Panzer Tactics DS
Innovation is obviously severely overrated. Consider the buzz generated in the grog community when news of Panzer Tactics for the Nintendo DS first hit many moons ago. “It looks like Panzer General!” And then a few bits of actual gameplay information leaked, leading to a chorus of “It seems to play like Panzer General!” Suddenly forty year old gamers who previously wouldn’t have been caught dead with a system that could also play Pokemon were taking an active interest, entirely due to the fact that someone was reimagining a decade-old classic beer and pretzels wargame.
It would be nice to say that Panzer Tactics is really not Panzer General 2007. There’s something annoying about the fact that if a light wargame features hexes and strength points then it must be like Panzer General. Why can’t they be like The Perfect General? But for gamers all over the world Panzer General has been forever burned into their consciousness as digital BAP personified, and thus every other digital BAP since then must be compared to it.
And in this case…well, yeah, it is pretty much Panzer General 2007. But it’s not simply an exact copy ported to a handheld system for on the go wargaming. Remember when John Travolta’s character in Pulp Fiction was talking to Samuel Jackson’s hitman about the differences between Europe and the United States? The little differences? That’s what you’ll notice between Panzer Tactics and Panzer General. The little differences.
No question at first glance any veteran of the original Panzer General series will feel right at home. You command a core army that gains experience and carries through the campaign, while auxiliary units (read: cannon fodder) are provided to you on a per scenario basis. What the units actually represent (Divisions? Corps? Companies?) is never provided, and while the size of the maps will vary in terms of what they represent, unit statistics remain constant providing no hints. Units are rated for various combat roles, experience, movement, fuel, and ammo. Staying power is the familiar strength/hit point scheme.
Controlling these units is as easy as tapping on the unit (you can pretty much play entirely by using the stylus, which is quite nice), which highlights hexes the unit can reach. Tap or drag to move your units, and then if there are any targets in range after movement (you can move and then fight, but cannot fight and then move) make an attack. Other possible actions during a turn include resupply, purchasing new units, and rebuilding damaged units. All of these consume fame points; fame points are earned at the end of a victorious scenario based on your performance and within scenarios by taking objective hexes.
So far Panzer Tactics sounds like an exact clone of Panzer General, right? Well, let’s talk about the little differences now.
Like Panzer General the ultimate enemy is time. Each scenario has a turn limit, usually quite ample unless the player purposely turns it into a recreation of the Somme, and how quickly the player wins the scenario impacts the fame points added to his running tally. Unlike Panzer General the player is also faced with another loss trigger besides running out of time, that being the loss of core units. Scenarios will dictate how many core units you’re allowed to lose, and regardless of how well you’re pushing your panzers forward, lose that many core units and you’re kaput.
In Panzer Tactics each scenario will have a primary objective and a secondary objective. In a nice change of pace these objectives are not always simply taking certain hexes, but can include such conditions as destroying certain enemy units. Completing primary objectives will win the scenario, but secondary objectives usually provide some sort of bonus, although what the bonus will be is never spelled out until the objective has been achieved. You may immediately earn fame points, or find that in the next scenario your supply costs are cut in half. Secondary objectives are almost always worthwhile to pursue.
Units are the usual suspects of a ETO game, and are impressively diverse. Panzer Tactics definitely doesn’t cheapen your experience by providing only a handful of unit types to command or go up against. Two interesting units added to the mix are Officers and Commandos.
Officers are not units per se, but attachments to core units that provide the unit they are attached to, and units within a certain radius, a unique boost to certain characteristics. While extremely expensive to purchase, Officers in the proper location at the proper time can make a huge difference.
Countering Officers are Commandos. Commandos are able to assassinate enemy Officers. Additionally, they can demoralize a target, reducing their combat effectiveness, or sabotage a unit immediately causing that unit to be out of supply. While sounding like great units to wreak havoc with there is a catch to them. They can only perform one of those three missions each time they leave your headquarter hex, and in order to ready their next action they must return to HQ. Like Officers, the appropriate use of a Commando unit at the suitable time can easily turn the tide of battle.
Oh, another neat unit idea are special abilities and attacks, which are earned through experience. These allow units to break the game rules, adding a little more chaotic flavor to the unit mix.
The meat of Panzer Tactics are the campaigns. There are three campaigns (German, Soviet, Western Allied) that can be played in any order, although each one is progressively more difficult. The first campaign, the German, takes the player through the Heer’s high water mark, while the Soviet and Allied campaigns begin soon after. Besides the campaign there are tutorial training scenarios, multiplayer scenarios (untried), and also individual campaign scenarios that are unlocked for single play by campaign progression. What’s unfortunately missing is a skirmish/random scenario generator.
Scenario maps look nice, and within the confines of what the game has to work with, are fairly representative of the battlefields they’re supposed to be. By no means is this Google Earth, but cities and terrain can be found in the proper places, so it’s not like you’re battling over some generic mishmash of terrain that’s supposed to Belgium.
Overall Panzer Tactics looks and sounds good. Since the developer is European players are spared crap like big eyed tank crewmen and exaggerated units for a more realistic approach. There are some problems with differentiating between types of similar units due to the tiny screen, but there’s no easy way around that. Music is appropriately martial in nature, and thankfully there are a few tunes so you’re not stuck listening to an endless loop (hello Puzzle Quest!).
The scenarios that make up the game are an interesting lot, with plenty of challenge to be found thanks to the varied objectives each one brings to the table. For example, in the Crete scenario the player begins with a set auxiliary force and no core units. Until the Germans are able to take their first objective, the Maleme airfield, your core units (and in fact, additional units in general) cannot be brought into the scenario. So, just like a game of chess, the fate of the entire scenario hinges on how well the player performs their initial moves. Can the airfield be secured with a handful of paratroops and support units before the British mount a counteroffensive?
The AI in Panzer Tactics is pleasantly intelligent. It will pick appropriate targets, particularly favoring low hanging fruit such as your helpless trucks moving infantry and artillery. The AI will pull injured units out of the fight to rebuild their strength, and will recapture lost objective hexes if they are left open. That’s not to say it won’t pull a boneheaded move at times, such as advancing a unit out of a objective hex and leaving it wide open. Although to be fair this only seems to happen with secondary objectives, and never primary.
A typical scenario provides quite a bit of gameplay, with some scenarios lasting a good two hours or more, depending on how carefully you enjoy strategizing. Even when replaying a scenario and having a plan of action in place don’t expect to breeze through it on a coffee break. In an era of five hour first person shooters Panzer Tactics provides welcome gaming longevity at the expense of battery power. Expect to charge your unit on a daily basis while Panzer Tactics is nestled inside.
Besides sucking the battery dry the problems of Panzer Tactics are rather negligible. It’s a little too easy to accidentally complete a unit’s turn when in reality you were still deciding who to attack. While no fan of constant pop-ups, in this case having a pop-up to verify if you’re done with a unit would save some grief. It would also be nice to have a little more information on some of the mechanics. As it stands when you resupply or rebuild it costs a number of fame points, although there is no way of knowing how much it will cost. Having this more transparent would be helpful, particularly since the manual can only be described as adequate. Finally, there is no advance after combat (nor does it appear that anyone ever retreats due to combat). Since each turn counts against the player it’s rather annoying to clear out an objective hex but have to wait another turn to actually move into the space.
Panzer Tactics is a great addition to any strategy gamer’s library. Is it enough of a killer app to pick up a DS if you don’t already own one? Depends on how much you like the Panzer General style of play. Of course there are also many other excellent DS strategy games out there, and more on the way. You can find a discussion on this over at Troy Goodfellow’s blog. And hey, portable strategy gaming that can fit in your pocket should be a train everyone would want to ride.
Hopefully Panzer Tactics will do well and we’re looking at the start of a brand new series. But hey, next time, how about something we haven’t seen before? Ancient Tactics or Napoleon Tactics sound intriguing to anyone else?