iPanzer '44 simulates World War II armored combat during
the Summer and Winter of 1944, from Belrussia to the
Ardennes. Developed by Charybdis and distributed by
Interactive Magic, iPanzer builds upon the same basic
simulation engine as their prior modern armored combat
release iM1A2, but with many improvements and additions in
the realm of graphics, sound, realism and gameplay.
Base Feature Set
iPanzer '44 puts the player in command of an armored
company of either Axis or Ally forces on the Eastern Front
(Belorussia, summer '44) and the Western Front (Ardennes,
winter '44). You can command the Germans or the Russians in
Belorussia, and in the Ardennes, the Americans or Germans.
Currently there are three main modes of play; instant
action, single play (fight any map), and three dynamic
campaigns (with crew tracking, skill improvements and
medals). The readme file mentions a coming patch to allow
multiplay, but as it stands now the game only supports solo
play. All these modes are played on some 80 maps spread
over the two fronts.
The main focus of iPanzer are the three medium tanks
fielded by their respective forces during the conflict: the
German PzKw V G, the Russian T-34-85, and the American
M4A3(76)W Sherman. These three medium tanks are fully
simulated, and this is home base for your game persona. You
may jump into any primary tank type on your side (example;
if your German, you can jump into and fight any Panzer V on
your side). Also simulated are other medium tanks, light
tanks, tank destroyers, armored cars, trucks, jeeps,
infantry, antitank guns, mortars and artillery.
What's in the Box?
The Windows '95 program is delivered on one CDROM in a
cardboard sleeve, and comes with a very nice spiral bound
manual, a keyboard reference card, and various loose cards
(registration, etc...). I must say the 156+ page manual is
extremely impressive, being both well written, very
complete and well made. Everything is explained clearly and
matches the game exactly. The weapon data section is
impressive, giving you ordnance tables for all the guns in
the game (even infantry rifles!), and many detailed notes.
I can't say enough about how much a good manual can add to
a simulation.
Machine Requirements and Installation
Like many sims, there are minimum and recommended system
requirements listed on the box and in the manual
installation section. Let's just pass over the extremely
optimistic minimum requirements and look at the
'Recommended' requirements; 200+ Intel Pentium, 32
megabytes RAM, 8x CDROM and a 3D Graphic Accelerator.
iPanzer uses DirectX v5 and Glide to drive 3D cards and
works with 4meg 3DFX, Rendition v2100 or later, and Riva
128 chip sets. You may have luck with other cards, as long
as they have 4meg video RAM, have hardware alpha-blending,
bilinear filtering, z-buffering and, of course, DirectX
support. 3DFX owners can drive their cards with either
DirectX or Glide (Glide being better), and it works on
VooDoo Rush cards. I reviewed on a 200mmx, 32 meg, with a
4meg VooDoo Rush based card using Glide, running under
Windows '95. This is likely the slowest system setup on
which you would want to run the sim.
Installation was uneventful and painless. iPanzer has your
standard Typical, Compact and Custom install choices, for
different install sizes. I used custom and checked the
Program Files option, and Models, Images, and Campaign Data
option, which totaled for a 87 meg install size. I tried
larger installs, but didn't see any marked performance
improvement over the 87 meg install, so I stuck with that.
The install program also has options to install DirectX 5,
DirectX 5.1 Media API's, and Intel Indeo 4.1 drivers (used
for the introduction video clip and in game clips).
A note about starting the simulation for the first time;
the sim will start in the most compatible graphics mode
first (Device Independent Bitmap). This mode uses the 2D
aspect of your graphics card and will not use the 3D
features. If you have a 3DFX card, start the game with the
'Run' button on the Windows start menu with this text;
c:\i-magic\panzer\panzer.exe -vtarget 3dfx
This will force the game to use Glide when you set the
render option in the option menu in the game to Direct3D
There is no Glide choice in the menu, so do this to be sure
your using it. Conversely, if you want to use Direct3D
instead of Glide, use this line;
c:\i-magic\panzer\panzer.exe -vtarget Primary
Also, the option menus in the game write to the file
panzer.ini. You can edit this file directly if you know
what you're doing, and there are some options there that
are not in the in-game menu system (like disabling the
intro).
The Player Management Shell
After starting the program, you are presented with the
standard iMagic and Charybdis animated logo's, then a nice
little WWII film montage of some tank action . After this
intro, you are presented with the main management screen of
the game. A graphic of a antique wood cabinet with
clickable hot spots represents your interface to the
simulation. From this screen you can go to Instant Action,
Single Battle, the Bookcase (explained later), Campaign
Resume, Options, Credits and Exit.
Options Screen
iPanzer '44 has a tremendous amount of flexibility in the
option menus. You can choose to set some general levels of
graphic detail and gameplay difficulty, or use advanced
mode and tweak each and every important performance and
realism setting you are likely to need. Especially
interesting is the fact that you have three independent
realism screens for each of the modes of play (Instant,
Single, and Campaign). This allows you to play any way you
want, like arcade for instant action, and full realism for
the campaign. Nice feature. Of note in the realism options
are the aiming and stabilization settings.
Aiming has to do with how ranging is handled. On the Arcade
setting, when you fire at the enemy, the sim calculates the
range and superelevates the gun for you in one step. On the
Automatic setting, when you have the enemy in your sights,
hitting the space bar returns the range and does the gun
superelevation. On the Realistic setting (the best way to
play the sim), you can still hit the space bar to get
range, but you must set the gun superelevation manually.
Of course, the most realistic way is to never range with
the space bar, and use the mil markings on the gun sight.
Stabilization can be set to on and suddenly you can shoot
on the move like a modern tank, but this takes a lot away
from the game, as WWII tankers had to stop, if only
briefly, to aim and fire on the enemy (talk about
pressure!).
On the graphic side there are some interesting choices
besides the ones you might expect. One of them is Optional
Collision. This makes all trees, vehicles, men, shells,
bullets and other objects have full collision detection.
This level of realism is quite impressive, but be warned,
you will suffer a framerate hit with this option on.
Another graphic detail feature is the Horizon Distance
setting. This works as you would expect for the first few
settings (2.0, 2.5, 3.0 kilometers). This may seem like you
can't see very far, but considering most WWII tank battles
were fought within 1500 meters, and quite frequently at a
range of 1000 meters, this seems adequate. The last
setting, 3.x, allows you to see the farthest, and also does
not simplify distant terrain detail. You won't get
'floating tanks' or objects on this setting, but the frame
rate will suffer unless you've got a screaming computer.
Bookcase
When you click on the low row of books in the cabinet, you
are taken to the Bookcase. The books are clickable and the
first three open up to reveal data and notes for every
weapon platform in the game for each country, complete with
a 3d image from the game. As you go to the right, the books
become photo albums of campaign progress for the four
possible scenarios, German vs American, German vs Russian,
American vs German, and Russian vs German. You can create a
new book at any time, and can also copy a book to another
place in the case.
When starting a new campaign, you may name your commander
and company, and are given a crew for your element
(platoon). The crew can improve over time, and they can
also be killed. There is a map of the entire campaign
theater, and as you play through the missions, your front
will move on a smaller picture of the map, along with a
debrief of the battle. Photos represent the battles, and
you can return to a battle and replay from that point,
changing your own history. All the proper medals for each
country are represented, and will end up in your medal box
if you do well.
Each campaign theater has about 40 battle locations. You
and the computer opponent start with one battle location
that, if lost, will end the campaign. The missions are
dynamically generated, and will continue with an
operational strategy based on the outcome of the previous
battles. So, if you're doing well, expect to be on the
offensive, and vise versa. This component is handled very
well compared to most land combat sims. In too many sims it
seems you always have the same mission, kill everything and
move forward.
In iPanzer you usually have several battle locations to
choose from to fight next, and your posture at the time
determines the missions available. But you can be in a big
offensive push and decide on the next mission to do a hold
and refit defense mission (cool). There is more depth in
the handling of the campaign aspect than I will go into
here, but the diversity of missions and excellent records
of all your hard fought battles makes playing a campaign a
pleasure.
The Single Battle option allows you to use any of your
in-game personas to play any battle map in the game. This
is nice for learning the victory conditions and tactics for
the many mission types, and experiment with different
equipment choices. Instant Action is split into 3 clickable
framed pictures of the 3 featured tanks in the game, and
takes you to a predetermined map. The separate realism
settings for each mode of play comes in to play here, as
you can play just the kind of game you what with all these
different modes.
Pre-Battle Options
Now we get to heart of the matter, the actual missions.
Assuming you are starting from a campaign or single
mission, you start from a map of the front and choose your
battle location. Once this is done you are presented the
Prebattle Option screens. Your 'clipboard' has five layers
of screens; a overview theater map, a listing of expected
enemy forces if you have perfect intelligence option
selected, a small map of the upcoming battle and list of
possible battle plans to select for that map, and a form to
select support elements by spending resource points
determined by the your battle plan choice. In Single Battle
mode, you can set the weather and time for the battle,
where as in a Campaign, this is fixed.
The Simulation
After a brief loading period, simulation starts proper.
Charybdis uses the MythOS engine, first used on their
earlier release iM1A2, but now vastly improved. The
specifications have been expanded to support 16-bit color
depth, hardware bi-linear filtering, alpha blending, and
z-buffering, with Direct3D or Glide driven 3D accelerator
cards. The look is much better, has you can see ground
contours much better now, and have trees and forests. The
forests are of the 'impassable box' design so pretty they
are not, but they work tactically and if you squint they
are not so bad ;). The sky is nice although you can see
where the clipping plane starts, but it is texture blended
pretty good, so it's hard to notice. The look is better
than in iM1A2, but the overall design philosophy is to
streamline shapes and contours and reduce the on screen
poly count.
This makes it look a bit utilitarian, but when it's all
moving and your in a big battle, it can be very a immersive
experience. If you have a very fast system (333-400 Pentium
II, 3D hardware) you can turn off simplification of far
terrain , and enable full collision detection for all
si-mulation objects. Played like that, iPanzer becomes a
very high fidelity simulation of armored combat. Sound is
very good, the track sounds being very convincing. Sound is
properly positioned in the stereo field, and there is a
good variety. Your crew members vocaly resond to any
orders, as do other elements under your control.
After loading you find your self in the gunners position on
tank 1, element 1. You can occupy the Unbutton (TC)
position, the Gunners position and the Drivers position for
any primary tank type in your company. When you initiate an
action for that position, the crew member moves out of the
way. When you leave, or give new orders for that position,
the crew member takes over and carries them out. The
Unbuttoned position is where the Tank Commander (TC) can
take a look out the top hatch of the tank, and use
binoculars. You can be killed from the unbuttoned position,
so watch out.
The Drivers position works as expected and has control of
the bow machine gun. There are some nice touches though,
like if you hold ctrl down and use the keyboard of joystick
to move, when you let go the throttle will snap shut and
the brakes will apply, good for precise position
adjustments. Also, you can drive the tank from an outside
view with the joystick. This makes driving around very
satisfying.
The Gunners position has the sight and controls for the
main gun, and at the top are the vision block of the TC
cupola. These to view are controled separately, to nice
effect. There is an outside view with eight preset camera
angles that are pan and zoomable, and can view any of your
company, and can be set to view enemy units too. The models
are a bit bland and simple, not much extra detail, but
infantry are polygonal which is interesting. Each tank
simulated has separate and authentic interior art work, as
well as the different mil marking systems the three
factions used on their gun sights. The detail is very nice,
and the three tanks feel very different.
As in IM1A2, the gunnery simulation is where this product
really shines. All the correct shell types for each gun are
simulated and this does not only apply to the tanks, but to
antitank guns, tank destroyers, infantry, artillery, etc.
The best seat in the house is the gunners sight, as you
fling shells at the enemy, hoping to connect. When you do,
the shell may bounce off, cause a fire, punch a hole in the
hull, maybe even pop the top (blow the turret off). The
explosion, fire and smoke effects are nicely done, and very
informative.
There is a 2D damage display that show important tank
damage and crew casualties. The damage modeling is
sophisticated, with track hits immobilizing, a hit to the
turret ring can prevent the turret from turning, crew
members can die, the engine can be hit and catch on fire,
in fact fire can spread and tanks will brew-up even if only
disabled at first. The controls are first rate, and there
is a key for every possible order and command laid out in a
logical manner. You can use hot key combos, or the alt key
brings up a pull-down menu system to use with keyboard or
mouse. The tank interiors are clickable in certain parts,
and you can use the mouse to aim the gun, drive, and look
around unbuttoned. The Tactical Map
The map feature in iPanzer '44 is very complete and allows
you fine control over your forces during the battle. The
map displays the battlefield, all friendly units, all known
enemy units, phase lines and objective areas. There are
many filters and display options. By right clicking on th
map or a element / unit, a context sensitive menu will
appear. If you right click on the map, you get to general
display options and filters. By right clicking on a unit,
you get the element / unit orders main menu. This has more
nested menus such as Formations, Orders, Tactics, etc.
Waypoints can be quick drawn, with one waypoint, or you can
set multiple waypoint paths.
The order set is the most complete i have seen. Seems like
every good command from every tank game up to now is here.
Also every command has a hot key combo for quick access. On
the right side of the map display is a clipboard with the
current element / unit's data, including just about
everything you could think of. This aspect of the sim is
very deep and is quite fun to work with. I have just
scratched the surface in my description, but if you like
plenty of commands and options, you well be very happy
discovering all the stuff you can do.
Gameplay
iPanzer '44 has very solid gameplay. The AI is competent,
the realism is there, and the design is logical. You can
watch the AI behavior very simply. Just start a mission and
don't do anything. The company will follow a tactical
battle plan based on the mission you choose. If you are on
a Probing Attack, let's say, you will see your scout
element move out ahead of you main element, and it's
supporting element. When contact comes, if it can kill the
enemy or delay him, or it will call for artillery, or it
will call for the main element to attack, etc. When the
Main element moves, the support element will overwatch,
then leapfrog. Flanking attacks, ambushes, and the like are
all possible.
When played at full realism, against Elite Panzer forces in
a T-35, or worse yet, a M4A3 Sherman, the sim forces you to
overcome technical disadvantages with tactics in order to
win. In fact, each force that is fielded requires a
differnet tactical doctrine to win at the higher realism
levels. Deep and involving, gameplay is king in this
product.
Conclusion and Rating
I think iPanzer '44 is well worth the money I shelled out
for it. I am frankly surprised at the level of detail and
utility that the design has for simulating general WWII
armored conflicts. The program has never crashed, it has
tons of options, strives to be ultra-realistic, and is fun
and compelling to play. Some may be thrown off by the fact
that iMagic is the publisher, or the 'particular' graphic
look that the MythOS engine seems to have, but if you can
get past that, and especially if you have very fast system,
iPanzer '44 can help you understand the tremendous courage
and dedication of WWII tank crews,and the technology they
used to fight with.
Core Rating; 60-90
I would have to say this is product for the hardcore
sim-combatant. But because it has so much flexibility in
the realism setting, I gave it range to reflect this. I
went to 90 on the high end due to the facts of WWII tank
combat. The fact that you had to estimate range using
apparent size compared to the mil markings on your gun
sight, and the guns were not stabilized and would dip and
tilt with the hull, made moving shots very difficult and
mostly not possible. Add to this the choice of fighting the
Germans superior tanks and guns with Russian or American
forces, makes this a real hard sim if you want it to be.
Gameplay; 90
I think gameplay here is super. This where iPanzer shines.
There is lots to do, the realism is there, the AI uses
sound tactics, and the campaigns are dynamic with many
mission types. Also, I like the photo album approach to
keep records of your progress. It is great to flip through
and see your game personas history, and be able to jump in
at any point to create a new path from that point.
Graphics; 75
The simplist models and sluggish frame rate are damaging to
my rating here, along with a bit of a rough look. The
graphics are serviceable, but it could be a bit prettier. I
personally don't find them distracting, but graphics are
very subjective. Make your own call, but remember, it's how
things move and interact, not what they look like in a
screen dump, that creates the immersion quality we all want
in our sims. On framerate; I tested on 200mmx 3DFX system
(ouch), but I feel that there are similar 3D engines with
similar loads, that have faster frame rates. Although, I
could be under estimating the work load on the engine.
Sound; 85
Audio is very good throughout. There is some very nice
music in the non-3D sections of the sim, and the sound are
very good in the sim itself. I like the track noises a lot.
You will hear rounds cook off, and secondary explosions, as
well as artillery shells and firestorms.
AI; 85
Ai is a tough call. The sim is so configurable as to crew
quality and realism, that the AI could be weak but appear
strong (your fighting the sim as opposed to the enemy). But
I have seen my side and the enemy use sound tactics, and
that in it's self is impressive. I think to judge the AI
better, it would be necessary to never use the map, or jump
tanks, or use outside views or things like that (get rid of
the informational advantage).
User Interface / Map Interface; 95
The best so far in a tank sim (i will be flamed of couse).
Every possible control, gads of options, several ways of
doing the same thing, mouse-joysitck-keyboard enabled, etc.
Very logical keyboard layout, with a duplicate mouse or
keyboard menu system, every turret-hull-TC facing
combination has a key, and some very smart controls, like
Halt (key H). Hit 'H' and the driver comes to a fast stop,
and holds for about two seconds, then continues with his
orders, perfect for getting off a shot then scooting.
Fun Factor; 85
Yep. Fun, fun, fun. I give it a 85 for fun, because you can
set it up to work like an arcade game in just one mode of
play, say instant action, and someone (your girl say) who
hates complex games, can sit down and kill some tanks
'Quake' style pretty painlessly. Also, it never crashed
(although it doesn't like to switch programs, I don't
consider this a game-play bug). Everything pretty much
works, the manual matches the game, and it feels solid.
That makes it fun in my book.
Learning Curve; 8-24 hours
Well, you could actually be playing in about two hours on
low realism, but if you go full realism, you have to
estimate range with the mil etchings on the gun sight, and
the three nations use different etching schemes! Thats some
serious manual study time there. And to fight effectively,
you need to learn the characteristics of each kind of
shell, and the penetration figures for different armor
thicknesses. Then there is the tactical map and all the
element and company orders, so I think 24 hours on the high
end is maybe a little optimistic.
Overall; 85
I like this sim. I would give it a 90, or should I say I
will consider giving it a 90, if one thing happens. The
readme file mentions a multiply patch that 'may' become
availible. There is a graphic for this on the main
interface screen, but I don't know for sure if iMagic or
Charybdis will implement this feature. If this feature does
become availible, and it works as well as the rest of the
product, I would be very interested to play the sim online.
The nature of WWII gunner would make it a supreme test of
skill when played with full realism, and would allow close
range dogfights that just don't happen in a modern armored
combat sim. Regardless, this product works as advertized,
has few if any bugs, is realistic, and has many play
options. A good deal in my book.