Panzer Command: Kharkov Impressions

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Erik Rutins
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

ORIGINAL: Joram
The tutorial says to put on "easy" somewhere (I forget if the manual said that or what) but I think that pretty much breaks the tutorial.  The very last scenario didn't even play on easy mode, just was a straight victory for Germans.

Hm, news to me - I'll check it out - I had played through all of Boot Camp on Easy in a previous version.
The HT tire is jaggy plus it actually has a higher gradient in a particular position so it looks like it is flashing.

I noticed this too, we're planning to go back at some point and fix up a few niggling visual issues like this if time allows.
Sometimes infantry seems real fragile.  I've lost whole units to a single tank shell.  If it's as a result of a critical hit, then maybe just feels like crits are happening slightly too often.  I wouldn't expect an HE shell from a T-34 to wipe out a whole unit with one shot, especially in a building (which happened to me!).  But the feel for infantry vs infantry seems right.

Regarding infantry, note that Green infantry are more susceptible to "squad wipeouts" than Veteran or Elite (assumption is they tend to bunch up and use cover poorly, etc.). Also, moving infantry, especially in the open is more vulnerable. A shell the size of the T-34's gun has no bonus to wipeout a squad, but some larger ones (i.e. 150mm) do. We may tweak this a bit as we get more feedback, but I'm glad to hear that infantry vs. infantry feels right to you.

Regards,

- Erik
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

ORIGINAL: Agrippa
Also, I have had men running for a whole turn in place because they couldn't find their way around one of their own tanks, and units that could not mount a building because there were dead enemy troops inside.  These are minor problems and I am told they are being fixed, so no problem to me.

Have you tried v1.01d yet? As far as I know, all those were fixed there.
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RE: Panzer Command: Kharkov Impressions

Post by Joram »

Thanks for the response Erik.  The incident where I lost a whole squad in a building from a T-34 shell was a green squad.  I understand your logic, makes sense even if that particular situation was unusual.  In the other incidences, it was more me wiping them out but it was larger caliber pieces doing the firing too so that could explain that too.
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Agrippa
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RE: Panzer Command: Kharkov Impressions

Post by Agrippa »

Thanks Erik![:)]  I had looked for updates a little while ago, but looked in the wrong place.  It's loaded now.
Salute,

Agrippa
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

<bump for new visitors>
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RE: Panzer Command: Kharkov Impressions

Post by Jack1986 »

ORIGINAL: ravinhood

You are right for WAITING SOM as I have just found out something Erik never told us in allllllll this time while chatting with us and showing us AAR's. IE 7.0 REQUIRED...pFFFT on any game that REQUIRES and IE upgrade.
You are saying that one must have Microsoft IE 7.0 to play this game?
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RE: Panzer Command: Kharkov Impressions

Post by Mad Russian »

ORIGINAL: Jack1986

ORIGINAL: ravinhood

You are right for WAITING SOM as I have just found out something Erik never told us in allllllll this time while chatting with us and showing us AAR's. IE 7.0 REQUIRED...pFFFT on any game that REQUIRES and IE upgrade.
You are saying that one must have Microsoft IE 7.0 to play this game?

Nope. With the patch you have to have Microsoft IE 6.0 to go into the editor. The game plays fine no matter what.

Good Hunting.

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Stridor
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RE: Panzer Command: Kharkov Impressions

Post by Stridor »

Erik,

Whilst I normally do not advocate editing users posts, there should be some way of clearly indicating the blatant factual errors of RH posts. Jack at least had the good sense to ask if it were the case, I wonder if many potential users might not just leave and not even bother to ask?
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

Ok, I added a small disclaimer to his first post in bold red colors.
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RE: Panzer Command: Kharkov Impressions

Post by PDiFolco »

ORIGINAL: Stridor

Erik,

Whilst I normally do not advocate editing users posts, there should be some way of clearly indicating the blatant factual errors of RH posts. Jack at least had the good sense to ask if it were the case, I wonder if many potential users might not just leave and not even bother to ask?

Bah, that's because you're new here [;)], we all know RH and what to think of his rants [8|] [:D]
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Motomouse
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RE: Panzer Command: Kharkov Impressions

Post by Motomouse »

I already posted my positive feedback on the random battle generator. Now that I have played through the excellent boot camp campaign (that was a prolonged session into the early morning) and several random campaigns, I have to admit, I am hooked on this game.

Kudos to Koios and Matrix. You consequently improved the game and I think you have got a winner now with a great future. I am looking forward to further releases.

Some strongpoints for me:
  • Great replayability achieved through strong content, random battles and campaigns done right.
  • Nailbiting tension during shootouts (I think the damage steps increase the thrill, while they offer an opportunity to react)
  • Good tactics prevail on the battlefields
  • Good modability (Now if someone could point me to a compatible blender import/export script, that would be a dream come true ;-)

(Dreams seem to come true - I followed Stridors tutorials using the Blender DirectX Export Script and have at least an untextured blender text .x file showing up in the Scene Editor already - Follow Up will be posted into Mod Section hopefully soon and positive :-)

I especially like the streamlined handling of the smaller depleted platoons of the random campaigns (42 infantry and armoured campaigns). Perhaps thats an indicator, that the platoon order handling could be improved even further. (I would suggest orders should be given for one unit by default and platoon orders via a special key (CTRL or ALT) or via a special platoon submenu). Can´t see any problems this way, and quite a few remaining hassles would be solved (Unmounting HQ prior to orders for subaltern units, unintentional orders for subalterns by accident)

Regards
Motomouse
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

Thanks, Motomouse!
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RE: Panzer Command: Kharkov Impressions

Post by FNG »

I have just seen my first Soviet human wave attack [:)]&nbsp;The AI hit me with accurate 120mm mortar fire (and corrected as I tried to scoot some units to safety) then the cry of 'Urrah!' went up and the Red Army (25+ units) came charging out of the woods across a ploughed field. The barrels of the 75mm cannon on my PzKpfw IVs are running rather hot! This game has already paid for itself in entertainment terms and I am only on my third battle out of Boot Camp.
FNG
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

Excellent - enjoy FNG!
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RE: Panzer Command: Kharkov Impressions

Post by bratwurst »

Old CM buff here who just took a chance and bought PC:K. I have only spent a few hours testing generated battles (thus only scratched the surface) but I must admit I'm pleasantly surprised. It's so similar to CM but at the same time it's completely different. Can't put my finger on it but it just feels right. I also think BF lost it's way with CMx2. It's so full of problems, lacks important features and got crippled tactical A.I. (despite all patches).

Luckily PC:K feels solid and is a welcome addition to my wargame collection. Thumbs up to Erik and everyone involved!
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RE: Panzer Command: Kharkov Impressions

Post by helm123456789 »

Old CM fan here as well and you guys have done it right.&nbsp; Keep up the great work and can't wait to see where this series can go.
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RE: Panzer Command: Kharkov Impressions

Post by bratwurst »

I agree. However, just to clarify. My post was not intended to sound anti BF (just realized it did) as they have been my favorite wargame developer for many years. I just hope they iron out the problems CMx2 is riddled with, and if that's the case a successor to Shock Force may end up setting new standards for tactical wargame design. It will probably not be anytime soon though.
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RE: Panzer Command: Kharkov Impressions

Post by Erik Rutins »

Thank you, Bratwurst and Helm - glad you're enjoying it!
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RE: Panzer Command: Kharkov Impressions

Post by RedMike »

Great game!
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RE: Panzer Command: Kharkov Impressions

Post by v. Manstein »

Wonderfull game, I love it. I played wargames since "Kampfgruppe" and "Panzer Strike!" on the C64, but Panzer Command: Kharkov is absolutly the best...[;)]
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