The major disappointment with the three major Avalon Hill games ("Panzer Leader", "PanzerBlitz" and "Arab-Israeli Wars") was the obvious sequential nature of the whole situation. A shoots, A moves. B shoots, B moves. With a little opportunity fire thrown in. In situations like the Battle of Kursk in "Panzer Blitz" confronting the enemy meant possible extinction. The hardest part to accept was the situation where three German tanks block a pass and cannot be seen by the T-34s on their combat phase. On the Russian move they move up to the Mark IVs and have to stop. The T-34 move might have taken only a two-hex advance (500 metres) and then they idle their engines for the next 5 minutes. On the next German move, the Mark IVs cleverly dart away, in and out of cover and take position again. The T-34s...move a few hexes, stop and idle, awaiting the German movement which frees up the next few hexes for them. Another funny situation is where a Tiger unit sits in the open and a Sherman comes out of nowhere and ends up adjacent to the Germans. With ideal conditions, the Tiger can decimate the Shermans in no time flat without any "defensive" fire by the M-4s at all, and then move off...While "Panzer Blitz", "Panzer Leader" and "Arab-Israeli Wars" are wonderful games, and demand a high degree of tactical ability to play, victory can be obtained in a manner very often that runs contrary to reason and a player's intelligence...