RE: Airborne Assualt: Vietnam
Posted: Wed Sep 07, 2005 3:34 pm
Engine is so good that everybody wants his/her favorite conflict/battle modeled with it. I have also a list, and it starts in the WWII East Front. But I tell you, I would buy any title that features this engine.
No offense to people who would prefer the not so often featured battles in the current crop of wargames, but I think that the best known battles of WWII still need to be done with Panther's game engine. I have $1,500 worth of other wargames of similar scale that fall short modeling operational tempo, momentum, command structure and quality, combat friction and other essential features of real warfare. I'm in the mood of ranting so, if you allow me:
1) Operational tempo. How many other games of similar scale force you to struggle to keep your wide scale attack plans in order? Coordinating a massive, full division attack is a matter of art in Panther's engine, as its supposed to be.
2) Momentum. An enemy Co is brushed aside by my powerful battalion aided with arty support. What a threat to forget about sinister ZOCs bogging down your advance for hours! You don't necessarily have to kill the enemy to open a hole in the defenses.
3) Command structure and quality. "Nice plan you have commander, I will make sure it is transmitted accordingly down the ranks. However, as usually, I can't assure it will work exactly as you have in mind". And then a battalion that is supposed to provide flank protection for the Div receives their orders too late.
4) Combat friction. "What the hell with the road this battalion is using for the attack? Their flank is unprotected" And then hell breaks loose.
So bring it on, Panther, whatever is beyond CotA. And I wish you a long life in business.
No offense to people who would prefer the not so often featured battles in the current crop of wargames, but I think that the best known battles of WWII still need to be done with Panther's game engine. I have $1,500 worth of other wargames of similar scale that fall short modeling operational tempo, momentum, command structure and quality, combat friction and other essential features of real warfare. I'm in the mood of ranting so, if you allow me:
1) Operational tempo. How many other games of similar scale force you to struggle to keep your wide scale attack plans in order? Coordinating a massive, full division attack is a matter of art in Panther's engine, as its supposed to be.
2) Momentum. An enemy Co is brushed aside by my powerful battalion aided with arty support. What a threat to forget about sinister ZOCs bogging down your advance for hours! You don't necessarily have to kill the enemy to open a hole in the defenses.
3) Command structure and quality. "Nice plan you have commander, I will make sure it is transmitted accordingly down the ranks. However, as usually, I can't assure it will work exactly as you have in mind". And then a battalion that is supposed to provide flank protection for the Div receives their orders too late.
4) Combat friction. "What the hell with the road this battalion is using for the attack? Their flank is unprotected" And then hell breaks loose.
So bring it on, Panther, whatever is beyond CotA. And I wish you a long life in business.