CMx1 vs PCK

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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RE: CMx1 vs PCK

Post by Mobius »

ORIGINAL: Mad Russian
Way more information about the forces you control in CM. From where they are going, to what they are doing, to what is happening to them.
2) The plethoria of setting for CM isn't here. Where you can show the covered arcs, the movement orders for every single unit on the map, the detailed hit information...all seemingly missing from PC.

That is what is known as the fog of war. The Major isn’t driving each and every tank. Just leading them. So their combat power is generally known, not whether tank 103 has 12 or 14 HE shells left. In all the excitement even Dirty Harry didn’t know if he had fired 5 or 6 shots from his .44 magnum. [:D]

PC doesn’t have Designer Covered arcs. One size fits all.

As I mentioned in another thread.. PC is more top to bottom chain of command system. You are commanding platoons where in addition you can control many aspects of the individual sub unit. CM seems bottom to top where you are in control of multiple individuals who are given a few restrictions because they are part of some larger unit..
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RE: CMx1 vs PCK

Post by junk2drive »

In CM I play with paths and target lines on in orders phase. PC adds path lines in Kharkov.
 
I play JTCS and CM with bases on. PCK has floating coins. Not my preference but better than nothing.
 
I use the larger than life units in Steel Panthers and CM. Add to wish list for PC.
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RE: CMx1 vs PCK

Post by Erik Rutins »

Hi Mad Russian,
ORIGINAL: Mad RussianI have just played the tutorial so I'm by no means an expert on PC.

This was from the Winterstorm demo? If so, FYI there are certainly some significant differences between that and Kharkov. You should not judge Kharkov based on the old Winterstorm demo, aside from getting a basic idea.
Way more information about the forces you control in CM. From where they are going, to what they are doing, to what is happening to them.

I actually find somewhat the opposite, so I think that this is likely a learning curve issue.
1) One of my tanks was hit and not repairable. I found that information in the end of game listing. Not during game play. I was unaware that 2 of my tanks had been hit. I destroyed all the Russian tanks. When I would check one of my tanks it would show me the targeting line but not what was targeted. I had to go and actually check each tanks target to see what it was. Very time consuming.

Actually, when you have a tank selected, the icons in the lower left tell you what kind of damage it has suffered, if any. You won't know if that damage is "recoverable" or not until the end of the scenario. That's realistically designed to be the repair crews looking it over and deciding whether it can be repaired or has to be sent to the rear or used as spare parts. The "recoverable" issue is important on the campaign side, but irrelevant for single scenarios.

When any of your tanks is hit, you get a message in the event log during replay, which is shown on the right side of the screen. Also, whenever one of your tanks is under fire, it's icon lights up in the icon display. Note also that the event log is clickable - click on a message and it takes you to the event, just like double-clicking on an icon moves you to that unit (see an icon light up, double click it to see who's getting fired at) and you can click on the mini-map to move around too.

I didn't think this was different in Winterstorm, but in Kharkov at least I can certainly say that you are told who you are targeting as well as shown the targeting line when you select a tank. You are also shown who is targeting you.
2) The plethoria of setting for CM isn't here. Where you can show the covered arcs, the movement orders for every single unit on the map, the detailed hit information...all seemingly missing from PC.

Covered arcs are not in Winterstorm or Kharkov. Kharkov does have a conditional Hold Fire order that allows more control over unit fire than in Winterstorm. Hit information becomes more detailed when you turn the verbose messages on (may be off by default in options). However, due to fog of war you will never get detailed hit info on enemy units. Winterstorm did not have the option of showing movement/targeting lines for every unit on the map. Kharkov does, you can toggle between showing the lines for the unit, platoon or side.
3) No elements information. The weather just seems to be what it is. The tutorial didn't have any mission information as well.

The tutorial is a tutorial, just a fictional setup for teaching and all the info is in the tutorial guide (I hope you read that?). The missions all have briefings before you play the mission. The campaign missions include briefings as well as maps.
4) Map information. Where exactly is the flag? I don't see it on the main map just what I think it is on the small map. Not a good trade off at all.

Er... the flag is the objective marker. It's on both the main map in 3D as a flag and on the mini-map. If you click on it in 3D you will get the victory point value. This is explained in both the tutorial guide as well as the manual.

Since it shows up on the map for me, I wonder if you could post a screenshot of your display? Perhaps there's a graphics/driver issue at work?
5) I have no idea what part of the turn I'm in. The phases are confusing and there is no clock to tell where I'm at. That would go away as you play the game I'm sure. As a CM player it was like being lost in the fog.

I think this is just a matter of what you're used to. You need to climb a new learning curve with Panzer Command as with any other game. It's not just like CM, even though it looks somewhat like it. Again, the manual and tutorial guide explain the turn structure, but it's actually pretty simple.

Each turn is 80 seconds. Each turn has two phases - first Orders and then Reactions. Each phase is half the turn, or 40 seconds. The Orders phase lets you decide what the Base Orders will be for each platoon for the full turn. The Reaction phase then lets you react within the limits of your Base Orders. During each phase, the bar at the top of the bottom interface either tells you "Orders Phase" or "Reaction Phase" and a progress bar shows you how far you are within each phase during replay (and allows you to pause, rewind or change speed).
PC has the ability to do more tactical moves with less effort While I could do overwatch in CM I had to set it up. In PC it's right there for you in the bound movement order.

Yep, Bound is a very handy order.
CM had terrain affected by combat. Buildings would in fact blow up creating a dust cloud. Fire of any kind, including vehicles, would set the map on fire as well. From buildings to trees and crops could all burn and catch fire from events in the game.

True, the environment in Panzer Command is not yet that dynamic.
Seems so far like all the vehicles that die in PC blow up. In CM you had the death clock. A vehicle wouldn't show being dead for a time. The side firing at the dead vehicle wouldn't necessarily know when that was.

Vehicles can also be abandoned, which does not result in a blow up, but there's definitely no death clock. You do pretty much know when you've taken out an enemy unit.
PC vehicles burn for just a bit. Then the smoke and fire subsides. That doesn't happen in CM.

Yep.
The tank fights seem a bit scripted in PC. At no point did the Russian tanks try to disengage. They just sat there and were killed one after the other. While CM takes some heat for tanks reversing out of combat that is actually a historically documented behavior. For some reason men want to keep on living.

That's quite true - except for the scripting part - nothing is scripted in Panzer Command, the AI evaluates everything dynamically. In Panzer Command individual vehicles or entire platoons can fail morale and withdraw. In your case, they apparently passed all their morale checks and chose to keep fighting. If they were already in a good engagement range, they would want to stay put to maximize accuracy and ROF.
There doesn't seem to be anywhere to tell what ammo loads my tanks have. Or how much they have left. That too is a bit unsettling.

Actually, there is - when you target them, only ammo types they have remaining will be available. If you don't choose a specific ammo type, the crew will use the best one they have left. You will also get a message when a tank runs out of a particular ammo type. You don't count shells though. At the level you are commanding, the important info for you is whether a tank still has AP or not or whether it has HE or not, etc.
Artillery is handled completely different by the two games. Both approaches have their merits and drawbacks IMO. A single over simplified delay for an entire nations forces in PC to an extensive over complicated system for each weapons type in CM. Where in CM anyone can spot to PC having only leaders with contact to the FO being able to spot....widely different approaches to the same end.

True, each has their proponents, I think they each have pros and cons but at this point I tend to prefer the PC system.
These are just some very basic observations and the first attempt to kick the tires of PC. I understand that Kharkov may well take into account many of these differences. Some of which aren't bad.

Thanks, I appreciate it. My main concern is whether you did find and read the tutorial guide as you played through the tutorial and whether you've had a chance to read the manual yet?
My mouse seemed over sensitive and I had a hard time moving around on the map but there are surely controls that can help that.

Absolutely. For one, you can adjust the camera scroll/rotate speeds in the game options. I can essentially play the entire game with just the mouse with the settings I have, using the middle mouse button to pan and zoom and the others to select, move and pop-up the menu.
For me as a scenario designer the BIG issue is not being able to make maps. CM is light years ahead with a fully operational map editor. That of course isn't evident in the tutorial..and may also be corrected in the upcoming Kharkov game.

Sure - though I encourage you to give it a try nevertheless. Think of what could be done with the set SL/ASL maps and you'll have the right frame of mind. With that said, it's not our intention to remain with fixed maps (and technically, anyone with 3D software and Photoshop could create new maps for the game right now as it is open to that). A map editor and map generator is very high on our future release features list. I would go so far as to say that it's near the top of the feature list for the next release.
Overall the first impression was very favorable.
Good Hunting.

Thanks! I hope my replies help you enjoy Panzer Command even more and I hope we get to hear your feedback on the Kharkov release as well.

Regards,

- Erik
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: James Crowley
That's interesting. How could they be added and would that perhaps be useful for the random battle/campaign generators, in sectors where they did appear historically?

There's a frankly rather primitive and somewhat "unofficial" tool we're including in Kharkov called the "Scene Editor", in lieu of the polished map editor we hope to do for the next release. This is our unvarnished internal map "decorator". It is not a fun tool, but it does the job. You can add pretty much any of our map art assets to a map with it and move the existing ones around or add new custom art/models of your own (want to model your own house and add it to a Kharkov map in 3D? Sure thing, if you have the tools and use our Scene Editor, but adding new stuff is not for the faint of heart). As far as taking existing stuff, like the existing bunkers and barbed wire we have and adding it to maps, that's about the same as adding or moving trees or any of our existing building models, etc.

Regards,

- Erik
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
For human players yes....but what about the scenarios where you are playing the AI?

The AI will also use this order, I've watched it withdraw and regroup quite a few times, but in some situations it will fight to the death. Its decision-making does vary.
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: junk2drive
I use the larger than life units in Steel Panthers and CM. Add to wish list for PC.

... added. [8D]
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RE: CMx1 vs PCK

Post by Mad Russian »

ORIGINAL: Mobius
ORIGINAL: Mad Russian
Way more information about the forces you control in CM. From where they are going, to what they are doing, to what is happening to them.
2) The plethoria of setting for CM isn't here. Where you can show the covered arcs, the movement orders for every single unit on the map, the detailed hit information...all seemingly missing from PC.

That is what is known as the fog of war. The Major isn’t driving each and every tank. Just leading them. So their combat power is generally known, not whether tank 103 has 12 or 14 HE shells left. In all the excitement even Dirty Harry didn’t know if he had fired 5 or 6 shots from his .44 magnum. [:D]

PC doesn’t have Designer Covered arcs. One size fits all.

As I mentioned in another thread.. PC is more top to bottom chain of command system. You are commanding platoons where in addition you can control many aspects of the individual sub unit. CM seems bottom to top where you are in control of multiple individuals who are given a few restrictions because they are part of some larger unit..
[/quote]

The combat model being used is an absolutely essential part of the game/simulation. IMO, it was one of CM's biggest failings. The game was far more like a battle of miniatures than anything else. The lack of a workable chain of command was amazing at that level.

Combat leaders are always only in charge of a very few people that report to them. Often a squad leader has the most people reporting to him. If we look at the normal chain of command you see a squad leader with from 6 to 10 men reporting to him. A platoon leader with 3 or 4 squad leaders reporting to him. A company commander with 3 or 4 platoon leaders reporting to him. This pattern of from 3 to 4 men reporting to their leader is repeated all the way to the top. Of course there are exceptions to this but not all that many.

If PC is going to model the Bn and lower levels of combat, and I have no idea if that is the case, then it is perfectly acceptable to have only the leaders involved in the orders and execution of the game. I once was involved with a simulation very close to that concept that was to be marketed to the US Army.

I read somewhere that PC's combat model isn't ballistics based but off of a set of miniatures rules. So is CM...it is based on ASL. Some of the miniatures rules I've played over the years are very detail oriented. Nothing wrong with that. There are some things that CM got wrong, IMO, and everyone else's..lol, even with their depth of detail.

So far so good. I'm still here and still looking at PC.

Again, the biggest issue I see as a scenario designer is no map editor. I have at times spent months making historically accurate maps for my scenarios. Those that know of me in CM know my attention to details. That starts with a map. So far that is the only thing about PC that I don't really care for.

Good Hunting.

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RE: CMx1 vs PCK

Post by Mad Russian »

ORIGINAL: junk2drive

I play JTCS and CM with bases on. PCK has floating coins. Not my preference but better than nothing.

I too much prefer the colored bases of CM to the floating coins as you call them of PC.

An interesting side note to that is my Grandson. When a unit is killed in CM, and the colored base is turned off, he says that we have put out their lights!

At 8 years old he already knows what a Panther is and I have a scenario, on TSDII, that I put together just for his preference.

Good Hunting.

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RE: CMx1 vs PCK

Post by Mad Russian »

ORIGINAL: Erik Rutins

Hi Mad Russian,
ORIGINAL: Mad RussianI have just played the tutorial so I'm by no means an expert on PC.

This was from the Winterstorm demo? If so, FYI there are certainly some significant differences between that and Kharkov. You should not judge Kharkov based on the old Winterstorm demo, aside from getting a basic idea.

Regards,

- Erik

Is there a PCK demo? If so I was unaware of it and would love to get my hands on it.

Good Hunting.

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RE: CMx1 vs PCK

Post by Mad Russian »

ORIGINAL: Erik Rutins

Hi Mad Russian,
1) One of my tanks was hit and not repairable. I found that information in the end of game listing. Not during game play. I was unaware that 2 of my tanks had been hit. I destroyed all the Russian tanks. When I would check one of my tanks it would show me the targeting line but not what was targeted. I had to go and actually check each tanks target to see what it was. Very time consuming.

Actually, when you have a tank selected, the icons in the lower left tell you what kind of damage it has suffered, if any. You won't know if that damage is "recoverable" or not until the end of the scenario. That's realistically designed to be the repair crews looking it over and deciding whether it can be repaired or has to be sent to the rear or used as spare parts. The "recoverable" issue is important on the campaign side, but irrelevant for single scenarios.

When any of your tanks is hit, you get a message in the event log during replay, which is shown on the right side of the screen. Also, whenever one of your tanks is under fire, it's icon lights up in the icon display. Note also that the event log is clickable - click on a message and it takes you to the event, just like double-clicking on an icon moves you to that unit (see an icon light up, double click it to see who's getting fired at) and you can click on the mini-map to move around too.

I didn't think this was different in Winterstorm, but in Kharkov at least I can certainly say that you are told who you are targeting as well as shown the targeting line when you select a tank. You are also shown who is targeting you.

Regards,

- Erik

I understand the recoverable part would not be known during the battle. I understand that is probably only there for the operations as well.

As to the scrolling event screen.....let's talk about that for a moment.

ALL events that have an adverse affect show in red. Whether they are mine or the enemies. Shouldn't there be some way to determine which of those are mine with out knowing that 1/1 PGR is mine and that 1/1 RR is not? When you are in the middle of the game events can happen quickly. Unless you want to replay the turn 20 times you can miss things.

Again, this is my very first time playing the game and that was the WS tutorial. We all agree that things will get better with my learning the game and it's interface.

I know about the units being fired on having a lighter background. I also know the event log is accessible to the game play.

Thanks for trying to help me understand the system better though. I appreciate your willingness to discuss the game system with someone that is 99.9% new to it.

Yes, I could see who I was targeting and who was targeting me.
But while I could see WHO I was targeting the game didn't tell me WHAT I was targeting. I had to go to check every single unit and then trace the target lines to see what it was.

At least that's what I found.

Good Hunting.

MR
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RE: CMx1 vs PCK

Post by Mobius »

ORIGINAL: Mad Russian
I read somewhere that PC's combat model isn't ballistics based but off of a set of miniatures rules. So is CM...it is based on ASL. Some of the miniatures rules I've played over the years are very detail oriented. Nothing wrong with that. There are some things that CM got wrong, IMO, and everyone else's..lol, even with their depth of detail.
The ballistic numbers are not generated from an engineering formula (modified DeMarre or other). It is real researched data that is in a miniatures game. Sources include Jentz, Spielberger, Zaloga, Russian Battlefield site, Hunnicutt books. US Technical Manuals, British War Office documents, German datenblatt and Yugoslav post war testing.
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RE: CMx1 vs PCK

Post by Mobius »

ORIGINAL: Mad Russian
Yes, I could see who I was targeting and who was targeting me.
But while I could see WHO I was targeting the game didn't tell me WHAT I was targeting. I had to go to check every single unit and then trace the target lines to see what it was.
The bottom of the box at the lower left has the target of each unit. The range and what type of ammo you are using.
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RE: CMx1 vs PCK

Post by Mad Russian »

ORIGINAL: Erik Rutins
3) No elements information. The weather just seems to be what it is. The tutorial didn't have any mission information as well.

The tutorial is a tutorial, just a fictional setup for teaching and all the info is in the tutorial guide (I hope you read that?). The missions all have briefings before you play the mission. The campaign missions include briefings as well as maps.

I did read the entire tutorial. Played it twice before even trying to venture here. I was very glad to see J2D here. I have only the highest regards for him as a gamer, modder and a friend.

I knew there were briefings. I just didn't get to see what one looked like in the tutorial. Not a criticism just an observation. In fact, I have no criticisms of the game at this point. Only observations. Since I haven't bought the game I have no right to do anything but make observations...now once you get my money it becomes a bit different but not much.

CMSF changed the way wargamers buy games for awhile I think.

4) Map information. Where exactly is the flag? I don't see it on the main map just what I think it is on the small map. Not a good trade off at all.

Er... the flag is the objective marker. It's on both the main map in 3D as a flag and on the mini-map. If you click on it in 3D you will get the victory point value. This is explained in both the tutorial guide as well as the manual.

Since it shows up on the map for me, I wonder if you could post a screenshot of your display? Perhaps there's a graphics/driver issue at work?

I can try to send you the screen shot. I see what I think is the objective on the small map but I got nothing on the larger map. I even tried jumping to it by clicking on the location on the small map.

Nothing worked. No objectives on the map for me.....
5) I have no idea what part of the turn I'm in. The phases are confusing and there is no clock to tell where I'm at. That would go away as you play the game I'm sure. As a CM player it was like being lost in the fog.

I think this is just a matter of what you're used to. You need to climb a new learning curve with Panzer Command as with any other game. It's not just like CM, even though it looks somewhat like it. Again, the manual and tutorial guide explain the turn structure, but it's actually pretty simple.

Each turn is 80 seconds. Each turn has two phases - first Orders and then Reactions. Each phase is half the turn, or 40 seconds. The Orders phase lets you decide what the Base Orders will be for each platoon for the full turn. The Reaction phase then lets you react within the limits of your Base Orders. During each phase, the bar at the top of the bottom interface either tells you "Orders Phase" or "Reaction Phase" and a progress bar shows you how far you are within each phase during replay (and allows you to pause, rewind or change speed).

Yes but why have 2 of the 3 phases with the same name? Why have two orders phases? Why not have an orders phase, a combat phase and a reaction phase or something? Why two orders phases and then a reaction phase and why no clock so I can tell how much time has elapsed?
The tank fights seem a bit scripted in PC. At no point did the Russian tanks try to disengage. They just sat there and were killed one after the other. While CM takes some heat for tanks reversing out of combat that is actually a historically documented behavior. For some reason men want to keep on living.

That's quite true - except for the scripting part - nothing is scripted in Panzer Command, the AI evaluates everything dynamically. In Panzer Command individual vehicles or entire platoons can fail morale and withdraw. In your case, they apparently passed all their morale checks and chose to keep fighting. If they were already in a good engagement range, they would want to stay put to maximize accuracy and ROF.

Here is a problem for me. You are going to tell me, that out of a 5 tank platoon, I can watch all 4 other tanks in my platoon get killed, without our own fire having any noticeable effect on the enemy at all, and we will hold our positions until we too are killed?

I'm not buying that in real life. Men want to live. Pixels don't care. Your modifiers should only allow that if it happens within the same 80 second turn. Not if it happens over more than one. Even a two tank loss with no visible effects to the enemy, from our fire, and I'm pulling back out of there.
There doesn't seem to be anywhere to tell what ammo loads my tanks have. Or how much they have left. That too is a bit unsettling.

Actually, there is - when you target them, only ammo types they have remaining will be available. If you don't choose a specific ammo type, the crew will use the best one they have left. You will also get a message when a tank runs out of a particular ammo type. You don't count shells though. At the level you are commanding, the important info for you is whether a tank still has AP or not or whether it has HE or not, etc.

Now that you bring it up. At what level am I commanding in PC? Since all wargames are a balance between a simulation and a game. I'm interested to see what part you have that is simulation and what part is game.

There must be tradeoffs unless you want to start ducking bullets while you play the simulation on your computer...which I don't!

What you seem to be trying to model is a Bn/Bde sized actions. Colonel or Major on down. But even that is a trade off. He would only give orders to at most 10 men and none of them would be platoon commanders. Well, he might in an extremely rare situatation give commands to a platoon commander.

Not a bad level to try to do the combat model for. Probably the most interesting of all levels to try it actually.
These are just some very basic observations and the first attempt to kick the tires of PC. I understand that Kharkov may well take into account many of these differences. Some of which aren't bad.

Thanks, I appreciate it. My main concern is whether you did find and read the tutorial guide as you played through the tutorial and whether you've had a chance to read the manual yet?

Found it, and unlike most gamers, read it. It was very helpful.
The manual I haven't read yet. That's next if I decide to go further down the PC road.
For me as a scenario designer the BIG issue is not being able to make maps. CM is light years ahead with a fully operational map editor. That of course isn't evident in the tutorial..and may also be corrected in the upcoming Kharkov game.

Sure - though I encourage you to give it a try nevertheless. Think of what could be done with the set SL/ASL maps and you'll have the right frame of mind. With that said, it's not our intention to remain with fixed maps (and technically, anyone with 3D software and Photoshop could create new maps for the game right now as it is open to that). A map editor and map generator is very high on our future release features list. I would go so far as to say that it's near the top of the feature list for the next release.

I've been around since Commodore 64's, Radio Shack Color Computers, Apple II's....so I've given lots of computer wargames a try. What this reminds me of is the Close Combat system. Where you could get to the units but not make the maps. I'm not going to go backwards in that regard.

SL/ASL was a bad example for you. Those maps while fixed were also moveable in four directions per map. Could be combined into limitless configurations. I have 4 full sets of SL/ASL maps. I'm very aware of their capability. At the moment PC is nowhere near that.

I take it PCK will not have editable maps then?

Overall the first impression was very favorable.
Good Hunting.

Thanks! I hope my replies help you enjoy Panzer Command even more and I hope we get to hear your feedback on the Kharkov release as well.

Regards,

- Erik


Not sure about PCK.More than likely if it doesn't have a map editor I won't buy it. In the roughly 5 years I've owned CMBB/CMAK I've put out well over 100 scenarios. That's a big part of what I do with a game. I put out scenarios I like to play. Then I let the rest of you play them too....[:D]

Without a map editor that's not going to happen.

Maybe I'll need to wait for the next game in the series. Do you know what that is? What theater?

Good Hunting.

MR
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
If PC is going to model the Bn and lower levels of combat, and I have no idea if that is the case, then it is perfectly acceptable to have only the leaders involved in the orders and execution of the game. I once was involved with a simulation very close to that concept that was to be marketed to the US Army.

We try to keep players focused on giving orders at the platoon level, but we allow adjustments down to the individual vehicle or squad. I think this gives a good combination of more realistic C&C without taking away the fun that can be gained from occasional micro-management.
I read somewhere that PC's combat model isn't ballistics based but off of a set of miniatures rules. So is CM...it is based on ASL. Some of the miniatures rules I've played over the years are very detail oriented. Nothing wrong with that. There are some things that CM got wrong, IMO, and everyone else's..lol, even with their depth of detail.

See Mobius' reply on this - I'm confident the numbers and the combat model for Panzer Command work very well in terms of historical results. With that said, the vast majority of the original Panzer War model and data was done by him, so he can explain the specifics better than anyone else. There are some differences in Panzer Command, but the heart of the combat model is based on Panzer War.
Again, the biggest issue I see as a scenario designer is no map editor. I have at times spent months making historically accurate maps for my scenarios. Those that know of me in CM know my attention to details. That starts with a map. So far that is the only thing about PC that I don't really care for.

That's entirely understandable. It won't change for this release, but it will in the future. As I said above, in the meantime a SL/ASL design mindset is the one to use. There are a fair number of maps and when you look at them from different angles they can fit a remarkable number of situations closely, though of course not as precisely as a custom-made map. In testing the random battles though, with different orientations and force mixes on maps I thought I knew well, I keep finding new details and tactical considerations each time. I think there's a lot of replay value even with the set maps - enough to keep folks busy until we finish a map editor for the next release.

Regards,

- Erik
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
An interesting side note to that is my Grandson. When a unit is killed in CM, and the colored base is turned off, he says that we have put out their lights!
At 8 years old he already knows what a Panther is and I have a scenario, on TSDII, that I put together just for his preference.

If he likes Panthers, I think he'll really like a couple of the later war scenarios. [;)]

Note that the icons can be turned off and toggled between nationality and unit type. The also do "turn off" when a unit is knocked out or destroyed, so that you know if you're seeing the icon that they are still combat effective.
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
Is there a PCK demo? If so I was unaware of it and would love to get my hands on it.

Sorry, I didn't mean to suggest that there was. I did want to point out though that the Winterstorm demo is not ideal for showing off Kharkov, so just take what you see there with that caveat.
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
ALL events that have an adverse affect show in red. Whether they are mine or the enemies. Shouldn't there be some way to determine which of those are mine with out knowing that 1/1 PGR is mine and that 1/1 RR is not? When you are in the middle of the game events can happen quickly. Unless you want to replay the turn 20 times you can miss things.

True - part of that was poor naming convention for the Winterstorm release - my fault on that. For all the official Kharkov scenarios, we've appended the unit type, so you might see 1/1 Panzer (PzIVG), etc. Personally, I don't have trouble keeping up with the events at 1.0x speed unless there's a lot of artillery going off at the same time, in which case I generally crank it down to 0.5x or pause it periodically during replay to look around.

Honestly, I've found myself having to replay the turn far fewer times (usually 0 or 1 times) in Panzer Command than when I played CM, mainly because of the various cues that help me be where the action is during the replay. I would often have to watch the replay from several different spots in CM, whereas in Panzer Command once through is usually fine for me now. This may take some practice though - I have a pretty good rhythm now in terms of knowing when to click on an event, pause the replay, double-click on a unit under fire, etc. But, it does get easier in the end than CM, in my experience.
Thanks for trying to help me understand the system better though. I appreciate your willingness to discuss the game system with someone that is 99.9% new to it.

No problem at all, thanks for posting here so that we could reply. A lot of gamers give a demo much less time or thought than a game they've actually bought, often not enough to actually learn the game to see what's really there, so I definitely appreciate you giving it a good look.
But while I could see WHO I was targeting the game didn't tell me WHAT I was targeting. I had to go to check every single unit and then trace the target lines to see what it was.

I think this again comes down to the old naming convention vs. the new, but point taken. Note that you can also click at the end of the target line to select the target, then Tab to move right to it. Or, when you have your unit selected, hit tab twice to go to "binocular view" which usuallly gives you a very good look at their target. Keep in mind that you can always double click on your unit's icon in the hud to move back to it after you've gone across the map to look at targets.

For example, one thing I often do when trying to target something far away is select the unit I want to fire with, then click on the mini-map where my target(s) are so that I can get a goood close look at them. My own unit is still selected, so I can just right click on the map then to pull up my unit's menu and target quite easily without having to drag the target line across the whole map. Then just tab or double-click on the icon to jump back to my unit, or just single click on the next icon in the platoon and right click to target it as well if I want it to aim at the same group of targets (assuming the first firing unit wasn't the platoon HQ and directing all fire already).

Regards,

- Erik
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RE: CMx1 vs PCK

Post by Mad Russian »

The lack of a hot key index was something else I missed. Again that may be just in the tutorial or WS. All the short cuts you talk about and all the supporting interface was what I was most missing during the playtest. Of course that is by now second nature to you. I"m assuming within a very short period of time it would be for me too.

There is no doubt that the CM community is looking for the next generation of tactical WWII games. Since BFC has declared their abandonment of CMx1 we have no choice but to go looking.

PC looks like the odds on favorite for that spot at the moment. The more detail that goes into the game the more gamers will find to like about it.

Are there any plans to have PC play TCP in the future?

I appreciate your time and the effort you put into this discussion. Hopefully soon you wiill see me on the battlefield. If/when I get these series of games we will have to fight.

I take my wargaming seriously and support it to the best of my abilities. Whatever game I choose to replace CM with will get alot of support from me. We are in the process of putting together a website devoted to tactical gaming of all kinds. PC has been added to the list of games to be supported on the site. If you would like more information about the site let me know.

Good Hunting.

MR
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RE: CMx1 vs PCK

Post by Erik Rutins »

ORIGINAL: Mad Russian
I did read the entire tutorial. Played it twice before even trying to venture here. I was very glad to see J2D here. I have only the highest regards for him as a gamer, modder and a friend.

I knew there were briefings. I just didn't get to see what one looked like in the tutorial. Not a criticism just an observation. In fact, I have no criticisms of the game at this point. Only observations. Since I haven't bought the game I have no right to do anything but make observations...now once you get my money it becomes a bit different but not much.

Ok, I guess I could have made the tutorial more clear then, sorry about that. I'm glad you're liking what you see, we'll do our best to give you an idea of what else there is to play around with. Did you try the non-tutorial scenario yet?
CMSF changed the way wargamers buy games for awhile I think.

In what way?
I can try to send you the screen shot. I see what I think is the objective on the small map but I got nothing on the larger map. I even tried jumping to it by clicking on the location on the small map. Nothing worked. No objectives on the map for me.....

Hm, very odd. I'll load up the Winterstorm Demo tomorrow and see if I can duplicate that, but I don't recall ever seeing that problem or having it reported. So, I hope it's just that we're missing something explanation-wise. The objective on the map should look like a flagpole with a blue or red flag on it. I'll post a screenshot from the Winterstorm tutorial as I see it here tomorrow.
Yes but why have 2 of the 3 phases with the same name? Why have two orders phases? Why not have an orders phase, a combat phase and a reaction phase or something? Why two orders phases and then a reaction phase and why no clock so I can tell how much time has elapsed?

Sorry, what do you mean by 3 phases and two orders phase? There is only one orders phase and one reaction phase per turn. There is also a one-time initial setup phase at the start of each scenario before Turn 1. Instead of a clock, you should see a display with text like the following, as the phases end and move on to the next one:

Turn 1 Orders Phase
Turn 1 Reaction Phase
Turn 2 Orders Phase
Turn 2 Reaction Phase... etc.
Here is a problem for me. You are going to tell me, that out of a 5 tank platoon, I can watch all 4 other tanks in my platoon get killed, without our own fire having any noticeable effect on the enemy at all, and we will hold our positions until we too are killed?

I'm not buying that in real life. Men want to live. Pixels don't care. Your modifiers should only allow that if it happens within the same 80 second turn. Not if it happens over more than one. Even a two tank loss with no visible effects to the enemy, from our fire, and I'm pulling back out of there.

Well, I see retreats pretty often, but honestly there were certainly instances where platoons fought to the death and in pretty much all fronts in WWII there were instances where mounting losses did not result in a guaranteed withdrawal or retreat. It's unlikely in my experience that a platoon that attrits gradually will not at some point fail a morale test and retreat. Generally those that get wiped out without a retreat do get wiped out pretty quickly.

Note that the one factor that is not considered, which you describe in your analysis, is "no visible effect to the enemy". Our platoon morale is based on platoon losses. Individual morale is based on individual unit damage/casualties. A unit can fail both an individual morale check and/or a platoon morale check. Either can result in a retreat, so you can have just one or two tanks in the platoon bug out or the whole platoon withdraw at once.

Again, you get to intervene every 40 seconds. Unlike CM, Panzer Command puts more of the burden of this onto you the player. If you want them out of there, pull them out. The AI is told to do the same thing. I assume if it didn't pull those units out of there, it was for one of two reasons. 1. It felt it could still accomplish something there, perhaps it was on a key objective with no other forces nearby or 2. It only had a chance to withdraw in the reaction phase and Winterstorm did not have a Reaction Withdraw order (Kharkov does). The AI in Kharkov is also much better than the Winterstorm AI, so that may also have played a role - I haven't played against the old Winterstorm AI in a while, so I may be misremembering its tendency to withdraw, maybe that was a Kharkov improvement.
Now that you bring it up. At what level am I commanding in PC? Since all wargames are a balance between a simulation and a game. I'm interested to see what part you have that is simulation and what part is game.
There must be tradeoffs unless you want to start ducking bullets while you play the simulation on your computer...which I don't!
What you seem to be trying to model is a Bn/Bde sized actions. Colonel or Major on down. But even that is a trade off. He would only give orders to at most 10 men and none of them would be platoon commanders. Well, he might in an extremely rare situatation give commands to a platoon commander.

It's an excellent question. Battalion is about the right level, but we have some fuzzy areas which are frankly in there because it's a game and we wanted to keep in some elements that would make the game more fun, even if they blur the hard "command level" line. By default, you tell the platoon leader what to engage. As an option, you can also target his platoon individually. As a further option, you can tell them each what ammo type to use. It is not necessary at all to go down to that level, but we have it in there as a concession to the fact that in certain stuations and for certain players it adds a lot of fun to be able to do that.

Still, apart from the extra targeting/ammo type details, I think we do a pretty good job of otherwise encouraging the player to command each platoon leader and not micro-manage too heavily, while making it possible for critical situations or those who just prefer that play style.
SL/ASL was a bad example for you. Those maps while fixed were also moveable in four directions per map. Could be combined into limitless configurations. I have 4 full sets of SL/ASL maps. I'm very aware of their capability. At the moment PC is nowhere near that.

True in terms of the ability to combine them, but see my other reply on the set maps. You're probably right that Close Combat would have been a better analogy.
I take it PCK will not have editable maps then?

Not in terms of changing the map mesh, no. Although there's a scene editor include which can reshuffle the terrain, it's an internal tool and pretty darn primitive so I wouldn't really consider it a feature. It's more there for those who are particularly brave. But for those that are, the only thing that can't really be changed right now is the actual map mesh. You could change the terrain if you used the Scene Editor. Again though, I really would say that it's not user-friendly and included only because we felt it might be of use to some. It's easy to move a tree or a building. Redoing an entire map is a pretty huge job.

For all intents and purposes, I'd say the maps are set and that's your map palette. The scenario editor and campaign editor on the other hand are quite full-featured and apart from editing the maps themselves, everything else about a scenario or campaign is quite easy to change with user-friendly tools.
Not sure about PCK.More than likely if it doesn't have a map editor I won't buy it. In the roughly 5 years I've owned CMBB/CMAK I've put out well over 100 scenarios. That's a big part of what I do with a game. I put out scenarios I like to play. Then I let the rest of you play them too....[:D]
Without a map editor that's not going to happen.

Well, you might find that you get a fair amount of fun out of it as a player, whether you decide to design for it or not.
Maybe I'll need to wait for the next game in the series. Do you know what that is? What theater?

No set title or specific campaign yet, but it should be focused on a few things:

1. Improved design tools (map editor and such), removing limitations on map size, etc.
2. Adding the Western Front

Even if you don't join us on this cruise, I'm pretty sure we'll get you on the next one. [;)]

Regards,

- Erik
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RE: CMx1 vs PCK

Post by Mobius »

ORIGINAL: Mad Russian
Here is a problem for me. You are going to tell me, that out of a 5 tank platoon, I can watch all 4 other tanks in my platoon get killed, without our own fire having any noticeable effect on the enemy at all, and we will hold our positions until we too are killed?

I'm not buying that in real life. Men want to live. Pixels don't care. Your modifiers should only allow that if it happens within the same 80 second turn. Not if it happens over more than one. Even a two tank loss with no visible effects to the enemy, from our fire, and I'm pulling back out of there.
It's true. Buy it or not. Tanks will try to pummel the enemy even if most of their shots bounce off. In France 1944 two M-10s engaged a Tiger II. Their rounds repeatedly bounced off the front. In fact 18 hits were recorded. The Tiger II crew bailed out. One round had hit on the ball mount machinegun and wounded the hull gunner. He screamed and the crew thought the tank had been penetrated and they bailed. Panzer Command has critical hits like that. Even if the lion's share of hits are not effective a lucky one can still penetrate or stun the target.

All your Tanks are Belong to us!
panzer
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