Anyone who’s been playing sims since "the old days"
has heard about the original M1 Tank Platoon. It was
released almost simultaneously with two other tank
simulations: "Tank" by Spectrum Holobyte, and another
– possibly by Activision. Out of these three games,
M1TP earned a remarkable degree of respect from armor fans
around the world, while the others faded into obscurity.
The namesake was SO well done, that it became the "gold
standard" for all tank games up until fairly recently.
Following up on a success like that is no easy task, but
the pieces of a remarkable follow up are all in place in M1
Tank Platoon II.
This sequel is the proverbial "diamond in the rough"
– it has quite a few significant bugs and flaws out
of the box, but it shows remarkable potential. We’ll
cover the game’s ups and downs, but before we go any
further let’s preface the discussion with the
awareness that Microprose has jumped straight to work to
correct outstanding issues. We will soon benefit from that
commitment in the form of a downloadable patch that will
fix a number of things, add some requested enhancements,
and add Direct 3D support.
Let’s talk for a bit about the graphics engine. M1TP2
has the best graphics engine ever put into a tank
simulation – period. Looking at some static
screenshots may not impress the socks off you, and the
claim may seem exaggerated. However, watch the game in
motion and you’ll see that not only does it LOOk
great, it also does several things amazingly well.
First, it gives you eight kilometers of viewable terrain
out to any direction. This distance is not arbitrarily
assigned based on the designers whims. It is –
amazingly enough – done to scale.
Second, is the readability of the terrain. It is very easy
and intuitive to see where the slopes and crests of the
terrain are. You can easily tell when you’re about to
reach the top of the next rise – all the better to
help you establish a hull-down position manually, or
anticipate the next time you may be exposed to enemy fire.
So perhaps you can spot a good avenue of retreat, or
conversely, a nice little "wadi" that you can use to sneak
your platoon undetected into the enemy’s rear.
Third is the sense of depth that you get in the graphics
engine. This aspect is much easier to demonstrate than it
is to explain. Suffice it to say that between the properly
scaled distances, the particular way perspective projection
is done, and the seamless way close terrain blends into
distant terrain, one gets a real feeling of expansiveness.
On a side note, it’s also worth mentioning that you
do get quite an effective sense of speed when you’re
blazing over the terrain at full power.
Overall the closest competitor to M1TP2 in the graphics
engine department would be iM1A2 because of the 4km
to-scale viewable maximum distance. But iM1A2 has clipping
errors in the rendering engine, a mediocre sense of depth,
and no terrain readability whatsoever. Armored Fist 2 has
very good looking tanks, but the voxelspace terrain engine
doesn’t seem suited for this kind of extreme-accuracy
extreme-range rendering. M1TP2 beats both of them in
functional looks and generally in frame rate.
The vehicles themselves are exquisitely
detailed. For example, the M1 sports not only a visible
CITV, but also the guns for the TC and loader, twin radio
antennas, wind reference sensor, vision blocks, even a
spare road wheel hanging from the rear of the turret. The
track and road wheels are also very well animated, with the
road wheel textures getting "dusty" as speed increases,
tracks whose gaps seem to increase as they flip over the
drive wheel.
As the vehicles drive over terrain, they
undulate in a very realistic fashion, but the stabilized
guns stay steady – only moving to face a target or
recoil sharply back from firing a round. Bradley
APC’s can even rotate their TOW launchers into firing
positions and lower their ramps to deploy sprite-rendered
infantry. All turreted vehicles have properly articulated
models – even the mobile SAM and AAA units. Again,
it’s all about a thoughtful attention to detail.
3dfx versions and software versions of the game look
basically the same. The 3dfx version adds a solid framerate
boost. While the game is meant to run well on a P133, I
would still strongly recommend a P200 with a Voodoo1 card.
Gamers used to the flight-sim business for a while know
that you will struggle to score a "guns" kill without a
glassy-smooth framerate, and with M1TP2 you will be on the
gun exclusively – unless of course, you leave the
actual shooting to your AI gunner and play the game from
the TC position.
The graphics do have some anomalies and less-than-perfect
implementations. Explosion artwork is extremely pixellated
up close. The smoke artwork looks a little plain. Trees in
the game are normally done as "tree-fences" which can
normally be driven through – or "tree-boxes" which
cannot. When using the "chase view", the frame rate drops
drastically when large numbers of enemy vehicles –
even if they are very far away.
Furthermore, the Low/High detail selection in the options
screen is a little misleading. This does not change object
detail, the viewable distance, or even the granularity of
the terrain (which actually would be a very bad thing to
change in a tank sim – see our "1998 Armor Survey"
article for more details). Anyhow, what it changes is the
total number of vehicles in a particular battle. Turn it
down, and the game will scale back both your forces and the
enemy forces to reduce CPU consumption. An unusual, if
interesting, tradeoff.
The sound in the game is extremely impressive when
considered properly. To ears perhaps too accustomed to THX
movie theaters, battlefield sounds may seem kind of hollow
and muffled – perhaps even distorted. However, the
sounds are a remarkable reproduction of how the sound of
weapons fire drift and echo across the battlefield.
Someone with a hunting or firearms background will quickly
recognize that the battlefield sound effects either
didn’t come from a sound stage and were recorded
"on-site" or at least they were processed by a very
talented sound engineer. Perhaps the biggest fault among
the sound effects are in the engine sounds of the aircraft.
The continuous sound is obviously looping and is a bit of a
distraction.
Internal sounds are also good. Crewmen will call out
targets and make several different status announcements in
a terse, but effective, manner. It just seems odd that
hearing "Direct hit!" might be the way your crew lets you
know that they all just died. In fact, you can be
commanding a completely dead tank for a little while before
you realize any better. Perhaps having the sim switch to an
exterior view of your "dead" tank might be a better –
and clearer – disruption once you get nailed.
As for other internal sounds, the turbines have a nice
– if perhaps a little weak sounding – whine to
them. There are many incidental sounds that add nicely to
atmosphere: loading the gun, clearing the breach, and
hitting the switch to open the ammo blast doors. These
particular sounds tend to have a bit of a "foley" feel to
them, but overall it’s fair to say that suspension of
disbelief is very good in the sound department.
Guns guns guns!! Let’s talk about them, shall we? Not
only do you get the delicious Rhinemetall 120mm smoothbore
to play with, but you get a 7.62 coaxial machine gun and
the TC gets a .50 cal loaded with depleted uranium SLAP
rounds that carry some serious punch.
Now if you’ve been playing the various M1 tank sims,
you’ve probably noticed that gunnery for the main gun
is rather strange. Each simulation seems to have a
different interpretation of how the gunnery process works.
The original M1 had a "lase and blaze" procedure –
where the fire-control computer handled superelevation, but
you still had to lead manually. iM1A2 uses a
"lase-lase-blaze" procedure for shooting at moving targets.
The computer would calculate lead on a moving target based
on successive ranging lases and compensate accordingly.
M1TP2 uses the "lase-track-blaze" method. This method is
easier than the original’s but harder than
iM1A2’s. The way it works is that you lase the target
for range, keep the sight centered on the target so the
turret rotates at the exact same speed that the enemy unit
is crossing your field of vision, perhaps add a second lase
to refine the range estimate, then fire. Alternatively, you
could simply both lase and track continuously. It works
either way.
M1TP2’s method takes some getting used to. Getting
your initial range estimate isn’t a big deal. The
trick is keeping the sight perfectly centered on the moving
target until you fire. If the sight drifts to the front or
rear of the target, the shot will probably go wide. The way
the joystick response is built into the game, tracking
certain targets accurately can be very difficult. Having a
customizable response curve similar to the one implemented
in Jane’s F-15 would have a welcome addition.
However, Tim Goodlett from MPS informed us that the way
joystick response was done is meant to model the real
tracking characteristics and turret governor of the real
thing. The real M1’s turret apparently has difficulty
tracking laterally fast moving targets far away and up
close, and this does indeed manifest itself in the gameplay
for the gunner’s seat as well. (Ed: In spite of this,
some kind of fix is on the way.
Aside from the technical aspects, the actual gameplay
experience of working the gunner’s seat is very
rewarding. The quality of the terrain engine in the game
makes it easier to understand what is going on, and so far,
no "flying tanks" have been discovered. Firing the gun
causes the tube to recoil sharply back and momentarily
obscure your vision from the smoke and blast, but
afterwards you are greeted to the sight of the shell
gracefully arcing its way towards the target. It will kick
up a dust plume if it misses – and bonus again due to
the way terrain is depicted, if you have a good view of the
ground around the target you’ll be able to
intuitively understand exactly where the shell landed in
relation to your mark.
It can be very difficult to spot distant targets against
the ground texture – although using the thermal
sights are quite helpful here. A nice feature that helps
you optimize your vision through the sights is that you can
adjust the contrast of the sight as if you were passing
various filters over it. If the targeting laser or computer
gets damaged, range can be manually entered or you can
switch to the auxiliary sight – which incidentally,
has incredibly well done range estimation and bullet drop
compensation stadia marks built into the sighting reticles
– making it perhaps the most useful auxiliary sight
put into a tank simulation. It’s extremely difficult
to hit a moving target with it, but stationary targets are
still fair game out to 3000 meters.
As is proper, sabot rounds fly quickly in a flat trajectory
to the target, making them very forgiving against fast
moving targets. HEAT rounds fly in a slow and high lobbed
trajectory – meaning that at long range, the target
really had better be stationary. STAFF rounds are modeled
with a cool "lightning strike" effect – simulating
the downward firing subprojectile striking down at the
target’s top armor. (A mild annoyance here is that
the animation for the subprojectile animation always looks
like it’s detonating 10 meters **above** where you
could clearly see the shell terminate it’s flight).
Another nice touch is that MPAT rounds can be set to
detonate in a proximity-fused method or by direct impact
– depending on whether you’re after
helicopters, ground vehicles, or infantry.
For the record, there are some minor problems with the
gunner’s seat. With my test system’s Microsoft
Sidewinder Force Feedback stick, the button assigned as the
laser does not operate. The joystick’s button
assigned to activate thermal vision rapidly flickers the
view between thermal and visual sight. Also, under certain
conditions, hull-down vehicles or helicopters cannot be
ranged accurately with the laser even if you have a good
line of sight – although this issue is much more
subtle than in say, iM1A2 , it still hasn’t been
completely eliminated.
Also, the laser seems completely unaffected by smoke in
it’s current incarnation. Finally, if you switch out
of the gunner’s seat for even a moment, the AI will
take over and usually switch targets, change the loaded
ammo type, and so on – which is a hassle if you only
wanted to glance at something quickly in the TC’s
position or chase view.
Damage modeling is convincing. If you strike the target
just right, you’ll be rewarded with a nasty sounding
**thump** and the sight of the target bursting into flames,
flinging bits of debris, and wafting a column of smoke into
the sky. These columns are visible for a very long
distance, and after a big battle the field can look like
quite a mess. Sometimes even the turret will be blown clear
off of the hull.
In fact, as you drive by wrecked vehicles, you may be in
for quite a shock as you’ll hear another explosion
come from that direction – although it probably is
nothing more than secondary explosions from ammo cooking
off in the burning vehicle. In other, non-critical hits,
the shell may have struck rounded turret face or glacis
plate at an odd angle and merely deflected off in a flash
of sparks – merely rocking the target by it’s
impact (However, this "rocking under impact effect" is
sometimes overdone – you can swing a tank back and
forth by bouncing .50 cal bullets off of it’s armor.)
Where you hit the tank also makes a difference, both
in distance and hit location. The game notes whether
you’ve scored a hit on the hull or turret, and also
notes what side they were hit on – this affects the
amount of armor facing the shell as well as the potential
for reactive armor to fling an armor plate directly back
into the striking shell as a first-line defense. The
behavior differences between the various ammunition types
are modeled convincingly as well. Sabot rounds lose a lot
of their kinetic energy – and therefore killing power
– the further they fly downrange, so when
you’re facing the front armor of a tank, you may find
sabot useless distances over three kilometers.
Also, sabot ammo tends to punch straight through both sides
of lightly armored vehicles such as APC’s without
doing any terminal damage. It can kill APC’s easily -
just not consistently - and the game shows it. HEAT rounds,
on the other hand, are only marginally effective against
the reactive armor on most Russian tanks, but are just as
effective at any range, making them an interesting choice
for flanking or rear sneak attacks, or effective
APC/infantry stoppers.
The enemy of course, is trying to bag you as well, and
they’ll work at that with a variety of weapons. If
you keep the slanty side of your tank facing the enemy, no
gun in their inventory seems to be able to knock out your
Abrams at anything except very close range, but you still
need to keep moving if you aren’t in a safe position
so to protect your engine, tracks, and other vulnerable
equipment. Your biggest threat comes from ATGM missiles
launched through gun tubes, dismounted infantry, or
APC’s.
These optically guided missiles are something else. When
you hear the scream of a rocket launch, you’re likely
to see a shower of smoke for a moment, then nothing more
than a speck in the distance, but inexorably closing
– wavering back and forth as the gunner tries to
refine his optical lock on you. What’s very
impressive is that you have several valid options of
defeating the missile. You can drive evasively and make
yourself a difficult target. You can turn on the smoke
generators and back into your own smoke.
You can also pop smoke and change position behind the
curtain it creates so the gunner aims at the wrong spot.
Ducking behind a tree or ridgeline works. The "Nerves of
Steel" set may race to try to kill the launching vehicle
before the missile gets too close. Even just hosing down
the enemy with some form of gunfire might distract him
enough to cause a miss. This shows a really good depth and
flexibility of gameplay considerations – and does
indeed make it feel like a human gunner is trying to get
you rather than "a missile has locked on and is tracking".
Now that we’ve looked so closely at the big gun, how
about the others? When it comes to 7.62mm guns in the real
M1, the gunner and the loader can have all the fun. In
M1TP2, the gunner’s coaxial machine gun is heavily
stocked with ammo, and is very effective at cleaning up
wayward infantry. Since it’s inline with the main
gun, getting a ranging with the laser seems to help
superelevate the gun properly and rain bullets from pretty
good distances – considering the tiny caliber of the
weapon, anyhow.
One problem here is in switching between coax and the
"carry round" (The round currently loaded in the main
gun’s breech). Even if you switch back to the exact
type of round as is in the breech, you hear the loader
changing ammo types and have to wait for the whole loading
process to complete. Also, since on the external tank model
the loader clearly has a gun of his own, it would be nice
to be able to tell him to use it when he’s not
immediately needed for his other duties. The lack of it
isn’t a detriment to gameplay, but it would have been
nice to see, all the same.
The TC’s hatch-open gun is one heck of a lot of fun.
You get a fully 3D polygonal Ma Deuce at your disposal. In
a small concession to gameplay, Sgt. Dubose informed us
that it is assumed that all the TC’s .50’s are
armed with the heavy-hitting SLAP rounds, so that you have
a better chance defending yourself against the
heavily-armored Su-25 Frogfoot, which is a mean enough
customer already.
Tank sims were traditionally very weak in implementing this
gun, but in M1TP2, I guarantee that you will use it nearly
every chance you get. The gun has a hefty sound to it,
befitting the giant shells it fires. It kicks up a
tremendous amount a dirt wherever it hits, making it easy
and quite a lot of fun to walk your rounds right into that
group of unwary BMP’s that you just surprised.
There are a few valid complaints about this position.
First, you have no frame of reference for understanding
which direction the gun is facing with respect to the hull
or the turret, and since the gun doesn’t
automatically align with the CITV or the main gun, it may
take a good amount of rotation to bring this gun to bear
– but how do you know when you’re facing the
right way? It’s not as easy as it looks.
Furthermore, the manual promises binocular sights and
night-vision sights, but neither one of these are present
at this point, being relegated to the patch. Finally,
it’s really hard to make out any units on the
battlefield from this position. You have this narrow strip
of horizon where enemy vehicles may appear, and
you’re in 640x480 resolution. Most likely any enemy
vehicle will be only a few pixels unless it’s very
close. Fortunately, all these issues will be addressed in
some fashion or other by the patch the M1TP2 team is
working on, and the "coolness potential" of the TC’s
gun will be fully realized.
Download Saitek
configuration files for M1TP2 compliments of Eric
Tripke.
Download Thrustmaster
configuration files for M1TP2 compliments of Cowboy.
Now the commander’s chair is perhaps the most
frustrating part of the game. Nobody has ever really done a
good job simulating the function and behavior of the CITV
before (although Spearhead may do well in this area). M1TP2
shows the most potential of all the released tank sims to
do a proper job of modeling the tank commander’s
station, but instead of actually commanding the tank here,
it seems more like you’re just along for the ride.
The controls and general use of the CITV are pretty good.
The display quality is decent, despite the fact that it is
only a few inches across on your screen. The controls seem
to be a good simulation of CITV functions. You can set the
sight to automatically pan back and forth 45 degrees. You
can slave the CITV to the GPS, hunt for new targets while
the gunner is working on his current target, or even
override the gunner’s controls and service the target
yourself. The drawback with shooting from here is that the
joystick response for the CITV panning is such that
it’s very hard to accurately line up with a target
without constantly overcontrolling, and basically
impossible to track a moving target accurately enough to
give the right lead data to the computer.
The "turret clock" in the CITV (the device used for giving
you a reference as to what direction the CITV and main gun
are pointing with relation to the hull) is also difficult
to read. As far as the IVIS goes, even using the largest
non-fullscreen view (the 4km setting) hardly lets you
appraise 1300 meters of the battlefield to the north and
south of you. In practice, it means that by the time you
see a target in the IVIS in the commander’s chair,
you probably are too close to do much planning. Better to
just switch to the fullscreen view as often as possible,
(or maybe fight on the east-west axis more) but it
isn’t the ideal solution.
The whole voice communications in this section could use a
little more refinement. It’s not that the voice
acting is bad – it’s actually quite good. But
there are some problems. First off, much like the issue
with the flickering thermal vision (in the gunner’s
sight) pulling the trigger to designate a target finds you
announcing "Gunner, Tank. Designate." about 10 times a
second – it sounds like echoing in a tunnel.
Fortunately using the keyboard designation key
doesn’t cause this problem.
However, the plot thickens. Every time you command a
designation, the TC’s voice says the same thing over
and over again, in the same intonation – "Gunner,
Tank. Designate." He’ll say it if you designate a
tank. He’ll say it if you designate an APC.
He’ll even say it if you designate troops,
helicopters, buildings, shrubs, hillsides, or empty sky.
What would be better is if he would change inflection a
little every so often and perhaps include a larger
vocabulary. Things like "Gunner, Bimp. Designate", or
"Gunner, Helo. Designate" and so on - perhaps even not
saying a thing if you just designate empty space. As it
currently stands, it feels rather contrived.
The smoke grenade controls are a bit off of spec as well.
The manual says that you need to hit SHIFT-BACKSPACE to arm
the grenades before firing. No problem, but the grenades
are pre-armed at the start of every mission! Furthermore,
it doesn’t seem possible to safety the grenade
launchers either. This isn’t exactly a
"gameplay-killer" kind of problem, but it does illustrate
the kind of various little problems and inconsistencies
that can prove to be annoyances in the game.
Some of the frustration of the commander’s position
is in the "TC’s vision blocks" screen. This is a
pretty good idea to help simulate the poor situational
awareness that real TC’s suffer. The problem is the
same as the TC’s open-hatch view. You have no point
of reference to know which direction you’re looking
with respect to the hull. However, the panning is
thankfully much more controllable than with the chase view
– you can control the vision blocks view with either
the mouse or the joystick – it’s your choice.
The thing with the "chase view" is that if your mouse
isn’t quite "centered" when you select it,
you’re suddenly whirling around and around like a
top. Who says an M1 isn’t like a piñata party?
The gunner and loader aren’t particularly fond of
following orders when you’re commanding, either. The
manual says that if you designate a target, the gunner will
service your target right after he eliminates his.
Unfortunately, in my various testing, the gunner seems to
pick whatever targets he feels like and only gets around to
yours when he’s feeling good and ready. It makes you
wonder what’s the point of having such a nice CITV
display. The loader usually ignores whatever ammo you tell
him to put in for the gunner, as well. Seems like
you’ve got an insubordinate crew on board.
A couple things would go further to help improve the crew
coordination, both between the crew of the same tank, and
the crews of the platoon. Having the gunner yell,
"IDENTIFIED!" when he lays the gun on your designated
target would be a nice touch. Being able to order your
platoon to engage the designated targets with things like a
"Engage Left Target First" or "Engage Outside Targets
First" verbal command would enhance the degree of control
you have over the platoon. It would also help expand the
in-game vocabulary to something better approaching the real
thing.
As mentioned before, these issues are getting the attention
of the folks at MPS, and a patch to help straighten out the
situation is being worked on. The loader and gunner are
being sternly reprimanded and we expect them to follow your
orders faithfully after the patch. The "spinning views"
problem will be addressed by allowing you to choose between
mouse and joystick panning. Several possible solutions are
being worked on to improve direction references in the
vision blocks.
The CITV turret clock will be adjusted for easier
visibility. We’ve even heard that some work on the
joystick responsiveness has happened. So while it
hasn’t been exactly smooth sailing so far, we can
look forward to a much more useful commander’s
station soon. Keep an eye on our Armor forum here for
details, and we’ll be sure to post an update after
the patch arrives.
Download Saitek
configuration files for M1TP2 compliments of Eric
Tripke.
Download Thrustmaster
configuration files for M1TP2 compliments of Cowboy.
So far we've covered a lot of ground in M1 Tank Platoon II,
a simulation that has more depth than anything we have yet
seen in this genre, especially because it integrates action
and intelligence never yet attempted in an armor
simulation. The integration of troop control and the
tactical dimension of troops and artillery and air support
is quite well done. And graphically, while weak in a few
areas, its very involving.
However, we haven't yet RATED the game. We decided to take
the unusual step of waiting because Microprose got on the
bit immediately with work on a patch, and have also taken
unusual care in communicating with waiting gamers on the
development of that patch. We really want to applaud their
responsible and rapid response. The bugs that are present
are annoying, to be sure, but Microprose had not only
promised to kill them in short order, they have also added
some highly requested features. We will post an update on
the patch mid week and we will also rate this game along
our established scale. Now back to the review!
In addition to the areas mentioned to date nnother area
that is disappointing is the driver’s position
– or more precisely, the total lack of a
driver’s position. Microprose seems to have decided
that since the real action is between the TC and gunner,
the driving is best left to the AI whenever possible and
they have simplified the manual driving options. In all
fairness, the AI driver is relatively competent at finding
positions to place itself in, but tends to temporarily face
your rear armor towards the enemy more often than a
commander would normally do, and naturally the AI
can’t quite guess your intentions. What do you do?
Your other option is to drive the tank manually, but
unfortunately, manual steering is done in 30 degree
increments. This aspect isn’t a deal-breaker, but
some players will certainly miss the direct control and
entertainment value of manual driving. (I mean, how much
fun is it to try to run over enemy infantry by shouting
"Turn Right! Turn Left! at your driver?") Seriously though,
a good terrain engine like this deserves giving the player
the option of hopping in the driver’s seat if he so
chooses.
Speaking of options, M1TP2 is surprisingly short on them.
In most of the favored sims these days, you have a
tremendous degree of latitude as to exactly how you want
things to work – to really customize the game to your
taste. When you consider that M1TP2 was released
simultaneously with Jane’s F-15, the amount that you
can personalize the game is unbelievably limited by
comparison. As I mentioned before, you shouldn’t be
able to change the terrain detail in a tank sim, but
perhaps giving the player’s choices on things like,
say - whether or not you get to have SLAP ammo in the
TC’s guns and whether or not your units will engage
soft targets with the main gun at close range - would be
nice in letting the players have more say in the behavior
of their game.
The strategy map is very potent, but it seems to take the
hands of a surgeon to use it most effectively. Here you can
control any unit’s or platoon’s standing
orders, call in support strikes, plan your moves, or just
take a quick look at your overall situation. The options
here are actually very good – better than any
previous game of the genre by quite a bit. You can assign
waypoints, formations, standing orders, engagement
procedures, assembly areas, and even what direction the
units should face to watch for the enemy.
The trick is that it’s much too easy to accidentally
muck up your previous waypoints in the heat of battle and
have an entire platoon turn exactly the wrong way at the
wrong time. You have to have a steady hand to make the
right mouse clicks – something you really don’t
have time for if you’re trying to keep your own
platoon safe in the middle of a pitched battle.
Perhaps some simple keyboard shortcuts in
the planner or the ability to radio orders to the other
platoons without using the planner would help. Even a
Jane’s F-15 style "plan while paused" mode could help
prevent a mis-click from spelling disaster. Having said
that, the great flexibility of the strategic map is very
much a welcome feature.
The campaign system is very reminiscent of iM1A2’s
pseudo-dynamic campaign. All the missions fall under one of
several generic categories, but generally tend to play out
more or less the same way – the main difference is
whether the enemy will wait for you to come to them or if
they’ll aggressively hunt for you. Your success or
failure will move the local battlefront forward or back.
The advantage here is the lack of canned missions that get
old so easily. The downside is that there really
isn’t much variety to the missions at all. The makeup
of your forces, enemy forces, and supporting units will all
change, but it basically boils down to "kill the enemy
armor with minimal casualties". It would have been much
nicer to design in a greater variety of missions –
things like attacking entrenched infantry, assaulting a
defended airport, perhaps even clashes that require
infantry platoons such as urban combat or extreme terrain.
Nevertheless, the existing campaign is far
better than a series of canned missions in offering
replayability, and the different terrain types in the
various campaign areas helps change strategies, as well.
So what is the deal with the infantry? Well, simply put,
M1TP2 has the best infantry put into an armored combat sim
to date. iM1A2 represented infantry in a fairly comical way
by having them represented as a cardboard-cutout sign that
tips over when you shoot it.
Fortunately, M1TP2 does an infinitely better job. At the
stopping point, APC’s will open their loading doors,
and a five or six man unit will disembark and form a firing
line alongside their vehicle – usually four riflemen
and someone with a shoulder mounted SAM or ATGM.
Each man is individually animated, and the way they embark,
disembark, or go prone is pretty impressive –
especially when viewing from few kilometers away through
magnification. As is appropriate, infantry are difficult to
see, unless the APC next to them tips you off to their
position. I’ve lost a platoon to infantry that
– by coincidence or by design – were hiding
among the buildings of a village without any enemy vehicles
around to give away their presence.
Click for a larger image.
You have to wonder what the value of plain old riflemen is,
though. They can’t be expected to damage hardly
anything except other infantry. They can’t get close
enough to enemy mechanized infantry without getting cut to
pieces by the APC’s autocannon or an artillery
strike, and with the exception of that one previously
mentioned event, I haven’t seen enemy infantry
without an APC escort.
I’ve heard that they are useful as forward observers
as the enemy is less likely to spot infantry units. If for
no other reason, it seems that riflemen are present for the
sake of authenticity, which is well and good, but it would
be nicer if there were scenarios in which they could be put
to better use than as expendable scouts. In the meantime,
any soldier toting a missile is a genuine threat.
The AI is a weird mix of very good and not so good. The
game states that the Russian (or Russian-trained) forces
follow their particular military doctrine of maneuver
warfare. Indeed, it does seem that way. You will find that
the longer you stay in one place, the more organized and
effective enemy units become – to the point where
avoiding getting flanked becomes nearly impossible.
There is some degree of self-preservation AI built into the
system. If you start accurately raining shells onto an
enemy platoon the survivors will sometimes pack up and get
the heck out of there before you come up with their number.
Even enemy AAA vehicles will fire on you relentlessly, if
only to buy time for other units to retaliate. Eventually
you learn that the best method of survival is to not give
the enemy time to coordinate their attacks, which makes
perfect sense. You end up playing a kind of hit-and-run
game, which if done properly, can ruin any well-laid plan.
One nice feature of the AI is that it’s not
omniscient. In far too many games to count, the enemy
always knows where you are by merely sneaking a peek at the
computer’s records of your coordinates. Those AI
systems literally cheat. M1TP2’s AI is much more
human than that. It bases its estimates of your location
based on where you were last seen. For example, in one
mission I was holed up trying to simply face off with any
unit that approached – and I was paying the price for
it. I finally took my two remaining tanks and skedaddled
forward through a depression that hid us from view, then
eventually I made an abrupt left.
As soon as I crested the rise, what did I see but at least
three full platoons of mechanized infantry all disembarked
– all guns and firing lines facing my old position
– about 90 degrees the wrong way! Suddenly, the
gunner on a BMP spots me, and his turret rotates to face
us.
Too late – we both commenced rapid
fire and the scene before us broke in total chaos as some
units tried to redeploy, other units tried to engage us
directly, and yet others just turned around and ran. Just
an incredible massacre, but everything that happened made
good sense, which is far more intriguing than artificially
skilled or cheating enemies. It has the human element to
it. Speaking of which, don’t get too close to the
coordinates where you call in an airstrike. Fratricide is
entirely possible if you get sloppy!
The downside of the AI is that it’s not always making
good sense. Sometimes units will engage with the wrong
weapon. I stumbled into three platoons of enemy tanks who
all had me by surprise, but they simply refused to engage
with anything other than their machine guns. Sometimes the
enemy simply won’t fire on you when you know they
should be. The other tanks in your platoon frequently waste
precious main gun ammunition when they could just as
effectively use the commander’s .50 or even the
coaxial machine gun. The system which gunners and loaders
employ to choose what ammo to use is based on range –
when perhaps the appropriateness of the target type would
be a better choice.
As it is you have to order tank platoons to hold fire if
you don’t want them wasting STAFF and MPAT rounds at
long range, especially when you might need them later for
particularly difficult tanks or helicopters. (The best
workaround for this is simply to wait until you get to a
closer range before clearing your platoon to fire –
but the ideal solution would have been to develop some way
of setting the policy for what kind of conditions merit
using what kind of ammo.)
So how does it all boil down into gameplay? As long as you
stay out of the TC’s seat and can forgive the other
bugs (at least until the patch arrives), M1TP2 is the best
tank simulation ever made for a home computer. Take the
beautifully detailed units, the stunning terrain engine,
the thoughtful sound effects, the flexible strategy map,
the good parts of the enemy AI, and the quality gunnery
model and what you have is nothing less than a step forward
in the evolution of armored combat simulations.
This is not to disregard the seriousness of the bugs in the
game. They are a real problem. However, Microprose’s
willingness to take responsibility for the problems and
responsiveness in developing a patch to fix them makes this
writer willing to give the company the benefit of the
doubt. Whether this faith was indeed justified will be seen
after we get the patch, when we’ll post an update and
our final ratings.