Erik Rutins -> Panzer Command FAQ (2/17/2006 9:27:53 PM)
Here's some basic info on Panzer Command, which as of this posting is in a late Alpha state, to help answer your questions. Please keep in mind that info and screenshots at this point are all from an Alpha build.
1. What other games is this like?
Well, it's a 3D tactical game, so comparisons to Combat Mission will be inevitable, but it's not designed to be the same. This is designed to appeal to grognard wargamers, but also to less hard-core gamers who want to dip their feet in some wargaming. In other words, this does not intend to be the War in the Pacific of tactical games or the next CM, but it's way more historical than non-wargames and very enjoyable. If I had to compare it to existing games, I would say more of a cross between Close Combat and Panzer General (because it has campaigns).
Panzer Command: Operation Winter Storm is turn-based (each turn consists of two 40 second phases, the first for orders, the second for reactions and targeting) and has a great PBEM system for head to head play. There is a German and a Soviet campaign and all the campaign battles can be played as set battles as well
2. What's so great about it?
3D World War II Tactical Combat! Germans and Soviets! A historical operation that had the opportunity for offense and defense for both sides in the midst of a strategic turning point for the Eastern Front. This game has some splendid visuals in addition to having historical stats and tactics. It also has a campaign for each side, which allows your core units to follow from scenario to scenario, possibly gaining experience and medals or losing experience if you fill them out with replacements. In addition, the game data is in XML format and is thus easily moddable based on your preferences, the game art is also accessible and designed to allow user customization. A skirmish level will allow you to mix and match forces from the campaign in a fictional battle set in the same time frame.
3. What units are included?
Stat-wise, we've included pretty much everything to make modding and future expansion easy, but not all will have active models in the game for this campaign. In some cases, it's as easy as editing an XML file to get something in (for instance a new infantry type). Here's what should be in and working at release (subject to change):
Sd Kfz 250
Sd Kfz 251
PaK 38 Anti-Tank Gun
PaK 40 Anti-Tank Gun
Off-board Artillery (Guns, Mortars, Nebelwerfers)
KV-1 Model 1941
ZIS-3 Anti-tank Gun
ZIS-2 Anti-tank Gun
45mm Anti-Tank Gun M1942
Off-board Artillery (Guns, Mortars, Katyushas)
I may have missed a few, but you get the idea...
4. What kind of stats are we talking here?
For example, let's take a T-34 M1941. It's rated for Front/Side and Rear armor in twelve different positions. Let's take one of the three Turret positions, where it has a "7r / 6 / 5" rating. That means the Front armor is 7 (Rounded), side is 6 and Rear is 5. The game calculates where the shots are coming from and rolls to see which part of the tank was hit. The 76.2mm/L42 cannon it has is rated for a ROF of 4 and has stats for accuracy and penetration at various range bands and for various ammo types. Each ammo/gun combo also has a rating for its destructive power once it actually penetrates as well as its chance to stun the target on a hit.
Infantry is rated based on its aggregate firepower at various ranges. There is also a morale system with stats varying by unit and nationality, an experience system, sighting, etc. All of this combines to make for a realistic gameplay experience, though you don't need to delve into the stats and tables in order to play.
5. How about a screenshot?
Sure, I'll post a few in this thread shortly and there will be much more info to come as we get closer to release. Thanks for your interest!