Just in time for E3 last year Microprose lifted the veil of
secrecy on their sequel to M1TP. About six weeks ago we had
some hands on time with a beta, and it impressed the socks
off me! Finally Janes and DiD have a true rival for
quality. Everything I have seen of this sim to date calls
to mind that same attention to detail. Even the music,
which I rarely like, has a very military and cool FEEL to
it, not unlike the tracks we have heard from JANES.
There is an obvious parallel in the development of M1TP2 to
the development of Falcon 4. Falcon 4 rides on the heritage
of Falcon 3, and as a result expectations are high. Now
that M1TP2 has mastered I wanted to pass on just a few more
tidbits while I have a chance to dive back into the belly
of this whale!
M1 Tank Platoon II appears to demonstrate what happens when
a company makes a "no-holds barred" attempt to conquer the
tank sim genre. The opening video sequence is the equal of
any simulation production out there. You may find yourself
replaying it the first time you load M1TP2! Not only that,
but when you enter the Training section of the sim you can
select from a variety of training missions or seven
instructional videos covering everything from formations to
five types of battle drill to fire support! The tactical
scenarios you can choose from are these:
Movement to contact
Hasty Attack
Deliberate Attack
Defend in Sector
Defend a Battle Position
Counter REconnaissance
Choosing a particular option doesn't mean you will get
exactly the same mission, but rather the tactical
parameters will be roughly the same. The actual encounter,
type, number of enemy and the terrain, can be VERY
different!
The boxed copy of M1TP2 I received today included the
manual, 280 spiral bound pages of information. Frankly, I'm
almost surprised they could pack the necessary info in a
manual of this size, there is so much to do and to learn in
this simulation. I can smell a LARGE strategy guide in the
offing. Meanwhile, let me give you a quick rundown of the
manual.
Technical issues are covered in the first section, just a
few pages of info. The Interface occupies pages 7-26.
Command information is on pages 27-68, covering command of
a single M1 to command of a platoon. Section 5 (pages
69-98) is the National Training Center Tutorial. Battle
Briefs occupy section six (pages 99-112) and describe the
single mission selections that are available. The execution
instructions lay out a general scheme of maneuver for the
mission, including all phase lines. Since you can replay
each battle and try out different strategies, its a great
learning environment. Here is a sample from the first
brief:
73 EASTING
26 February, 1991, day G plus 2 of the ground war. Eagle
Troop, 2nd Cavalry Squadron, 2nd Armored Cavalry Regiment
has orders to find the Iraqi armor and pin it in place,
allowing the 1st and 3rd Armored Divisions to pass through
and destroy it. So much for the plan.
Enemy Forces
The Iraqi units involved in the battle formed the
advanced-security Task Force of the 18th Brigade of the
Tawakalna Republican Guards divsion. This force comprised
over 30 T72-M1 tanks and a dozen BMP-1 infantry fighting
vehicles.
Friendly Forces
Eagle Troop, 2/2 ACR, consists of a troop HQ section of M1
tanks, two M1 tank platoons, and two M3A3 Bradley CFV
sections.
Support Units
The part of the battle depicted in this scenario occurred
so quickly that no artillery units were able to deploy to
support Eagle Troop.
Mission
Eagle Troop is to transit the given operational area and
neutralize all enemy opposition encountered. Once Phase
Line 70 Easting is reached, the team will halt and await
further orders. Phase Lines are for orientation purposes
only. Primary objective is the destruction of enemy
advanced elements with minimum casualties.
Execution
Your team will operate in a zone defined by the following
Phase Llines: Forward advance boundary is Phase Line 70
Easting; North and South sector boundaries are listed as 97
and 00 South. Overlays and mission data downloaded to all
units' IVIS.
Historical Result
At 1524, Eagle Troop crossed Phase Line 65 Easting. Shortly
thereafter, one of the scout sections engaged some Iraqi
infantry and an anti-aircraft gun in a small village.
Moments after the village was cleared,teh command M1 moved
over a small rise and spotted the Iraqi tanks. The order
was given to push through the enemy position and
consolidate on the other side. Six minutes later, about 50
Iraqi vehicles were burning without a single American
casualty.
Following Battle Briefs are the Campaign Briefs, pages
113-124, covering the Gulf War II, North Africa, Far East,
Modavia and WWIII. Chapters 8-9 (pages 125-136) cover the
main gun, missiles and armor. Chapter 11 (137-148) is a
brief on Army tactical doctrine. Chapter 12 is OPFOR
doctrine, and chapter 13 is "The future of armored
conflict."
The Glossary extends from page 167-177, and then the
extensive appendices begin. There are five of them which
include complete listings of equipment, vehicles and
weapons, and then Unit Organization. A well organized and
quite comprehensive manual!
I know, you can't wait and I can't blame you! I've just
played three NTC training missions. Using my infantry I
gained a quick perspective on enemy placement and then
called for artillery to surprise the enemy infantry before
they could run for cover. Calling in artillery is
impressive, especially at night. Use an accurate location
and the enemy troops can be eliminated in a hurry, though I
didn't fare very well in my first mission.
On the second run of the same selection the setting was
quite different and early on I took out an attacking
aircraft with my 50 cal. gun and then found my platoon
almost overrun with BTRs and BRDMs. I took out three in
less than a minute while my gunner continued to engage
enemy tanks at 3000 yards. I can see that I have some
learning to do with regard to using terrain to my
advantage, and also the best formation calls. Its great
when you have AH-64 Apaches available as support, I can
tell you!
The physics model and effects are excellent. Physics
modelling doesn't end once you have actually stopped a
vehicle. Continue to pummel it with 50 cal shells and watch
it jump!
All in all this game looks awesome and will be the one that
finally gets me back into armor in a big way. BTW, the
master is not 100% stable. I had a lock up after saving my
second single mission =( On the other hand, the graphics in
the final are even more impressive than the last beta I
saw, including low shrubbery that adds to the scenery as
well as increasing your sense of speed.
The readme file with the Gold Master included these tips
that are especially helpful on the use and preservation of
your infantry, a very key component of the game. Check it
out!
Sergeant Dubose's TIPS AND HINTS FOR GAMEPLAY
(from the M1TP2 manual)
* US gunners are always ready to fire the first
salvo in tank combat. Of course when they fire,
they usually use the STAFF rounds first. This is
understandable in that these are the most
devastating rounds available to your troops and
they have the longest range. Often you will find
this type of reaction to be counter productive. The
easiest way to stop the rapid depletion of these
shells is to tell the platoon to Hold Fire. The
platoon can then be maneuvered in to a position
where the platoon can use the weapons in a more
deadly way.
* Mobility is key to battlefield survival. You will
often find that too much speed is not an asset. If
you move at a high rate of speed and then come to
an abrupt halt your platoon will likely pass your
position and have to spin around to get back in to
formation. Also, if a tank is hit, the drivers in
your platoon will attempt to reform the formation.
Both of these actions can be deadly. Remembering to
slow down before you stop and keeping an escape
vector in your way points so that you can reform
while leaving your exposed position will greatly
enhance your battlefield survival.
* Always use the terrain to your best advantage.
Terrain features have many different uses. High
ground is great for visibility. This allows you, as
a player, to see the enemy. But, beware, the enemy
can also see you. Never commit more than one
vehicle to the high ground for this purpose.
Infantry units are great for this. You can also use
hills and crevices to shield your tanks from one
armored column, while engaging another. Valleys are
a good place to hide. You can move your platoon
under cover to a place of your choosing, to ambush
the enemy. Terrain usage is a very important aspect
of game play.
* Try not to get too close to the enemy. The main
gun on an M1 Tank has a greater range than enemy
Main Battle Tanks. This allows you to stand off and
destroy enemy tanks with out being engaged by enemy
fire.
* Don't over look the Infantry. They may be slow,
and cumbersome, but once in place, they can deliver
a massive volley of missile fire that can take out
the toughest tanks. Keep them all loaded on your
Bradley's until you need them. This will keep them
alive through an artillery strike. They are also
very good at clearing and defending towns and
villages.
* The .50 cal Machine gun in the TC Out Hatch is a
great light skinned vehicle killer. It can take out
most vehicles on the battle field. Any BRDMs, BMPs,
or BTRs that get to close are easily turned into
fiery lumps of melted steel. When you are in the TC
Out Hatch smoking light skinned vehicles with
.50cal, your gunner is still engaging targets with
the main gun. This doubles your killing ability at
close range on the battle field.
* Beware the fixed wing air support. A-10s (
Warthogs ) and AV-8Bs ( Harrier Jump Jets ) are
great assets on any battle field. They have the
ability to rain missiles, bombs, and cannon fire
down on enemy vehicles with deadly accuracy. When
calling in fixed wing air support, never plot their
strike point too close to your current position or
you could end up with a nasty surprise.