The 28mm Panzer 1 in use by both my Africa Corps and my Africa Corpse

The Panzer I used by the Afrika Korps should be seen in a wargame as an early-1941 stopgap vehicle, showcasing its historical use and limitations. It should not feel like a true battle tank on the tabletop. Instead, it serves as a light armored presence valued for mobility, intimidating poorly equipped troops, and influencing enemy actions rather than destroying strong targets. Its presence indicates an improvised force still moving towards a modern armored unit.

In play, the Panzer I serves well as a mobile unit for pressure and control. Its twin machine guns can suppress infantry and dominate open ground against lightly armed foes, but it lacks effective anti-tank power. Engaging with armored vehicles or strong positions feels risky, pushing the player to focus on movement and tactics rather than direct combat. This highlights how the Panzer I influences encounters without completely controlling them.

Survivability is weak. Thin armor makes the vehicle prone to anti-tank weapons, close assaults, and even small-arms fire, depending on the rules. In middle and later war periods, the Panzer I is less reliable. I like using three of them in low 750 points games of Bolt Action.

In reality, commanders used the Panzer I because it was available, not because it was the best choice, and its use served as a warning against overconfidence. Gamers should choose them as they are a budget-friendly option that provides better protection and mobility than heavy weapons teams.

The 28 mm Panzer I model from pictures is from 3D Miniatures & Terrain, which is an excellent physical match for the vehicle’s intended tabletop role. The proportions are convincing and restrained, avoiding the exaggerated bulk that often undermines early-war light tanks in this scale. Its silhouette reads immediately as a Panzer I, which is crucial for visual clarity during play and for reinforcing period identity within an Afrika Korps force.

The surface detail is crisp without excess. Rivets, suspension elements, and engine deck features are cleanly rendered, making the model easy to paint while still rewarding careful weathering. The simplicity of the Panzer I’s construction comes through clearly, lending the finished piece a utilitarian, almost exposed feel that aligns perfectly with its historical vulnerability. The model particularly benefits from desert finishing: dust, faded paint, and chipped edges all sit naturally on the flat armour plates.

Stowage potential is another strength. The hull sides and rear deck comfortably accommodate jerry cans, tarps, spare track, and crew equipment, allowing the modeller to emphasise the improvised nature of early Afrika Korps deployments. Painted in early desert schemes, the model captures that transitional phase before standardised finishes and equipment became widespread, adding narrative depth to both skirmish and campaign games.

Most importantly, the model’s visual presence supports good game design. It looks light, under-gunned, and exposed—exactly how a Panzer I should feel in play. When placed alongside Panzer IIIs, Panzer IVs, or British cruisers, its obsolescence is immediately apparent, reinforcing player expectations and encouraging historically grounded decision-making.

The model is excellent – I will order two more.

Rating: 4.5 out of 5.

Die Totenkorps

More for the Desert Africa Corpse

The German ‘zombie’ units, known as Die Totenkorps (The Dead Corps), represent one of the most infamous examples of the Axis’s use of Rift-Tech biological experimentation within the Konflikt ’47 setting.

Their origins lie in macabre technology: deceased German combatants are re-animated using raw Rift energy, combined with a “neural power pack” and a “re-energiser” to jump-start the dead bodies.

According to the lore, the impact of these units was massive. The Totenkorps were first deployed in 1944 and are credited with saving the German defense during the Allied invasion of Normandy. Their sheer terror and ferocity were supposedly enough to break the Allied spearhead forces, solidifying their status as a terrifying weapon of last resort for the German command.

On the tabletop, the abilities of the Totenkorps reflect this horrifying background. They are terrifying for opponents to face and are defined by their mindless obedience, Fanatic nature, and incredible physical durability.

Crucially, they possess the ability to ignore Pin Markers and Morale checks. This means the Dead Corps units cannot be frightened, nor can their advance be slowed by suppressing fire; they relentlessly move forward until they are physically destroyed.

This unit of twenty should do just nicely!

K47 Schwertruppen additions for 2nd Edition (2)

The second blister pack completed to bring the 3rd and 4th Schwertruppen up to minimum size units

The completed 3rd unit of Schwertruppen

The completed 4th unit of Schwertruppen

The two completed units of Schwertruppen

All four units of Schwertruppen now up to minimum size units.

It has been great to swap the quill for the brush and finish off some painting after quiter a while. More K47 tomorrow…………….hopefully.

K47 Schwertruppen additions for 2nd Edition

I needed to upgrade my Schwertruppen from 5 to six figures and the cheapest way of doing it was to add 2 blister packs of LMG’s. You can now have 4LMG’s in a squad plus and Panzerschreck if you wish – making this quite a powerful unit.

Here is the first blister pack to finish of two units.

The first squad with the extra LMG

The second squad

The two squads

Tomorrow I will finish off the other blister pack