A Kharkov Sneak Peek...

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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A Kharkov Sneak Peek...

Post by Erik Rutins »

More official info will come soon, but here's a quick look at a few of the things that are on the way...



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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

Second sneak peek screenshot...

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

And the third and last screenshot in this brief sneak peek. Feel free to ask questions!

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RE: A Kharkov Sneak Peek...

Post by Prince of Eckmühl »

I realize that the screens above cite examples of how Kharkov is distinctive from Operation Winters Storm, but could you list the differences for us? [:)]

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

Will do, PoE, I'm working on just such a list right now, along with a few more screenshots. There's a lot to talk about as far as improvements go.
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RE: A Kharkov Sneak Peek...

Post by ravinhood »

Will this one have a random battle generator or quick battles like Combat Mission??
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RE: A Kharkov Sneak Peek...

Post by general_solomon »

I like the improvements already.  please keep the screen comming. 
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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

ORIGINAL: ravinhood
Will this one have a random battle generator or quick battles like Combat Mission??

Not like Combat Mission, no - there's no front-end to generate quick random battles. Panzer Command differs from Combat Mission in a lot of ways though, in some ways it's more flexible, in other ways not. This is one area where we have not yet had the time to implement something as user-friendly as their full quick battle generator.

With that said, we do provide some quick battles where the force mix is comprehensive and much larger than the available points, with the intention that the battle be used to create a variety of skirmishes between different forces on that map.

There is also a greatly enhanced scenario editor included with this version, thanks to the tireless work of John "Laryngoscope" Sestan. Scenario design time is a fraction of what it was in Winterstorm as a result and with the many new maps, I think creating a new "random skirmish" scenario with the forces and map you want is actually pretty darn fast, like say 15 minutes or so.

More info coming...
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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

ORIGINAL: general_solomon
I like the improvements already.  please keep the screen comming. 

Another batch incoming right now!
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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

Ok, here are a few more sneak peek screenshots with commentary included in the images. Not intended to be comprehensive, just some previews to whet your appetites...



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RE: A Kharkov Sneak Peek...

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A quick shot of a light mortar team...

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

As with the original Winterstorm, the two campaigns are true campaigns that follow from one scenario to the next with the same core forces from the start of the Kharkov battles until the end, for each battle group. Experience, medals, special abilities, replacements, auxiliary/reserve forces, etc. What they experienced, the battlefields they fought on, it's all there.



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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

We re-vamped the relative spotting in Winterstorm. It's still relative, but now even more detailed and accurate and we added a new feature that makes it easy to see what each of your units can see.

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RE: A Kharkov Sneak Peek...

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A quick shot of initial deployment and orders...

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RE: A Kharkov Sneak Peek...

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An example of the LOS system in action...

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RE: A Kharkov Sneak Peek...

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Looking at some of the first 40 seconds of action, with the view all moves and targets option turned on.

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

Infantry was spotted and identified a bit too easily in the original Winterstorm release. We improved this for Kharkov when we overhauled the LOS system. Despite the close range, the Germans still don't have full info on the Soviet defenses in the next line of woods.

For those wondering, Kharkov will be a stand-alone release, so you don't need Winterstorm to play it. HOWEVER, if you already own Winterstorm, you'll get a substantial discount off the price of Kharkov with its scenarios and campaigns and will also get free an updated set of Winterstorm scenarios and campaigns to play with the updated Kharkov engine.

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

To conclude this set, a view of the imposing German spearhead from the Soviet positions...

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RE: A Kharkov Sneak Peek...

Post by Mobius »

ORIGINAL: Prince of Eckmühl
I realize that the screens above cite examples of how Kharkov is distinctive from Operation Winters Storm, but could you list the differences for us? [:)]
PoE (aka ivanmoe)
One big thing is the relative spotting. Click on a unit and you see only what that unit sees. No hive-mind sighting. WS had that type of sighting but relative targeting. Now sighting and targeting go hand-in-hand.
Another is the scenario editor. You can make a quick scenario in about 5 min.

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RE: A Kharkov Sneak Peek...

Post by Erik Rutins »

Actually, WS had relative spotting also, but it was not done as well as in Kharkov. It also didn't have the feature where it would only show you the enemy units a selected unit could see, so for many it seemed as if it was only relative targeting. Under the hood, the sighting was always relative, but in Kharkov it's also more accurately resolved and easy to see from the user's perspective.
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