Rating the Elite: Panzer Elite
by James Cobb |
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Besides the map, other pages show the condition of your units and the goals of the scenarios. The crucial aspect of the map is that it's the instrument for calling in artillery strikes. The support map shows the number of artillery strikes available, the kinds of batteries on call and the choice of high explosive or smoke. Calling in fire is simple: click on the ammunition type and then on the map point desired. Artillery seems to come reasonably close to the designated area. The correct use of artillery can be decisive in some scenarios. The player's platoon may not be able to get to a critical area quick enough but a barrage can. A player cannot control other units but the radio op map allows the player to know where his friends are. He can then use their position either for protection or for attack bases. For instance, if a platoon is getting hammered and a friendly AT unit is in nearby cover, it can lure the tormentors on to a tank trap. Of course, the map is also invaluable for moving to scenario goals. To win scenarios regularly without excessive losses, players must understand the opportunities and limitations of the radio op map.
This view from a buttoned-up Mark IV J shows a German recon force moving out. The scenarios in Panzer Elite are both historical and balanced. They do not represent detailed OBs but are based on actual battles. The detailed vehicle capabilities more than make up for the looseness of unit designation. Balance comes in the fitting of goals to a side's abilities. When Germans roll down in strength in North Africa, the Americans can win by spotting the enemy, delaying them a while and then exiting the map. The evolution of American armor can be in Normandy where improved vehicles and abundant artillery reverse the roles seen in North Africa. Although scripted, various goals, some hidden, give the scenarios much replayablity. These goals are laid out clearly in the animated briefing screen. The AI is dependent on the realism levels so that green enemies can act stupid but elite ones will hand a sloppy player his head. Even a low-level AI will put up a good fight and will use different tactics if a scenario is played again. Campaigns are these scripted scenarios strung together. Given the same realism settings, the individual battles are the same. This similarity is superficial, for it is at this point the Panzer Elite hits its apogee in single play. Supplies and morale become as important as AP hits in campaigns. Each campaign begins with a set amount of each ammunition type and fuel. Re-supply of these essentials can be uncertain, especially for the Germans. |
A panzer II falls to a Sherman. A player might enjoy an overwhelming victory in one scenario, having shot up everything in sight. He will be embarrassed in the next battle when he has eleven main gun rounds including six smoke shells. At the beginning of a scenario, crewmembers may be fumbling, homesick, rookies. Give them a victory and they'll become efficient vets, growling for more meat. Morale after a victory can be further enhanced by handing out a few medals. Conversely, losing a scenario can dampen crews' sprits. At the end of a loss, that scenario can be replayed but only at the cost of supplies expended and a drop in morale. Losing vehicles in even a winning scenario can be bad. Replacing a tank not only drains the replacement pool but a new type of tank often requires different ammunition than that stockpiled. Thus, the new tank may have to rely on the load it came with. The interstitial phase between campaign scenarios need not be totally depressing. The high command may smile on you and, instead of chewing you out, may promote you, give you heroes for replacements and up-grade your tanks with added armor and new features. Campaigns are harder to play as Germans. The German supply situation is almost always bad; in later campaigns, a platoon may be short a wingman because of fuel shortages. The many types of tanks also cause a logistic nightmare when it comes to restocking ammunition. In addition, the availability of artillery drops. Americans may have a wealth of material but green replacements and morale will be a continuing problem. For these reasons, campaigns are an accurate depiction of the course of the war and are good examples of why each side adopted the tactics they did. Even the best AI becomes stale. Boredom is no reason to wipe Panzer Elite off the hard drive though. It supports up to 4 players on TCP/IP (Internet) and six players on network play. This capability allows players to take on the craftiest of opponents, the guy next door. The excellent manual gives a detailed, step-by-step guide to set up or join a multi-player game. Play is stable enough that at least two on-line multi-player sites opened within three weeks of the game's release. Go to Page Five
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