So I've been trying out Panzer General

pi-r8

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A lot of people on this forum recommended Panzer General, after it was announced that Civ 5 would use a hex grid with only 1 unit allowed per hex. I had never played that game before, but I thought it was strange that people were so fanatical about a game from 15 years ago, so I wanted to see what all the fuss was about.

My first impression was, wow, this game is complicated. Lots of units, lots of rules, and very little documentation to help you. There's several hundred different units, all with slightly different stats and bonuses, and sometimes a particular unit will seem weirdly strong or weak, and it's hard to see why. It took me a long time to understand why sometimes my tanks could roll over infantry with no losses, while other times 1 infantry could shred my entire force of tanks.

I'm still not very good, but I think I've at least figured out the basics now. Here are my thoughts on how this game plays, and how it could change civ:

-a few quality units are MUCH stronger than a lot of garbage units. The one-per-tile rule means it's hard to bring a large force in to attack at the same time, and often they just don't do any damage at all to the elite units. I notice it the most with fighters- one elite fighter unit can bring down almost infinite numbers of lesser fighters.

-bonuses are really important. In Civ, even when you have a massive defense bonuses, the unit will still usually die when it's attacked by 2 or 3 units. In PG, they can hold out almost forever. This is especially noticeable when experienced infantry is entrenched in fortifications, supported by defending artillery. Even when your troops are much better overall, it's really hard to clear out those units. The best way is to go around the sides and take out the artillery first.

-infantry and tanks are great, but they NEED support. From artillery or aircraft, either one seems to get the job done. But you need at least one of these to weaken enemy defensive positions, and to defend against enemy artillery/bombers.

-units do get stuck in a bottleneck sometimes, especially the slow ones, but it's not as bad as i thought. They're only not allowed to STOP on the same tile, they can pass through each other, which helps a lot.

-you need to either win air superiority or have anti-aircraft guns everywhere. I think either way is OK, but you need to do something, or else your losses to the enemy air force will be massive.

So here's my conclusion. Panzer General is a really cool game, with a LOT of strategic depth. Check it out if you can (I THINK it's legal to download free now, but I'm not sure about that). But I'm skeptical that they can make this model work in Civ. For one thing, they combat style requires very large maps, but in Civ, you usually have to control every single tile of your cities, so a very large map means a very slooooow game.

The other thing that could be a problem is technology. I think Civ 4 had a nice balance between giving you an advantage for having better technology, but still allowing obsolete units to be useful. In the PG system, a few advanced units would completely dominate even a huge army of obsolete units. And, if the map is small enough that you could make a line of units across it, it would be almost impossible to break through that line. You wouldn't even want to try, because you'd take massive damage from attacking and the defender would take none.

Anyway, that's my speculation as someone who knows just a little about Panzer General, and almost nothing about Civ 5. Hope you enjoyed reading my random thoughts.
 
It took me a long time to understand why sometimes my tanks could roll over infantry with no losses, while other times 1 infantry could shred my entire force of tanks.

The trick is to stop using your scout tanks as front line units. ;)
 
I never played Panzer General, but I *did* play People's General (which depicts a "future war" between the US & China or China & Russian Federation). I do recall it was an *awesome game*-deep but not overly complex-& it will be interesting to see how they manage to pull off such a system in Civ5.

Aussie.
 
you need to either win air superiority or have anti-aircraft guns everywhere. I think either way is OK, but you need to do something, or else your losses to the enemy air force will be massive.

That's unrealistic. In reality you do not have to have "air superiority" or "anti-aircraft everywhere". You only need to have aircrafts in order to be able to strike the enemy strongly.

That sucks because in such a game, either you have air superiority... or not. If you have it, everything is good, but if you haven't... well you pretty much lost the war and the game.

It would be far more interesting IMHO if the different forces could DESTROY EACH OTHERS with aircrafts, but I don't like at all the "immune" feature.
 
Just because Civ 5 will be inspired by Panzer General doesn´t mean it will just paste and copy the combat system of a 16 year old game. Hopefully they will add their own ideas and have respect for the traditional Civ-system for a compelling, spicy mixture...
 
That's unrealistic. In reality you do not have to have "air superiority" or "anti-aircraft everywhere". You only need to have aircrafts in order to be able to strike the enemy strongly.

That sucks because in such a game, either you have air superiority... or not. If you have it, everything is good, but if you haven't... well you pretty much lost the war and the game.

It would be far more interesting IMHO if the different forces could DESTROY EACH OTHERS with aircrafts, but I don't like at all the "immune" feature.

How is needing to have air superiority unrealistic? Just look at the six days war as an example.
1)Israel gets air superiority...
2)they blow up all of egypt and palestines airports, and planes in the tarmacs or on the runways.
3)Israel wins a modern war in 6 days.

you could literally look at any modern war and conclude that air superiority is where its at. If you have it, you probably won, if you don't have it you probably lost. End of story.
 
I played the heck out of PG in its various incarnations back in the day - there was a Fantasy General with the same engine, for instance - and loved it. The best one was the last, with the Russian campaigns (Unternehmen Barbarosse in the German version, I think it was Scorched Earth in the English one). The only thing it lacked was enough replayability, because it was always the same maps - the tactical combat however was superlative; IMHO just the right level of tactics and detail to make it fun, but not the obsessive micromanagement and detail of the hard-core wargames (I don't really want to juggle supply, morale, ammunition, weather, line of sight, opportunity fire etc. etc. in Civ!).

I think it will be just the right level for Civ. The empire building of Civ with the tactics of PG has the potential to be a marriage made in heaven - I can hardly wait to see how it is implemented!
 
How is needing to have air superiority unrealistic? Just look at the six days war as an example.
1)Israel gets air superiority...
2)they blow up all of egypt and palestines airports, and planes in the tarmacs or on the runways.
3)Israel wins a modern war in 6 days.

you could literally look at any modern war and conclude that air superiority is where its at. If you have it, you probably won, if you don't have it you probably lost. End of story.

Yes it is only an example and that does not mean it is the general rule.

I'm referring to the WWII, when Germany bombarded England and England Germany. There was not such a thing as "immunity", for example when in Civ you have a fair advantage on air, it means that enemy aircrafts can't reach you, which is not realistic.
 
I watched some videos of the game and find it really boring, like too much micro for me (moving all the units every turn) and I can't see the front lines in ancient eras... But of course it can't just be the exact like that on Civ scale.
 
My favorite game. "Wargame chess -- lite". At any rate for those interested in taking a further look current activity around that game is centered at:
http://www.panzercentral.com/forum/
There is a strong modding community (not as strong as civ; but dedicated). And many many high quality campaigns. They are very welcoming and helpful to newcomers and can help you find copies of the game etc etc.
PG1 is the easiest to get into but technically a bit more challenging to run these days. It runs a more dramatic scale (conquer france; conquer poland) whereas PG2 operates a lower tactical scale (conquer warsaw region etc). PG2 is the most actively supported by the community. There is a variant off the peoples general engine as well listed there (People's General for WWII or something).
More recent games in the same spirit:
-- Fantasy Wars -- demo available. Spiritual successor to Fantasy General mentioned above. Very well done but very challenging (if intimated make sure you pick an easy level). A bit cartoony for my tastes aescethically but good game. Sequels out there.
-- Barbarossa Campaign -- at matrix games. A remake of PG essentially with more modern engine.

Because Civ5 will be PG like I think it will be my favorite Civ ever!
Hope above was helpful,
Lin
 
Comments on PG and CivV "issues":
-- Uber units -- original poster was concerned that high quality units dominiate. True they can, but modern designs for the PGII engine make them so expensive that it becomes a worthwhile trade off of "quanity vs quality"
--dealing with high quality units and "lines across map"" -- if you have sufficient artillery you weaken the units by suppression and damage before you assault them. In PG2 at least uber units can definitely be brought down by repeated attacks from smaller units. Age of Wonders II also had a good mechanic for this. A unit normally had 3 attacks possible. Each attack by opponent unit (say weak ones) used up one of the strong units attacks (painfully for the weak unit of course). Then when the strong unit's turn came it had few or no attacks... it was being "overwhelmed" by the mob...
 
I think that civV will be like PG in that because you can't stack units anymore, experienced units are worth their weight in gold. In other versions of civ it cost way too much to keep experienced units up to date and the benefit was marginal. But with strategic chock points and terrain and only 1 unit can occupy it the experience will defiantly see a great deal of importance.
 
I'm referring to the WWII, when Germany bombarded England and England Germany. There was not such a thing as "immunity", for example when in Civ you have a fair advantage on air, it means that enemy aircrafts can't reach you, which is not realistic.

In early WWII (pre US involvement) neither country had "Air Superiority" they were fairly equally matched in air power. After the US got involved the air power started to shift toward the alliance and so did the war. If you look at the US/Japan engagement after the US started to gained the air advantage over Japan in Japan's air force was basically reduced to kamikaze missions and the US was able to bomb mainland Japan at will. So yes even in those times Air Superiority was key.

In all "conventional" wars since planes were useful air superiority was a decisive advantage. In "guerrilla" wars air superiority was still helpful, but not a war winner on it's own. My examples of this are wars like US/Vietnam and USSR/Afghanistan where one side piratically didn't have an air force (or much anti-aircraft to speak of) they were still able to win the war. However I think guerrilla warfare would be extremely hard to simulate in a Civ style game and is better left for first person shooters.
 
I played Fantasy General and the first maps are quite small. Civ V maps may also be bigger than Civ IV for all we know.
Air superiority in FG was important, but I don't know if PG was different. Having a limited range from airport would probably accurately limit the efficiency of having air superiority in a WW2 context with regards to a 6 days war context. Air units is a domain where we really don't know what Civ V will look like, as I don't think any info has been released about it.
 
I think the key is gonna be if its the current 2 units fight 1 survives method, or if its 2 units fight and both "can" survive to fight another day. I for one think the 2nd option is the better of the 2, but I have faith that firaxis will do an okay job with either way.
 
IPinky: Gee, Brain, what are we going to do tonight?
Brain: The same thing we do every night, try to take over the world!

I don't think there could be a better signature for a website dedicated to Civ Fans.
 
In early WWII (pre US involvement) neither country had "Air Superiority" they were fairly equally matched in air power. After the US got involved the air power started to shift toward the alliance and so did the war. If you look at the US/Japan engagement after the US started to gained the air advantage over Japan in Japan's air force was basically reduced to kamikaze missions and the US was able to bomb mainland Japan at will. So yes even in those times Air Superiority was key.

In all "conventional" wars since planes were useful air superiority was a decisive advantage. In "guerrilla" wars air superiority was still helpful, but not a war winner on it's own. My examples of this are wars like US/Vietnam and USSR/Afghanistan where one side piratically didn't have an air force (or much anti-aircraft to speak of) they were still able to win the war. However I think guerrilla warfare would be extremely hard to simulate in a Civ style game and is better left for first person shooters.

Interesting post, thanks to share.

In early WWII (pre US involvement) neither country had "Air Superiority" they were fairly equally matched in air power.

I've been told (i read it somewhere on the internet in fact) that the technology evolved a lot during WW2, and that's why allies could have an advantage over their enemy. German started to bombard England successfully, but they gave up due to the increasing anti-air defenses of the English. Then, the English started to bombard Germany by night, while a little later American bombarded it from high altitude with their bombers. At the end, German took more than one hundred and thousand tons of bombs.

Now that would be a thing i wish i see in Civ5. Not sure how to model it though. But i don't think that making a special military techs tree and increase its efficiency during war time would be ok because too much exploitable. (declare war anytime only to have the bonus)

I would more think of a system that does not allow immunity like it seems to be in PG.
 
I've been told (i read it somewhere on the internet in fact) that the technology evolved a lot during WW2, and that's why allies could have an advantage over their enemy. German started to bombard England successfully, but they gave up due to the increasing anti-air defenses of the English. Then, the English started to bombard Germany by night, while a little later American bombarded it from high altitude with their bombers. At the end, German took more than one hundred and thousand tons of bombs.

While it is true that technology evolved a lot during WWII (epically radar) that would be really hard to model in civ (imagine having three different WWII fighters) and it's not really what turned the tide. As you noted Germany and Britain bombed each other a lot. Britain's AA directed by their better radar helped them stave off a German invasion and Britain's smaller faster bombers wreaked havoc on German infrastructure (before Germany got serious about Radar). After the US got involved their increased numbers of fighters pretty much stopped the Germans from being able to bomb Britain while their fighter escorts were able to help defend their bombers during daytime missions from everything but AA guns. In the end it was the sheer numbers of additional fighters coming from the US that swung the air war in the Allies favor.
 
you could literally look at any modern war and conclude that air superiority is where its at. If you have it, you probably won, if you don't have it you probably lost. End of story.

Vietnam?
I don't remember the massive superiority of the NVA over the US Airforce/Navy as being a determining factor in the eventual conquest of South Vietnam.

[I also remember a bunch of Cold War jokes going around about the "importance" of air superiority. While sitting in Paris having a smoke, one Soviet Tanker says to another "I wonder who won the air war".]
 
Vietnam?
I don't remember the massive superiority of the NVA over the US Airforce/Navy as being a determining factor in the eventual conquest of South Vietnam.

Like I said in my other post:

In all "conventional" wars since planes were useful air superiority was a decisive advantage. In "guerrilla" wars air superiority was still helpful, but not a war winner on it's own. My examples of this are wars like US/Vietnam and USSR/Afghanistan where one side piratically didn't have an air force (or much anti-aircraft to speak of) they were still able to win the war. However I think guerrilla warfare would be extremely hard to simulate in a Civ style game and is better left for first person shooters.

Vietnam was not a "conventional" war, and Vietnam's unconventional tactics were able
neutralize the US Air advantage.
 
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