From: mpeck@erols.com Subject: East Front: Initial Review I've been playing East Front for about 24 hours, and here's my initial advice. Don't put away your Steel Panthers games just yet. There's a lot of interesting things to this game, but there's a slew of problems and questions. In essence, the game is not a Steel Panthers done right. It's really closer to a cross between X-Com and a platoon-level board game like Panzerblitz. That's neither good nor bad in itself, but you should keep it in mind when you evaluate the game. Here are my thoughts on East Front: 1. Turn sequence. I was shocked to see that EF is an IGo-UGo system. After all the deserved bashing of Steel Panthers for using that set-up, I thought EF would be something different. Now, within the context of sequential play, EF does it well. Opportunity fire, for example, seems more consistent and realistic than in SP. Units are also given action points to spend between fire and movement as they choose. It actually is reminiscent of X-Com, and it works well. Sequential play never bothered me too much, and if you don't mind its reality shortfalls, you'll probably like this system. 2. Graphics and speed. Right off the bat, EF demands 16-bit rather than 32-bit color for optimum play. Now, I'm not addicted to eye candy. But I would like to finish Panzer General 2 (an excellent game) while I play EF. That means I'll have to switch graphics settings and restart my computer each time, or play PG2 with inferior visuals. As for speed, the game is slow. Period. It can take several minutes for the computer to make its move, and that's on a Dell P200 with 32 megs. Setting your display for 16-bit will speed it up substantially. As for the graphics themselves, they're attractive 3-D renderings. My only complaint is that unlike the bright uniforms in Talonsoft, the green and brown colors of Soviet and German units blend much too easily into the terrain. It's often easier to work from the abstract 2-D strategic display to get a sense of where everyone is. 3. Game mechanics. There are a lot of questions to this game, many of which could and should have been answered by one of the skimpiest manuals I have ever seen. The first question is at the heart of any modern tactical game: Does moving reduce the effect of my shooting? The manual doesn't say, and I can't tell from the game. My impression is that it doesn't and you can move and then shoot (or vice-versa) as long as you have action points remaining. Now, if this is the case, it's a very, very interesting design decision. Perhaps freely moving and shooting doesn't make a difference over a six-minute game term, but it just seems strange in a platoon-level game. Also, as far as I can tell, EF doesn't distinguish between your chances of hitting a target, and your chances of doing damage. Put your cursor on an enemy unit, and you see one combat number which the manual doesn't explain. So if I don't do damage, was it because I couldn't hit a target at that range, or because my shells bounced off? In a board game like Panzerblitz, it seems more practical not to make a distinction. But I would think a computer game would easily be able to handle it. Incidentally, as far as I can tell, there's no defense strength listed on any unit stats. It makes it harder to compare weapons. 3. Manual. As I've said, the manual is execusable. The game mechanics are basically described in six pages, which makes the manual of SSI games look encyclopedaic. There's not even a detailed tutorial walk-through. Not only is it insufficient in terms of explaining game play, it also doesn't satisfy the natural questions that crop in an intensive tactical simulation. For example, what are the effects of entrenchments? I don't need detailed formualas, but some details would be appreciated. As for artillery, it seems like any hex can be attacked with indirect fire as long as someone can spot for it. Does this mean that the rifle squad can call in artillery as quickly as regimental HQ? Platoons are rated for morale. What does morale mean? Is it like experience levels in Steel Panthers, which affect fire accuracy? Or does it just reflect a unit's chances of retreating? Display. The EF interface is fairly similar to Talonsoft's earlier Napoleonic and Civil War games. Too bad that World War II demands something a little better. For example, there's no unit roster a la Steel Panthers that gives basic unit stats. That lack wasn't so bad in Talonsoft's Napoleonic games, where you only had infantry, cavalry and artillery. But there's a lot more unit variety in EF, and some way to quickly survey the essential details of your troops is sorely needed. In addition, there's no Target button to cycle among the various targets that a unit can shoot at. Steel Panthers and Tigers on the Prowl had this option, so it's nothing new. But it would speed up EF immensely. Conclusion. I've focused on the negative aspects of EF because it was so ballyhooed on the Net that I expected something a lot more polished. In reality, the game looks interesting and it looks like something that a lot of attention was lavished upon. In fact, it looks like a game designed by grognards for grognards, with the assumption that players would know enough about World War II armored combat to figure everything out themselves. But the be-all and end-all of tactical games? I don't think so. There will be a place on my hard drive for EF. But I'll still save space for Steel Panthers III. Mike