Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Achtung Panzer: Kharkov 1943 Review Bundle

Jason

chasing a bee
Joined
Jun 30, 2005
Messages
10,737
Location
baby arm fantasy island
<strong>[ Review ]</strong>

<p>It's time to gather up a few reviews for <a href="http://www.paradoxplaza.com/games/achtung-panzer-kharkov-1943" target="_blank"><strong>Achtung Panzer: Kharkov 1943</strong></a> and call it a newspost.</p><p><a href="http://www.fragland.net/reviews/Achtung-Panzer-Kharkov-1943/1503/" target="_blank">Fragland</a> (65%)</p><blockquote><p>So let's sum it up: slow gameplay, average graphics, sound only when absolutely necessary, sometimes weak AI... sounds quite negative but if you're a true die-hard strategy fan you might want to pick it up nonetheless. At a budget price. </p></blockquote><p><a href="http://www.outofeight.info/2010/03/achtung-panzer-kharkov-1943-review.html" target="_blank">Out of Eight</a> (6/8)</p><blockquote><p>Achtung Panzer: Kharkov 1943 has a remarkable attention to detail that permeates everything throughout the game. Everything, that is, except for the auxiliary features. The game comes with six scenarios detailing the struggle for in Kharkov; the battles take place across large maps that are rendered in high detail. Unfortunately, the turn-based mode never gets beyond &ldquo;move&rdquo; and &ldquo;reinforce,&rdquo; and further reduces potential strategies with extremely large map squares that can only contain a single unit. The long battles (an hour, usually) cannot be saved mid-conflict and progress in a campaign cannot be reset. The quick mission builder is very nice, offering a lot of flexibility for continued play. This feature is offset by the complete lack of multiplayer options. A strategy game without multiplayer is like a Southerner without moonshine: it just doesn&rsquo;t work. The tactical battles are good fun, though, with a great attention to detail, from weapon ballistics (with armor penetration graphs!) to unit morale. The maps are large enough to allow for some variety in planning your attacks, and you are never quite sure where the AI is coming from. The interface makes finding units and other pertinent information a breeze, and the pathfinding is good as long as you keep units organized and tracked vehicles confined to roads. The battles rival the quality action of <a href="http://www.outofeight.info/2009/03/men-of-war-review.html">Men of War</a>, minus direct control. Achtung Panzer: Kharkov 1943 is certainly better than similar titles like <a href="http://www.outofeight.info/2010/01/officers-matrix-edition-review.html">Officers</a>, and those willing to look past the occasional missteps will find a core game that is highly enjoyable in its realistic tilt.  </p></blockquote><p><a href="http://www.rockpapershotgun.com/2010/03/07/wot-i-think-achtung-panzer/" target="_blank">Rock Paper Shotgun</a> </p><blockquote><p>Right, time to wrestle with the tattooed Penal Battalion thug that is AI. How smart are computer-controlled forces and how credible are their tactics? Well, the good news is they are about as good as anything else out there. At the strat level, foes will combine strength, assaulting vulnerable squares from multiple directions. At the tac level they&rsquo;ll retreat and call for ceasefires if things start going pear-shaped, reverse AFVs if they don&rsquo;t fancy the odds, and halt tanks allowing them to engage from distance. All that said, there&rsquo;s certainly room for further tweaking. Artificial adversaries aren&rsquo;t particularly good at using quirky kit like mortar halftracks and tank destroyers. The <a href="http://en.wikipedia.org/wiki/Marder_II">Marder II&rsquo;s</a> thin armour and exposed crew make it a poor choice for close infantry support yet the AI often employs them in this way. I&rsquo;d like to see all vehicles especially German armour and halftracks being a tad more backward in coming forward.
</p></blockquote>
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom