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.
Just out of curiosity how did you find the boot camp tutorial?
Did you think it taught you the game mechanics?
Too hard / easy?
Fun / Boring ?
etc
Cheers
S.
EDIT: There was a tutorial walkthrough posted at some stage with the "model answers" to the little tactial problems.
Mark could you comment very briefly on the tactics you used for each of the six tut missions?
Cheers (again)
S.
Double EDIT: Before heading off to the stock campaigns why not give some random battles a try? I would be interested in what you thought of them. Admittedly the most fun I have had with the system us with the random battles.
Moved my units into wooded sections for best cover exchanging fire and called in smoke. When the smoke screen rose, I rushed into the cloud in front of the fence. Then, I made a small personal smoke screen with my units. I closed on the church and mounted it.
This one required looking at the crib notes, since in CMBB/CMAK run under fire is exhausting and sure death.
Boot 2:
This one was pretty easy and obvious. I rushed my HQ into the Church steeple to provide for good sighting. I rushed my other two units into the woods on the same side of the river by the bridge.
I called in my first arty into the path of the oncoming enemy.
When the enemy got into the clearing, I pinned them with fire and called in the second barrage on them.
I must say I was dissappointed to see the AI lead the attack with trucks and to advance infantry across a 600m clearing rather than along the river in cover.
Boot 3:
This one I hit the mines and lost 2 of the 3 half tracks. I think I also lost the third. I rushed my platoon through the trees along the road. I don't think there was any opposition.
I was kind of dissappointed to see that mines that could stop a tank (I believe that there only two classes of mine in this game) did not cause any infantry casualities in a light AFV like a half track (even if it is not enclosed).
Boot 4:
This one was a piece of cake. Just sit tight and wait for the tanks to get close enough for the close assault logic to take them out. I believe I had given defend orders and specified hold fire until close combat range.
Boot 5:
I used the half track to provide support fire on the right. I advanced my units on the left through cover where I shoot up and killed the enemy.
Boot 6:
I used mortars and small arms fire to take out the enemy on the left flank. I then used some personal smoke two sequences and rushed to that wooded section. From there, I used mortars and small arms fire to eliminate the enemy on the opposite side of the road. My infantry gun did not last too long and the process was time consuming.
I was somewhat dissappointed with the FOW. Infantry death sounds of units you cannot even see are kind of a give away. Also, messages about Guards/6 kind of makes me guess that there must be a Guards/1-5.
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I think the campaign was okay and did what it needed too. I will know better just how effective it was when I continue to play.
I was planning to play the Winter Storm Campaign first. (see what I had missed)
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...