v1.13 Gameplay Comments

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

Moderator: koiosworks

Post Reply
User avatar
Prince of Eckmühl
Posts: 2459
Joined: Sun Jun 25, 2006 4:37 pm
Location: Texas

v1.13 Gameplay Comments

Post by Prince of Eckmühl »

I took the patched version of the game for a spin and played Laryngoscope's excellent Hell's Gate campaign scenario.

The "I" key function appears to serve its purpose admirably. It's now much easier to find friendlies as well as the enemy. Above all, the device makes it less likely that a unit will simply get lost in the shuffle, off in some woods in a corner of the map.

I found the expanded deployment radius to be something of a mixed blessing. While I liked the flexibility it afforded, the change drastically altered the character of 'Scope's scenario. I won a LEGENDARY victory in just 14 turns. While I had scored/won big before, it took me twice as many turns to do so, pre-patch 1.13. Might it be, that the increased radius should be limited to deployment laterally or to the rear?

Which leads me to yet another apparent change in gameplay. The AI was MUCH more aggressive in the game. For much of the scenario, it appeared as thought the computer "player" was much more likely to advance and attempt to engage. The behavior was most obvious on Turn 12 when about ten Soviet T-34 and Su-76 emerged and moved in my direction. They were all destroyed without loss to my own forces.

Niggles aside, I think that the patch improved the game, so good job!

PoE (aka ivanmoe)

Government is the opiate of the masses.
Post Reply

Return to “Panzer Command: Operation Winter Storm”