Crimguy
Posts: 1409
Joined: 8/15/2003 From: Cave Creek, AZ Status: offline
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1st Post!! Couldn't help chiming in on this topic. I normally just lurk, being an owner of UV, and now KP, but as an owner of a few Tiller games as well I'm finding this thread too juicy to resist. I just finished my first game of KP last night and found it to be pretty darn good. It took me a while to get the interface down but I'm figuring it out. I do not share many of the criticisms of the HPS games that I have seen posted here. I think the basic mechanics of the system are quite good. In particular I appreciate the force strengths being displayed down to the individual man. This combined with fatigue levels/quality gives a good idea of the unit's effectiveness. I also like the scale of Panzer Campaigns. It can get overwhelming, or even dull, at times (it took me 2 weeks to get through 5 turns in the Kursk campaign, but I was being a bit too "thoughtful"), but the immense scale is also it's greatest feature. It terms of OOB I always leave the PzC games feeling there is a certain sense of accuracy involved. However, PzC has a few things I do not like. First, it really could use a facelift! The maps and counters are drab, and I find the 3D views to be useless. Second, I think command and control is a bit difficult. Keeping units with their HQ's can be tough as the counters look similar even when you have the color coded feature turned on. The supply/Command system I think needs to be revamped. Personally, I'd like it to be more like the W@W series with the ability to have a supply line appear momentarily when clicking on a unit (same with finding your hq). Third, defensive fire can be a bit overdone and sometimes your units don't do their job. Finally, they need to come up with a better way of executing troop movements. I find a lot of these shortcomings are handled better in KP. Supply is terrific: having the supply ranges appear is a godsend for me. HQ units aren't an issue due I guess to the scale. The graphics in many ways are better. The map shading is actually legible, and it's seems easier to keep your army organized. I find the color choices a bit too busy and it hurts my eyes a bit. The combat advisor is very helpful (the word terrific comes to mind), and gives you plans that you might not have thought of. OTOH who's going to bring that infintry regiment into the battle when he's holding down a defensive line 5 hexes away? Movement is easier for me. I get real tired of hearing the system chime every time I move the Royal Fusiliers up a mountainside in PzC because I don't have enough movement points. I do find that I'm fighting with the interface a bit, in terms of understanding the information it's displaying. It is much easier to assess your unit's strength in PzC, and getting the info you want is pretty straightforward, and I'm finding that getting this information is a bit jumbledin KP. For example, you don't know a unit has the ability to blow up a bridge without first right-clicking on a hex and bringing your mouse over the unit (unless your next to the bridge of course)? The unit information is just given in a more concise manner in HPS' games. The combat display is a bit jumbled as well. Finally, It would be nice if the counters had bumper numbers on them in KP. In one area I'm a bit disappointed with in both series is in the "in the box" experience. On one hand, KP doesn't have too many battles in the box (throwing in the Ardennes was nice of them, though), but has a scenario editor - I expect you guys to get to work!! However, HPS' games have many scenarios, with both historical and fictitious variants, and battles of all sizes. Yet they don't have a real scenario editor (i.e. your stuck with the map they gave you). I feel like KP could have thrown a few more scenarios into the box - as it is, it remindes me of how Airborne Assault was when first released. I really like them both a lot. They are just what I've been looking for actually (until Uncommon Valor came out, I hadn't touched a hex-based game since Operation Crusader in 1992 or so). I'd like both designers to take note of what the other is doing in terms of UI, because both could use a little bit of work. For anyone who wants to see what PzC is up to these days, I'm finding Sicily '43 to be one of the best. It's not too big, unlike Kursk, and the new features and historical variants make it a very fun game. Not to mention it isn't a worn out topic like Normandy. BTW, does board game experience really make anyone's opinion more valid? The designers should take into consideration the mechanics of the board games , but take advantage of what they can do with the computer, not just ape Avalon Hill board games and use the cpu to roll dice. I'm not saying SSG or HPS are doing that (PzC might be more guilty of it than KP for the most part). I just don't think its a particularly valid point. Board games gave us hex maps and lots of fun, and I'm thankful for that, but there is more than one way to do combat resolution. Of course that's just my opinion, I could be wrong . . .:p Matt -Aside from a bit of ASL in college, Monopoly and Clue were my favorites.
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