panzer command playtest
Posted: Tue Jul 04, 2006 11:19 pm
Hiya
thought i would share my comments/review- some of which have been made before
first off- i love combat mission and so this game is attractive as it looks like cm with nice graphics and plays in a smimilar fashion- the main difference being there are two order phases per turn- main orders and reaction orders
the game looks nice and runs well but there is no recoil on the tank guns (even cm did that)
i love the way you have to send orders via a command structure. can be limiting but would make the game easier to manage in a big battle but the battles seem quite limited in size.
i think its primarily a tank/anti tank gun game though although it seems easier to clear infantry from buildings with sustained infantry fire rather than tanks firing HE which seems a bit strange to me (but then i've never been shot at in a building with either:) 6 turns of 4 pz IV's 75mm HE shells should have had some effect
artillery comes in two flavours- closed and open sheath- which means it eaither spreads over a wide area or a very wide area- the only time i have hit anything with artillery is with a nebelwerfer- which is one of the most inaccurate forms of ww2 artillery. you would need lots of artillery to hit targets, which is realistic but then the game prevents you from having lots of artillery.
foce selection is also very limited- you dont seem to be able to buy lots of infantry in the battles i've played so using them is very risky
no ambush/ hide mode is a big let down and since only certain orders allow you reactive fire it makes other order types a bit redundant.
AI generally good from what i've seen so far but not had any artillery fire on me yet. and the single russian BA64 charging a bridge into four tigers tanks in plain sight was a bit of a hoot
a patch covering these issues would certainly make the game alot better and tap into the combat mission market before cmx comes out
good effort though- haven't played pbem yet. that would be the real test as wasn't keen on cm single player either
thought i would share my comments/review- some of which have been made before
first off- i love combat mission and so this game is attractive as it looks like cm with nice graphics and plays in a smimilar fashion- the main difference being there are two order phases per turn- main orders and reaction orders
the game looks nice and runs well but there is no recoil on the tank guns (even cm did that)
i love the way you have to send orders via a command structure. can be limiting but would make the game easier to manage in a big battle but the battles seem quite limited in size.
i think its primarily a tank/anti tank gun game though although it seems easier to clear infantry from buildings with sustained infantry fire rather than tanks firing HE which seems a bit strange to me (but then i've never been shot at in a building with either:) 6 turns of 4 pz IV's 75mm HE shells should have had some effect
artillery comes in two flavours- closed and open sheath- which means it eaither spreads over a wide area or a very wide area- the only time i have hit anything with artillery is with a nebelwerfer- which is one of the most inaccurate forms of ww2 artillery. you would need lots of artillery to hit targets, which is realistic but then the game prevents you from having lots of artillery.
foce selection is also very limited- you dont seem to be able to buy lots of infantry in the battles i've played so using them is very risky
no ambush/ hide mode is a big let down and since only certain orders allow you reactive fire it makes other order types a bit redundant.
AI generally good from what i've seen so far but not had any artillery fire on me yet. and the single russian BA64 charging a bridge into four tigers tanks in plain sight was a bit of a hoot
a patch covering these issues would certainly make the game alot better and tap into the combat mission market before cmx comes out
good effort though- haven't played pbem yet. that would be the real test as wasn't keen on cm single player either