The HPS Panzer Campaign and Modern Campaign
series.
Since 1988 I am hooked on computer wargaming.
Having previously played a few Avalon Hill board wargames, I stopped playing
these as I couldn’t find many of my friends interested in such games. The
advent of the PC brought wargaming back in my life. That year I bought my first
PC (a 286 machine) and a game called “Arnhem, the airborne landings”. I enjoyed
that game very much, finally an opponent who was always available, never tired
of playing, no set up of counters and a true “fog of war” as the computer could
hide his units when appropriate.
Since then I have been playing computer
wargames, always searching for the holy grail of wargaming, the wargame that
would leave all others behind…. That game never came, although I thought I had
it with the Operational Art of War game, as I could simulate battles and
campaigns from 1910 up to the near future of the 21st century. The
problem with OpArt was that all scenarios had a very generic feel about them,
all scenarios feeling alike, whether they be situated in 1916 or 1988. Most
other titles disappointed me because they covered tactical warfare, the kind of
combat where individual tanks, soldiers or at the most squads of men fight it
out against each other. For me the point is that I don’t get a real sense of
achievement from these engagements, even at the end of WWII the German army
could win tactical battles from the Allies, while the campaign and the war was
lost on a grander scale.
Therefore I have always been searching for
operational or strategic wargames, operational where whole armies fight each
other and where the fate of a country can be decided in battle (the invasion of
Normandy in 1944 is such an example, had the Allies failed in the invasion, the
war would probably have ended completely different). In operational combat (and
thus operational wargames) out-manoeuvring your opponent, out-smarting him,
out-thinking him, is the name of the game. What helps in that respect
(out-thinking your opponent) is the fact that wargames are mostly played turn
based (I move and fight my units while the computer defends, then the other
player moves and fights). As there is no real time pressure on the player, as
opposed to the so called “real time strategy” games where you must click your
way through stacks of units while your computer opponent kills units, you can
study the map, plan your moves and then fight the battle.
A fine series of games in that sense was the “V
for Victory” series and later (on a somewhat larger scale) the “world at War”
series by Atomic. True operational wargaming in a “WEGO” system (both players
plan their moves, the computer executes those plans simultaneously) with a lot
of innovative aspects like logistics, air support, several sorts of artillery
support etc. Unfortunately the series ended after four V4V and three W@W games.
It took till 1998 (?) before a new series of
the same V4V and W@W quality hit the screen, the Panzer Campaign Series by John
Tiller and published by HPS. Like the Atomic games, the series concentrates on
operational warfare and picks significant campaigns where mobile warfare has
decided (or should have!) the outcome. The mapscale (big) in combination with
well researched order of battles (what units fought in the opposing armies) and
TO&E (tables of organisation and equipment = how many soldiers did a unit
have and what weapons did they use) make each of the games (the series has six
titles so far: Smolensk ’41, Normandy ’44, Tobruk ’41, Kharkov ’42, Bulge ’44
and Korsun ’44) have its own “feel” that is not generic. The combination with
fairly attractive graphics (for a wargame that is!) and a fairly easy to learn
interface, make them easy to learn wargames. Specially if you start with the
smaller scenario’s.
The fact that all games use the same interface
and rules, make it possible to get into new games of the series easily. Also a thriving community of Panzer Campaign
wargamers on the Internet gives a newcomer much support and advice (I play with
the Blitz wargaming club now for a couple of years and they really helped me
get on my wargaming feet! www.theblitz.org)
.
With the addition of (now) two Modern Campaign
games (Middle East ‘67 and Fulda Gap ’85 (war in Germany, Warsaw Pact vs NATO))
the game even gains in appeal as complete wars (Israel vs the Arab world 1967,
1973) on a much larger scale have become possible. The Modern Campaign series
play identical to the Panzer Campaign games (same game syatem), but their maps
are much bigger, there are less turns in a day and the addition of modern
elements like combat helicopters, airlanding forces, SAM’s and some form of
intelligence, give the whole game a much bigger scope. Finally, the support of
HPS and the game designers and researchers are a very real bonus. Several
upgrades have been published, not to fix bugs of patch bad programming, but to
implement new gaming issues. And the designers listen to the players whenever
possible. For instance, the Panzer Campaign community asked for a more
sophisticated logistics system (in the first game the HQ’s provided logistic
support, your units had to stay within a certain range of their HQ). They came
up with two alternative supply systems, virtual supply trucks and full
realistic supply where you have to move convoys of supply trucks to your hungry
troops! (and thus where these convoys can be intercepted by the enemy).
Not that the games don’t have any flaws, there
are many and I certainly wouldn’t call them the holy grail of wargaming. But
they come close…. A few of the flaws (in my opinion) are the fact that the turn
played by the computer can take ages to be done with. It can be speeded up, but
then you cannot se what is happening because all combat flashes by in second.
The W@W system was much better in that respect, as it gave an overview of all
combat that occurred and you could click on a combat situation to see what had
happened there.
Another is the poor graphic system to view all
units belonging to a certain command. You can highlight them, but then have to
search for those units all over the map, sometimes sitting at the bottom of a
stack of units. A system where coloured lines would connect all units with
their HQ and/or where only the units belonging to an indicated HQ are visible,
would be much better.
Finally (and this becomes even more appropriate
with the Modern Campaign series) a system to trigger political events or other
matters influencing the battle, campaign or war, would make the two series
(Panzer Campaign and Modern Campaign) into true grand operational wargames.
Bas Kreuger 3 september 2002