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.
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.
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.
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.
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.
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.
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.
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 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
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.