Panzer Elite: Review

By: Jim Cobb
Date: 1999-11-15

  Right off the bat, let me say that I've already written two previews of Panzer Elite and am listed as a tester. Some may say that detracts from my credibility as a reviewer. Be that as it may, our family and friends can often gives us the clearest and most painful assessments of ourselves. They know our capabilities better than others and have reasonable expectations which can generate rage when disappointed. Let's see what a dose of "tough love" can reveal about this product.

Panzer Elite is the creation of Wings Simulations and represents World War II platoon-level tank warfare. It is extremely focused on details and realism. This focus shows in the scope of the game. It is limited to German/American actions from late 1942 to mid-1943, the theaters of operations of North Africa, Sicily, Italy and Normandy.

Panzer Elite
Two Mrk IVs appear in the commanders periscope of a Sherman.

Of these campaigns, only Sicily is covered in its entirety. The others portray key battles such as Kasserine, Salerno and the Cobra breakout. Gamers who miss the expansiveness of playing the entire European war or following a specific division will find this partially offset by simulation depth.

Players can control 22 different tanks used by both sides in 40 missions per side. They will encounter over 80 computer-controlled units over the course of play. The North African campaign has long, medium and short versions; the Italian campaign has medium and short version while Normandy is represented by a short, vicious campaign.

The terrain for each theater is very authentic and detailed. The graphics show region-specific buildings, individual trees, poles, and rocks. These visuals are not eye candy; they provide cover and obstacles to movement. In fact, tipping a tank over a steep slope is a particularly inglorious way to lose a scenario. Damage to terrain is also done well. Shell craters can render a road impassable and buildings housing infantry can be whittled down chunk by chunk.

Panzer Elite
An external view of your company of Mark IIIs and IVs in the North African Campaign.

The complexity of Panzer Elite requires a steep learning curve. The game is so deep that players should approach training in two separate stages. First, they should learn how to handle their own vehicle in combat. After they feel comfortable in the first person, then they should learn to use all their resources to win scenarios and survive campaigns. This review will use this procedure not only to describe the game but to give players insight into games.

From the first glance at a tank, players will be impressed at the level of detail shown. Even bolts and rivets can be seen. Those little things that distinguish a Model H from a Model J are visible. Well, play is just as detailed and therefore daunting. Each vehicle has weapons, armor, and engine data taken from the original design specs and actual field performance.

This means that gunnery has a ballistic model only a math teacher or an artillery officer could love, bringing in gravity, weather, etc. Player who choose to fire guns themselves will have to learn the different optic and ranging systems of both sides. Terrain and weather affect speed and maneuverability with a possibility of throwing a tread or overheating the engine; real masochists can choose to manually shift gears. The crucial factor of varying turret traverse speeds is simulated with great accuracy.

Depending on their vehicle, players can choose from over twenty kinds of main gun rounds, if the supply carriers have done their job. Armor takes in the various concepts such as thickness, slope and type. The armor model differs from the damage model in that a shell may penetrate but not hit anything affecting performance.

On the other hand, a puny 37-mm round can take out a mighty Tiger if it hits a tread. The Tiger can still fight but it's now open to flanking maneuvers. Also included are small things many other tank sims let pass. These small but important nuances are hull-mounted smoke pods and the German close-defense grenade launchers. Mere chrome? No! In an urban setting where the infantry gangs up on you in an alley, the main gun and forward-sighted machine guns won't help. These little trinkets can save your tank.

Even crews are variable. A poor gunner will waste valuable time and ammunition before he hits things. A bad driver will run off an embankment. A bad radio op may be slow in relaying a message while the loader has to shove that new round in fast. All crewmembers must be able to spot the enemy; otherwise, tanks are just mobile targets. Furthermore, don't imagine armor makes crews safe. A stray piece of shrapnel or a bullet coming through a view slit will kill just as much as an exploding ammunition magazine.

All these things could make Panzer Elite impossibly frustrating to any but the most dedicated tanker. Fortunately, several things allow gamers to ease into the full depth of this game. Realism options, available from the Aide de Camp menu in the Headquarters screen, allow for different models.

For example, gamers can choose between three different levels of gunnery, can opt to have the engine not over heat and have all or some enemies automatically spotted. They can make the crews better then average by three levels and make their enemies correspondingly inept. Tanks and commanders can be invulnerable with unlimited supply. Even selecting these options is made easy by allowing them to be grouped in beginner, intermediate and advanced modes that can be refined further.

Panzer Elite
Mouseable Interface

Panzer Elite is also made playable by readily accessible controls. Force-feed joysticks are supported and can be used for most vehicle tasks. The plethora of hot keys may seem unmanageable until their logical layout is recognized. The crew views form a small tank pattern on the keypad.

Panzer Elite
An American bazooka team has already taken out a Mk. II and is looking for you. This is a view from a German commander's cuppola.

Turret and movement arrows are intuitive as is speed; memorizing the rest is simple. Many operations can be completely turned over to the responsible crew member, e.g. it's not necessary for the tank commander to aim the gun; just left-click on a target an hit space for the gunner to open fire. Similarly, CNTRL-/ will have the loader use the bow machine gun any time he sees a target.

The easiest way to control the tank as well as the rest of the platoon is through the innovative "mini-tank". An overlay on the screen, the "mini-tank" allows click-and-drag control for movement, turret facing and combat commands. It also provides quick movement through crew positions and platoon orders. In combination with hotkeys, the "mini-tank" lets the player handle his vehicle without constant reference to a keyboard overlay or list of commands. Sizing allows it to be as inconspicuous and as handy as the player wishes. The "mini-tank", along with the radio op map, is crucial to navigation through the compass rose surrounding the display.

Panzer Elite allows the usual external views and panning but the real graphics treat is the views from inside the tanks. Each position accurately reflects the vehicle interior. Driver and gunner instruments are functional. Views through slits, periscopes and open turret hatches are not only pretty but reflect the rocking and rolling of vehicles whose suspension systems were not built for comfort.

Sound effects are not individually overwhelming but, together, they're very effective. Driving through a village in a barrage taking machine gun fire with your crewmen screaming in your headphones is reminiscent of the beach scenes in Saving Private Ryan. Authentic languages and accents lend an air of authenticity to the environment. The word "immersive" sums up the experience of fighting your vehicle.

There is no tutorial yet and the instant action option throws you instantly into a fight for your life where rumination is suicidal. Easy scenarios are the best way to learn at the moment. For Germans, the earliest scenario, Toum, can be a fine learning experience. The terrain is mixed, the goals straightforward and the Americans are weak.

To begin, set your vehicle to invulnerable, make spotting as easy as possible and make the Americans as green as they really were. Observe the actions of the other German platoons for tactical hints. Mistakes will be pointed out by the metallic tapping of hits on your hull and the untimely demises of your wingmen.

As you get more comfortable with the controls, add more realistic options. Learning to handle American tanks can also be done in this scenario, especially the use of the commander's periscope. However, since the Americans rely more on resources other than their own vehicle, players must graduate to more multi-faceted play to survive.

Playing a scenario opens up a whole new range of concepts. They demand the integration of two types of resources into the moves of the player's vehicle. The first resource is the rest of your platoon, called wingmen. Historically accurate, a German platoon can have up to four vehicles where Americans get an invaluable fifth member.

Panzer Elite
Using the binoculars, a German commander engages in a short-range, head-on dual with an Sherman.

Panzer Elite

The care and feeding of wingmen starts at the Headquarters screen. Right clicking on tanks brings up a submenu that allows picking a custom mix of rounds, possible upgrading of tanks and addition of field expedient modifications such as bolt-on armor and mantlets. This screen also has crews sitting around the camp. Clicking on a crewmember will bring up the qualities of each crewmember for that vehicle and the replacement pool. Players may want to bring in a better trooper if one is available. The skill levels of the crews should be kept in mind while in battle.

Panzer Elite
Flushed out by HE fire, a bazooka team is taken under machine gun fire

During play, the other members of your platoon become extensions of yourself. Through hotkeys or the "mini-tank", the platoon can be ordered into column, line, right or left echelon, wedge, inverted wedge or diamond formations which can be broadened or tightened. Column is only for travel in safe areas. Line is the most effective firing formation but should only be used when the enemy's exact position is known; otherwise, a nasty enfilade awaits.

The other formations are compromises between firepower and your best guess at enemy dispositions, with diamond indicating a fearful ignorance. Care should be taken to consider the relationship between formation and terrain. Going into wedge while probing a narrow valley may put a wingman on a crest where he's nicely silhouetted. In this case, a narrow wedge or a column may be called for.

Remaining in formation when the shells start flying probably isn't a good idea. Panzer Elite allows for giving commands to individual wingmen. If there's a target that needs immediate attention, click on it, then select a wingman and give him an attack command.

If a scenario goal is defensive, wingmen can be ordered to good hull-down positions with a click and the "go to" hotkey. Sometimes it's best to leave a unit behind to take care of an area; click and guard works here. Wingmen can help you in an active sense. Good ones will spot targets and inform you. If given the "fire at will" command, they will engage. This not only helps cut down the enemy but pinpoints danger if their shot paths are followed. Wingmen, then, are more than just pawns. They are partners.

To play a scenario well, the other resources such as other units and artillery strikes, must be used. The radio op map, otherwise known as the "player's friend", is the key to tapping these assets. The radio-op map shows a scrollable map of the scenario areas. It has eleven levels of zoom and, depending on the realism options, can show your platoon, units in your line of sight or all units. Tabs toggles on place and unit names, a map grid, a message log and areas of control.

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.

Panzer Elite
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.

Panzer Elite
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.

These are all of Panzer Elite's main features. Is it easy to run? Is it flawless? By no means. From gritted teeth comes the tale of its warts. With all the details and features, Panzer Elite is very demanding. The recommended specs are:

  • 233 Mghz
  • 64 MB RAM
  • 4x CD-ROM
  • · DirectX 6.1

In fact, these should be minimum specs as the game is wry difficult to run with less. Some common video cards like the Voodoo 2 may require new drivers to run the simulation. Problems with sound cards have been discovered. Some gamers have experienced freezes and crashes. Wings has been extremely responsive with work-arounds and interim patches but be prepared to do a little research to make this game run. WingsSimulations has a beta patch and is a good starting point.

As good as they are, the campaigns, like those of Close Combat 3, are a bit hollow. With no branching system, good play is awarded with points, not a feeling of making history. A little alternative history could send a very victorious American from North Africa to a 1943 invasion of France.

Nobody wants Nazi Germany to win but a strong German showing might allow the Wehrmacht to succeed in a coup in Berlin. Alternatively, the player could be assigned to the same outfit through out the war. These ideas, far-fetched though they may be, could be in the promised editor or add-ons.

Other points that detract from the game are:

  • Graphics which, though fine, suffer from comparison with games like Hidden & Dangerous
  • A damage model which allows many hits to units that should succumb earlier
  • Some mis-labeling of shells
  • Gun barrels swivel through buildings and are not damaged
  • Orders from radio messages during the game sometimes contradict mission goals
  • Non-catastrophic damage can kick the platoon leader from his vehicle and not allow him to climb aboard another of his platoon's tanks
  • Conversely, there's no bail-out key so the platoon leader must choose between taking more hits or ending the scenario if serious damage does not boot him out
  • Wingmen sometimes lock together
  • Some translation problems such as "heavy" instead of "severe" wounds and some "unter"s intsead of "under"s

Panzer Elite
This close up view was taken during an MP game.

Most of these are minor but annoying. All of them are being patched. Until they are, ratings of 100 are not possible.

Panzer Elite may not be the alpha and omega of tank sims. Improvement is possible. Is there a better tank sim? No. Does it do what it claims? Yes, for the most part. All of my connections aside, this engine is now the definitive tank sim for World War II in my opinion. If a better one comes along, it will only be because Panzer Elite failed to evolve and somebody copied it.

RATINGS:

Core: 95

  • Gameplay: 97
  • Graphics 89
  • Sound 80
  • Intelligence/AI 94
  • Interface 95
  • Fun Factor 97
  • Learning Curve 10 hours

  • Overall 95

TOP PICK

For innovation and excellence, we award Panzer Elite our "Top Pick." Look for the final patch in the next ten days or so.




Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=637&page=1)