My impressions
Posted: Sat Sep 16, 2006 9:50 pm
First of all I should say that this game will always be compared to CM series. There are quite a few reasons for that. First, both games are set during WWII and both games deal with tactical battles fought at the company level. Second, the WEGO battle system. There are very few games that I know of that use this system. To think of it I can name only three games that use WEGO system - CM series, Alfa Antiterror (a russian squad level game published by MistLand in Russia) and Panzer Command Operation Winter storm. The two factors I describe will always bring comparison to CM games. The standards set by CMBB and CMAK are very high. Any game that simulates WWII tactical battles on the company level will have to compare favorably against CM otherwise what's the point of getting a game that is worse than the one that is well established?
Here are my impressions based on the demo.
The things that I liked a lot.
1. Relative spotting. A big, huge step forward compared to CM. I made a post about 3-4 years ago on CMBB forum that it would be nice to have spotting realtive to the unit. In PzC my dreams came through. I would only suggest that if a friendly unit is selected to show on mini map only the units visible to that one unit. Otherwise it's a bit tedious to keep targeting the tanks only to find out that they can's see the unit I want them to shoot at!
2. Event viewer. Thank you very much for this feature. It is such a pain in CM to keep track of what's hitting where. Especially I find it hard to look for that pesky spotting round. In PzC that is easy.
3. The unit display. It's easy to select a unit (no need to pan the map looking for one) and it's easy to see what unit is under fire!
Now the thing that I didn't like and I think need to be changed/fixed.
1. Waypoints. Well, there were enough posts about waypoints on the PzC board. I just want to make a suggestion. Give green units one waypoint, veteran two and elite three. Or something of that type.
2. All Engage commands and Withdraw command have to be available in the reaction phase. As of right now reaction phase is not really a reaction phase but "let's wait for 40 sec to be able to give some orders" phase. Withdraw command has to be put under Engage. Maybe it should be availabe only to unbutton tanks but it should be there.
3. Target command for one unit should not cancel automatically movement orders to the other units in the platoon. Right now if I give a target command to any unit in a platoon (not nessesseraly the HQ one) all the movement orders (except maybe Move) for other units are canceled. I'm not sure if that is what was intended by design but that's how is works and I think that needs to be addressed.
4. Tehre should be an equvivalent of a CM Hunt command when an armor unit slowly moves forward looking for a target adn once it spots a target it stops and starts shooting at it.
5. Infantry. It should not be able to shoot if mounted and it should not take casualties if it rides armored halftracks.
6. Destructable buildings. Again there were enough posts on the forum on this subject.
7. HE area fire on the units that are spotted but not by the firing tank should have more effect. At least it should have a pinning or routing effect. As of right now if tank shoot with HE at the infantry squad that is spotted by a friendly unit the effect is zero.
8. Routed units should run away from the field. They should not be able to go back to normal at the beginning of the next phase. Maybe be they can go back to pinned but not rally 100%. The progression should be normal, suppressed, pinned, routed and other way around. Sometimes squads will try to run away but not always.
9. When tank or gun targets a tank it would be nice to see 2 numbers. A chance to hit and a chace to penetrate. Those don't have to be exact numbers, poor, fair, good and excelent will do. But there should be two numbers.
10. Accuracy and firepower tables. What the hell those 1,2,3...10 supposed to mean? What am I playing here - a board game? No, I am playing a computer game finished in 2006. There is no need to invent a weel. CM got that more or less right. Gun has to have penetration and accuracy numbers based on distance nicely assembled in a table.
11. Tank armor tables. Same as 9. Give me a picture and tell me what is what on the picture. This is 21st century after all.
12. Artillery and CAS. I still have to see a single instance when artillery or planes make any damage. I'm not sure if that is what was intended but that's how it works. No need to spent points on artillery or CAS since they are so useless.
13. Onboard mortars. Since there are guns there should be mortars to kill them.
As of right now I just don't see me spending 40 bucks on PzC. 10 maybe. 40 no way. CMBB is so much superior in many respects that I just fail to see whay I would want to get PzC. Of course if most of the issues that I listed are addressed then the whole perception will change.
Here are my impressions based on the demo.
The things that I liked a lot.
1. Relative spotting. A big, huge step forward compared to CM. I made a post about 3-4 years ago on CMBB forum that it would be nice to have spotting realtive to the unit. In PzC my dreams came through. I would only suggest that if a friendly unit is selected to show on mini map only the units visible to that one unit. Otherwise it's a bit tedious to keep targeting the tanks only to find out that they can's see the unit I want them to shoot at!
2. Event viewer. Thank you very much for this feature. It is such a pain in CM to keep track of what's hitting where. Especially I find it hard to look for that pesky spotting round. In PzC that is easy.
3. The unit display. It's easy to select a unit (no need to pan the map looking for one) and it's easy to see what unit is under fire!
Now the thing that I didn't like and I think need to be changed/fixed.
1. Waypoints. Well, there were enough posts about waypoints on the PzC board. I just want to make a suggestion. Give green units one waypoint, veteran two and elite three. Or something of that type.
2. All Engage commands and Withdraw command have to be available in the reaction phase. As of right now reaction phase is not really a reaction phase but "let's wait for 40 sec to be able to give some orders" phase. Withdraw command has to be put under Engage. Maybe it should be availabe only to unbutton tanks but it should be there.
3. Target command for one unit should not cancel automatically movement orders to the other units in the platoon. Right now if I give a target command to any unit in a platoon (not nessesseraly the HQ one) all the movement orders (except maybe Move) for other units are canceled. I'm not sure if that is what was intended by design but that's how is works and I think that needs to be addressed.
4. Tehre should be an equvivalent of a CM Hunt command when an armor unit slowly moves forward looking for a target adn once it spots a target it stops and starts shooting at it.
5. Infantry. It should not be able to shoot if mounted and it should not take casualties if it rides armored halftracks.
6. Destructable buildings. Again there were enough posts on the forum on this subject.
7. HE area fire on the units that are spotted but not by the firing tank should have more effect. At least it should have a pinning or routing effect. As of right now if tank shoot with HE at the infantry squad that is spotted by a friendly unit the effect is zero.
8. Routed units should run away from the field. They should not be able to go back to normal at the beginning of the next phase. Maybe be they can go back to pinned but not rally 100%. The progression should be normal, suppressed, pinned, routed and other way around. Sometimes squads will try to run away but not always.
9. When tank or gun targets a tank it would be nice to see 2 numbers. A chance to hit and a chace to penetrate. Those don't have to be exact numbers, poor, fair, good and excelent will do. But there should be two numbers.
10. Accuracy and firepower tables. What the hell those 1,2,3...10 supposed to mean? What am I playing here - a board game? No, I am playing a computer game finished in 2006. There is no need to invent a weel. CM got that more or less right. Gun has to have penetration and accuracy numbers based on distance nicely assembled in a table.
11. Tank armor tables. Same as 9. Give me a picture and tell me what is what on the picture. This is 21st century after all.
12. Artillery and CAS. I still have to see a single instance when artillery or planes make any damage. I'm not sure if that is what was intended but that's how it works. No need to spent points on artillery or CAS since they are so useless.
13. Onboard mortars. Since there are guns there should be mortars to kill them.
As of right now I just don't see me spending 40 bucks on PzC. 10 maybe. 40 no way. CMBB is so much superior in many respects that I just fail to see whay I would want to get PzC. Of course if most of the issues that I listed are addressed then the whole perception will change.