Panzer General 3D: Assault: Review - Page 1/1


Created on 2005-02-09

Title: Panzer General 3D: Assault: Review
By: Len 'Viking1' Hjalmarson
Date: 1999-09-27 2538
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

  A couple of years back Panzer General II appeared, an excellent follow up to a very successful war/strategy game by SSI. Now Panzer General is brought into the 3d world, but with a signficant shift in gameplay style.

opening Screen

The original PG series echoed the early board games, using flat maps and two dimensional units moving on a hex map grid. But in the new version, terain has become three dimensional, and objects (towns, tanks, aircraft) are similarly 3d.

Now the battleground has a realistic feel to it, mingling the action game sensation, and you can spin the map or zoom in and out, and the enemy no longer simply appears on hexes, but drives or flies to engage you, complete with sound effects and dust rising from the tracks or flames issuing from guns.

The game is not real time, so you make your moves (issue orders) with your set pieces, and then click the button to take your turn and watch the battle unfold. Animations, as above, give that real time action game feeling, but you have the option of turning them off in the preferences, or bypassing individual ones with a mouse click.

Gameplay

Panzer General Assault portrays World War II in Western Europe and Africa, offering both individual battle scenarios and campaigns. If you've always wanted to take a crack at Operation Market Garden (made famous by the movie, "A Bridge Too Far"), here is your chance. At least in the historical scenarios you know what you're up against!

Select Leaders

The change over the earlier PG series is singificant, and is in the way the armies are portrayed. The earlier series was unit focused; Panzer General Assault is leader focused. When you enter a scenario or campaign, you select leaders to command and then give each one oversight of a particular unit (and thus a certain kind of equipment.) You may choose to assign a leader from one branch a unit from a different branch, but their performance suffers.

 

Leader

Furthermore, the more experience a leader has, the greater the number of commands he can issue to a unit in a turn. In other words, strategy now comes into play even before the fighting begins. You may choose a highly experienced leader, but he will then occupy more "slots" in your roster. Will you choose more green leaders, or fewer experienced? Similarly, the units they command vary in quality and ability, and better units can do more in a turn.

Campaign Mode

A New Battle System

The battle and command system has also changed and expanded, granting new tactical depth and also increasing the learning curve. The basic commands remain (move, shoot, rally, resupply, etc.), but as leaders gain promotions and increase in rank they can issue a range of "veteran," commands. These commands in turn vary with each unit.

For example, you can order a mechanized unit to patrol, or tell your fighter-bombers to seek cloud cover. You can even use your fighters as "eagle-eye" recon units, and command your fighter-bombers to use their special tank busting abilities. Veteran Recon orders include the ability to act as Forward Observer for your artillery, and Veteran Artillery orders include the ability to Plot and Saturation Plotting, increasing firepower and effectiveness. The complexity and flexibility of engagements has increased dramatically in PG Assault.

With the focus shifting to leadership, the campaigns themselves now follow the careers of the most famous generals. You'll find Patton, Rommel, Kesselring and Montgomery here, as well as a bunch of others.

  Operation Market Garden

I spent three of four hours with a late beta this past weekend, diving into the Operation Market Garden scenario, as well as trying my hand in a campaign. A tutorial is included, and the manual guides you through the movements step by step, a great aid to getting your feet wet. I found the gameplay involving and interesting, and discovered early on the importance of recon and intelligence! I found the interface effective and relatively intuitive.

Single Scenario
Single Scenario Interface

Tutorial

As you can see, selecting an individual unit causes the unit placement on the map to be highlighted in yellow, with your movement options highlighted in green. For motorized units travel distance is determined by terrain, ability, damage, leadership, and type of unit. Air units can travel great distances, obviously.

interface
Command Interface

The screen above shows most of the control interface, which varies depending on the type of unit selected. In this case I have paratroopers selected, and my current options are patrol, entrench, or camouflage.

Unit Attributes
left Half of Unit Card

Right clicking on a unit brings up the Unit Card. In the case above I have selected a fighter-bomber unit. The green dots immediately below the image indicate that this unit has taken no damage. The yellow dots to the right indicate that the unit has no attack ability or movement ability left in this turn. If some of the movement and attack dots were green, that would indicate usability.

The icons at the bottom of the card display the unit's statistics, and the higher the number, the better the rating. From left to right are the Hard Attack Rating, then the Defense Rating, Air Defense Rating, Attack Range Rating, Soft Attack Rating, Air Attack Rating, Spotting Range, Move, and Ammo Supply.

 

Paratrooper

Those Air-Lift Conundrums

The only puzzle I was left involved the use of paratroopers. For the life of me I couldn't find a way to get my paratroopers moved the required distance. The game seems to limit movement to 18 hexes, and that simply isn't enough distance to get from the base camp to appropriate positions across the Rhine. I didn't read the manual exhaustively so I may be missing something on this one.

Strategic Map
Strategic Map

While in the game you can also select a strategy map view. If you have "fog of war" turned on you won't gain any information that you shouldn't have, like the position of hidden German units or units occupying towns where you don't have any troops or Intel.

One example of careful thinking in interface design appears when you move to target an enemy unit. A cursor appears over the target, with numbers on both the left and right side.

Targetting
Attack Reticle

The number at the left represents estimated friendly losses; the number on the right indicates estimated enemy losses. The figure is not guaranteed, and can be altered by special abilities or unknown factors. After the attack battle results are indicated for both sides. This simple method gives you a quick way of assessing risk factors vs potential benefit.

Naturally, Panzer General 3d Assault has multiplayer abilities, and up to four people can play over a LAN, via TCP/IP or using the Mplayer service. Panzer General 3d Assault has already gone gold and will soon be on a shelf near you!

Download the demo by clicking HERE



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