From: Paul Blankenship Subject: comp: Panthers in the Shadows I've had this game for a week now and told a couple folks that I would do a 'review'. Requirments: Processor: 25megahertz+ Ram: 2megs+ Display: VGA Drive: 4 megs HD space needed Mouse: required General: Panthers is a tactical level game of combat on the western front from 1939 to 1945, it can be used to game engagements involving Geran, British, French, American, Italian, and various other western front participants (including the desert war). Each side can have up to two battalions on a map that can range up to 80 hexes across by 50 hexes up and down. Each hex is 100 meters across, turns are 1 minute long, and individual units are generally platoons. Sequence of play: The game is played by entering the orders for your troops and then watching your orders being carried out. The execution phase consists of an airstrike, arty, surpise fire, defensive fire, and finally a movement phase. Entering commands is a simple point and click affair which any computer gamer should pick up the nack for in very little time. Features: This game encompases a wealth of detail. Sighting takes into account the range to the target, the general level of vegitiation in each hex traversed, the level of lighting, and the amount of smoke and wrecks in the target hex. The effect is that enemy units change from sighted to not sighted without even leaving the hex they are in, especially if you have destroyed other units in the same hex. Attack resolution is resolved down to individual rounds fired. When firing at vehicles the system takes into account the angle the shell hits the vehicle from and calculates such things as ricochets and bounces off of the angle the shell hits at. There is also a chance given to each shot that it will hit a weak spot on the target (I had a couple panthers get plastered from shermans at medium range because of this I think). Firing at infantry is checked through a similarly complex serious of calculations - I just don't remember them. The results of fire on vehicles can be set by the player to be reported in detail or generaly. The results of fire on infantry are never reported as anything more then 'no effect' or 'probable effect', and the more obscured the target is the more incorrect your information will be regarding enemy infantry losses. Movement is handled pretty much standard, units can be given objectives or told exactly what path to take. The only unusual feature of movement is that vehicles can be given a speed at which to travel, and the faster they go the better chance they have of breaking down (knocking them out of the game). Order delay: This is the big part of the simulation, units will not start acting on movement orders they have been given till after they receive those orders. Orders have to pass from the TF headquarters (1 per side) to the battalion HQ and then finally to the individual unit. The closer a unit is to the various command units the quicker they will be able to respond. There are a few exceptions to this, recond unit detachments have no movement delay when within a certain distance of the TF headquarters (but you only have a few recon units in the game), second a unit can be given a reverse move order and that will be executed with no delay - the unit may only move one space backwards doing so however (this is used to get your ass out of a bad situation), finally units which have been fired on may be given special orders which have no delay - with these orders it is possible to be given a destination up to 600 meters away depending on the characteristics of the force: this order type is used to get units into their final positions and due to the distance restriction it is not useful for getting reserves into position. Other features include carpet bombing, amphibious assaults, airdrops, rolling barages, regular airstrikes, mines, wires, night rules with flares, smoke generating vehicles, and morale. I haven't mentioned morale because it is interoven into every other part of the game, your ability to spot, shoot, and hold together are all influenced by the units current morale. If morale gets too low then units will either go beserk or break - and if the enemy is close enough surrender. Various stuff including my impressions: The graphics stink. (but that is NOT what I bought the game for) The sounds stink too. (ditto above) The detail in the game is incredible, the fog of war is wild, you know an enemy is in a certain hex but your units can not spot the unit because of the wrecks or whatever else, and you also can't get an accurate count of the units in this case. When units move however it is generally easy pickins. The game also runs through so many calculation that on my 486/25 machine things can get slow - I don't want to play the larger scenarios because of the time needed to draw the map and recheck sighting at the end of each turn (which gets into minutes). The smaller scenarios with smaller maps are quite reasonable however. At work I have a Pentium 75 that I started the game on and there is no problem with wait times on that machine... There is no map editor, if you want to make your own maps you will have to buy a seperat product or if you own ADC you can use that, you are able to make your own scenarios however - you just have to use a predifined map. The two desert scenarios I tried were boring, there was nothing the player had to do - since the computer makes very good decisions about what units to target and in both scenarios manuever was not really a needed option. I did make up a scenario where I had to hold off an allied breakthrough - that was exciting while I tried to hold off a two pronged allied attack. The AI seems very competent - but I haven't played long enough to be sure of this, at least it has not made any stupid mistakes. Recomendation: If you are looking mostly for a fun game with good graphics and sound then this is not for you - I would suggest you look into tanks! by SSI (which is also a good game, just more of a game and less of a simulation). If you are looking for a detailed simulation (the most detailed I've seen yet) and do not care about graphics and sound then this is the game for you. The interface is clean and does not get in the way of the simulation, the data and results are very accurate, and finally the feel seems right - you give units orders and see how well they carry them out: if you get behind the power curve you will spend most or all of the game trying to catch up, if you choose correctly and deploy reserves when needed then you should do well. Paul Blankenship pabl@im.se