A long time coming!
Posted: Tue Feb 21, 2006 11:56 am
Well, well. The first Combat Mission clone (AFAIK).
I have been quite surprised that no publisher, up to now, has gone down the Battlefront route of turn-based, 3-D tactical WW2 combat since the release of CMBO over five years ago. Perhaps because they have covered it so completely with the subsequent CMBB and CMAK releases and the planned CMX2 engine upgrade?
In any event, this has certainly grabbed my attention, although I can't really evaluate this offering based on the information given to date.
Is it CM Lite? Or is there more detail/depth as yet unrevealed? This is going to be compared to CM, big time, and if it is to offer a serious alternative it must demonstrate significantly diffferent features beyond being simpler/more fun to play. I really do hope it is not just a dumbed-down version of CM with slightly better graphics.
The focus is quite narrow but if there is enough depth, both in detail and decision making, this need not be a problem. After all Battlfront have declared that their intention is to produce smaller scaled CM games and modules, albeit with many improvements over the current CM games.
I shall certainly be watching the development of this with great interest.
In the meanwhile a few questions, if I may.
What Command and Control mechanisms will there be? Will they reflect a realistic approach or will I, as the player, have a God-like control over all of my forces at all times?
Ammo and fuel supply were critical to this campaign, on the German side especially. How will these factors be handled?
How, if at all, will air-power be represented?
The screenies would seem to indicate a maximum force size of 52 units (4 rows of 13). Is that the limit for each side? And will the mix of units be historicaly accurate.
There are several references to the player "purchasing" units. I have never really favoured that approach, as tactical commanders of the time were hardly in a position to "shopping list" for their requirements. Will there be the option of pre-made or, better yet, random force selection (again, hopefully historically based)?
It has already been asked and answered but how good is the AI? I think this will be a critical area, not just from the point of view of providing an opponent but also from the angle of how units act and react. CM's AI is pretty decent on the defence but generally lame on the offence - in common with the vast majority of wargames. Will Panzer Command up the ante at all or will it be the usual "if you want a good opponent play PBEM"?
"Winter Storm" was a pretty unequal struggle for the Germans. How will the battles and campaigns be balanced to reflect this?
Finally, please consider a Battle/Campaign "generator". While it is good to be able to put a battle together, picking the units from both sides, there is no surprise in this. Some form of generator would pick one or both sides randomly so you have to fight using what you are given against an unknown foe.
I have been quite surprised that no publisher, up to now, has gone down the Battlefront route of turn-based, 3-D tactical WW2 combat since the release of CMBO over five years ago. Perhaps because they have covered it so completely with the subsequent CMBB and CMAK releases and the planned CMX2 engine upgrade?
In any event, this has certainly grabbed my attention, although I can't really evaluate this offering based on the information given to date.
Is it CM Lite? Or is there more detail/depth as yet unrevealed? This is going to be compared to CM, big time, and if it is to offer a serious alternative it must demonstrate significantly diffferent features beyond being simpler/more fun to play. I really do hope it is not just a dumbed-down version of CM with slightly better graphics.
The focus is quite narrow but if there is enough depth, both in detail and decision making, this need not be a problem. After all Battlfront have declared that their intention is to produce smaller scaled CM games and modules, albeit with many improvements over the current CM games.
I shall certainly be watching the development of this with great interest.
In the meanwhile a few questions, if I may.
What Command and Control mechanisms will there be? Will they reflect a realistic approach or will I, as the player, have a God-like control over all of my forces at all times?
Ammo and fuel supply were critical to this campaign, on the German side especially. How will these factors be handled?
How, if at all, will air-power be represented?
The screenies would seem to indicate a maximum force size of 52 units (4 rows of 13). Is that the limit for each side? And will the mix of units be historicaly accurate.
There are several references to the player "purchasing" units. I have never really favoured that approach, as tactical commanders of the time were hardly in a position to "shopping list" for their requirements. Will there be the option of pre-made or, better yet, random force selection (again, hopefully historically based)?
It has already been asked and answered but how good is the AI? I think this will be a critical area, not just from the point of view of providing an opponent but also from the angle of how units act and react. CM's AI is pretty decent on the defence but generally lame on the offence - in common with the vast majority of wargames. Will Panzer Command up the ante at all or will it be the usual "if you want a good opponent play PBEM"?
"Winter Storm" was a pretty unequal struggle for the Germans. How will the battles and campaigns be balanced to reflect this?
Finally, please consider a Battle/Campaign "generator". While it is good to be able to put a battle together, picking the units from both sides, there is no surprise in this. Some form of generator would pick one or both sides randomly so you have to fight using what you are given against an unknown foe.