From: Michael Peck Subject: Steel Panthers II (and World in Flames) What a weekend. I picked up Steel Panthers II and started playing the basic edition of World in Flames Classic. I'll start with SP2, because I suspect more people will end up buying that (although the basic edition of WIF is about the same price as SP2 -- about $50) First, SP2 is going to be one of the best and most heavily played games on my hard drive. I've been playing it a couple of days, but it wasn't hard to reach that decision. It's fairly identical to Steel Panthers 1, but with a lot of enhancements. So what's different? 1. More units. Remember how easy it was to put together a killer group of German tanks in SP1? The problem was that the human and computer players were both limited to 24 core and 24 support units each. So the Russians or Americans often couldn't achieve numerical superiority, and coupled with inferior AI tactics, it made it easy for the Germans. Say goodbye to those happy hunting grounds in SP2. So far, I've played the 1973 Golan Heights campaign, and it's no cakewalk. It initially seems like a cakewalk, with the superb Israeli crews getting kills repeatedly with the first shot. Arab tanks brew up over and over again. But oddly, more and more tanks and Sagger teams and BMPs and anti-tank guns keep popping up. At the end of the first scenario, the order of battle for both sides was displayed. The Israelis had about 40 AFVs and infantry squads -- and the Syrians had over 100. No matter how good your tanks are, you really sweat when you're outnumbered 3:1. Every blazing Centurion or Super-Sherman feels like you've lost a finger. And in the 1973 campaign game, Israeli armor is expensive, so lose five tanks in one scenario and you won't be able to replace them in time for the next battle. As far as I'm concerned, the jump in force size is the biggest change in the game, because it really demonstrates the quandary of a small, elite force against overwhelming numbers. The AI is still weak enough to let an outnumbered human player win, but the word "pyrhicc" will come to mind. 2. Deadly weapons. The lethality of SP2 weapons is frightening. Every vehicle and squad is armed to the teeth, and if you're hit, you're probably going to die (at least in 1973 -- I've heard that the M1s are fairly immune in the Desert Storm scenarios). Even infantry and artillery have become more lethal than in SP1. Syrian infantry squads can wipe out an Israeli squad with three bursts, and Syrian 180mm artillery will melt your squads like hot M&Ms. The biggest changes are the advent of helicopters, ATGMs and smart munitions. I haven't played with choppers, but my Israelis found out how awesome Saggers are. For those used to the close range firefights of SP1, prepare to see BRDMs and Sagger teams pick off your tanks at 65-hex range (basically the other side of the map). Supposedly, tanks can evade and suppress ATGMs, although I haven't seen it happen. I have learned to knock out the Saggers first and then go after the Arab tanks. 3. Deadly graphics. SSI has really outdone themselves this time. Machine gun shots are shown as tracers, and with AFVs mounting 3-4 machine guns, it's awesome to watch. Plus, the sound effects for cannon and MGs are much sharper. And when you hear the whoosh of an ATGM or SAM launch, or the roar of a strafing jet, it really knots your stomach. When my girlfriend isn't around, I crank up the speakers, because it definitely enhances the game. On the negative side, the manual is so lightweight that it's virtually useless. I've noticed several things that weren't mentioned in the manual, such as: * A Sh'ot (an Israeli Centurion) bogging down when crossing a stream. * The ability to buy ammunition trucks. Can you replenish supply? * Tanks that move lose some of their shots. But they can fire off all their shots and then move fully. That's a flaw carried over from SP1. I try to compensate by trying not to move vehicles that have fired. Still, this is a superb game. There are a host of toggle switches that enable players to adjust firing accuracy, morale, troop quality, etc. Plus, you can create random campaigns and specify how many battles in each campaign (up to 150, I think). SP2 still doesn't have the command control realism of a game like Panthers in the Shadows, but for once the eye-candy and breathtaking database more than make up for it. Mike Michael Peck -- mpeck@ucg.com Editor - Medicare Compliance Alert (301) 816-8950, ext. 361