronger enemy. A typical task is then "hold at least two of our objective cities for 20 turns; for major victory, hold at least five."

All campaigns branch out and end either by the general being sacked for incompetence or end of the war. In Campaign Mode, a major victory could possibly change known historical events. For example, after a major victory over France the player invades Britain. Later in the game, after a major victory in Barbarossa, the player can convince the German High Command to attack Moscow immediately (which costs him or her much prestige) rather than diverting to Kiev before Moscow.

If the player achieves a major victory both in Britain and in Moscow, he or she is allowed to invade Washington. In any other case, he/she must fight well in many battles to get another chance to attack them. If either Britain or USSR survive this attack, they drive the Germans all the way back to Berlin. The best the player can do is to fight well in each battle to have enough prestige for the next one - and to achieve a major victory in the final defense of Berlin.

TACTICAL ELEMENTS
The game requires the player to use combined-arms tactics, where each unit is strong against some unit types but very vulnerable by others. Dug-in enemy positions must be softened by artillery, which is vulnerable and needs protection. Before attacking the infantry and anti-tanks, one needs to destroy the artillery which protects them from behind. If no tank can slip there, one does this mostly by bombers, but then it is advantageous to destroy the air defense units first. The fighters have a dilemma between destroying enemy air force and protecting the bombers.

One must carefully observe the road system to speed the advance, or he/she can use Bridge engineers to cross the rivers. The game rewards a Blitzkrieg strategy - penetrating deep into the enemy positions while postponing destruction of some of the encountered enemy units for later.

The performance of units is affected by their experience, which takes very long to collect. Particularly in Campaign mode one then has to protect the experienced units as the most valuable asset.

DEVELOPMENT
The design of Panzer General was based on the Japanese wargame Daisenryaku.
The Strategic Simulations team had played a Japanese-language version of the game's Sega Genesis release extensively, and were inspired by its streamlined design.
The company's Graeme Bayless later wrote of Daisenryaku, "The genius in this game was the fact that it took the highly complex subject (WWII conflict on land) and boiled it down to the pertinent parts." 
Daisenryaku would go on to serve as the inspiration for the entire Panzer General series.

Below is the original Gamespot Review of Panzer General 2
(They rated it 8.3 out of 10 which is a GREAT game):

Panzer General revealed a heretofore unknown desire for the average American male to invade Poland and control Western Europe. It's not that this desire was wholly a surprise (many men like wargames and war gear): It was the staggering scope of its appeal. PG sold several hundred thousand copies, with surprising sales to the console market. Apparently, those armchair generals didn't get enough, because the sequel, Panzer General II, has gone through its initial printing of 100,000 in about a week and returned to remaster. There is obviously a great bubbling need for a quick-playing, accessible, slick, historical wargame - and PG2 more than fits the bill.

Panzer General II is the first major upgrade to the Five Star system that carried SSI though five major games. The title of this new series is Living Battlefield, and with some refinements it should enjoy a run comparable to the first. Apart from some minor exceptions, the engine has been improved for the better, adding greater depth without sacrificing the compulsive playability of the initial design.
This is neither the same old PG with a facelift, nor a whole new game - it's an enhancement and expansion of the concepts of the original. Panzer General II is a strategic level, turn-based wargame based upon the European theater of World War II. The scenarios and campaigns embrace the entire epic sweep of the period, ranging from the "dress rehearsal" of the Spanish Civil War to hypothetical invasions of England, Tennessee, and Georgia (!). Over the course of some 40 battles, the armies of America, Britain, Russia, Germany, and the minor nations range from the huge battlefields of the Russian front, to the frozen landscapes of Norway and Finland, to Western Europe, Italy, and beyond. What distinctly stand out about PG2 are the 30 hand-painted maps. Large, detailed, and evocative, they are works of art that function as the perfect backdrop to the dramatic events unfolding upon them.

 While the detail of the maps is unquestionably a strength of PG2, it comes at a cost.
The units that represent your forces sometimes get lost in all that detail. It's not true 3D, but the tanks, planes, ships, and infantry are depicted from different angles so that they turn facing for movement and attack. They are quite nicely rendered, but more than once I lost an artillery piece among the buildings of a town, or a plane that was flying over another unit. That's the trade-off for the high resolution (and it's really a moot point since you can scroll through units using the "N" key), but it's somewhat of a nuisance.

As for the interface, it is both improved and unimproved. The game can be played full screen, with hot keys only, or using the traditional framework. Frankly, I preferred the burnished bronze of the original to the dull, gun-metal gray of this one. The interface also puts less information on the screen. Where you used to be able to get all relevant info about units on the info bar, now you only get unit ID, entrenchment, and hex number. The detailed information is accessed by right mouse-click, which puts necessary data right at your fingertips, but I miss having it on the screen. But there's no denying how well the interface works. Units are moved by simple point and click. New rules, inherited from Pacific General, allow you to move multiple units, then fire. This leads to an important change in PG2. You now get an attack bonus from having more than one unit adjoining the defender. You still can't attack with multiple units at once, which is something the system needs, but it does add a touch of realism to tactics. 


Other rule changes increase realism as well. Some units now have greater ranged fire, units have initiative ratings to determine who fires first, and an improved auto-fire routine allows qualifying units to provide support for defenders. For instance, if a defender is attacked, any defending artillery in range will add their fire to the defense. Artillery is therefore much more important to gameplay. The last major gameplay change is the addition of complex leaders that experienced units may earn. Veteran units get a leader who adds two skills: one related to class, the other one random. One of my ace pilots attacks twice per turn, for instance, while a tank commander always attacks first. Tenacious defense, interceptor, liberator, first strike, and extended front are among the skills a leader may bring to his unit. (Check the GUI97.TXT file for a list of skills.) Nurturing these core units through a campaign and using them wisely adds greatly to the role-playing element of PG2, and is a great addition. While there are about 30 stand-alone scenarios in PG2, all of them interesting and challenging, the heart of the game is the five campaigns. In campaigns, you strive for the best possible victory (brilliant, regular, and tactical are the three levels) to accrue prestige points, which are used to buy more units. By carrying a core army group through a dozen battles, you build their strength and their skill as a fighting force. Some campaigns branch briefly depending upon victory level (Thermopylae is one booby prize for the "tactical victor"), but you need to win each scenario to continue a campaign. 


The five campaigns are the full German blitz, American and British invasions of Europe, German strategic defensive, and Russian offensive. Each has a good variety of national equipment and slick introductions. Rounding out an already fulsome package is multiplay and a scenario editor. Multiplay can be co-op or conventional, and SSI is setting up Club SSI as a meeting room. If your tastes run to "what ifs," you can use the editor to place units on the maps (sorry, no map editor) and create custom scenarios. Panzer General II is a rich and rewarding package for grognard and novice wargamer alike. Its quick and easy play may not appeal to the historical or wargaming purist, but there is absolutely no question about the fun factor.