Panzer General II
News from the front
by Mark H. Walker
SSI
DEMO: Panzer General II
FORUM: Panzer General II
LADDER: Panzer General 2 (Heat ...
NEWS: Achtung!
NEWS: Rolling Forward
PREVIEW: Panzer General II
REVIEW: Panzer General II

Part 1 - Ah l'armour!
Part 2 - Da grunts
Part 3 - The tubes
Part 4 - Bombs away!
Part 5 - Do you see what I see?
Part 6 - The poor man's planes
Part 7 - Planes aren't the only thing that flies

Panzer General is arguably the most popular wargame of all time. Its unique mix of appealing graphics and playability, coupled with many gamers' attachment to their precious campaign core units, forged a game that many, myself included, couldn't shut down.

Shot One Four "Five Star" sequels followed, but none, with the possible exception of Fantasy General, quite matched the "let-me-capture-one-more- victory-objective-then-I'll-get-some-shuteye" addiction of the original. However, in Panzer General II, SSI has produced a game with more of the original Panzer General's heart than the previous four sequels combined. But although Panzer General II is the close cousin of the original, there are numerous subtle changes that can catch Panzer General veterans off guard. Let's take a brief look at the units of Panzer General II, talk about some of the new chrome, and discuss how to mix it all together to brew up a victory.

Ah l'armour!
"Tanks is tanks" – you still use them to bust up the other guy's tanks, spank his infantry in the open, and crush his artillery. Don't use them to route out infantry in cities, forests, or mountains, and avoid anti-tank units like the plague. What's new in Panzer General II is the tank's ranged fire and overrun capability. A prudent tanker will use both to his advantage.

Learn the ranges of both your and your enemy's units. Whenever possible engage the bad guys outside of their range. On the other hand, when you are range "challenged," either belly up to the bar (by moving adjacent to the enemy) or stay out of the bad guy's reach. Moving adjacent ensures that you'll get in your own licks during combat; staying out of range forces the enemy to move before they can shoot, which ends the unit's turn after combat (phased movement units excepted) and prevents deep penetration of your lines.

Shot Two Oh yeah, one more ranged tidbit. Units defending in city, forest, mountain, or rough hexes are likely to throw a Rugged Defense party for formations attacking from an adjacent hex. However, non-adjacent attacking units nullify the rugged defense check and fire on the defenders normally. So, whenever possible soften up those city slickers with some tank cannon fire from afar.

The tank's overrun capability is perhaps the most deadly addition to the Panzer General II game engine. If you aren't popping an overrun or two each turn, you may be missing something. Rarely, if ever, lead with your tanks. As with the previous Generals, soften the target up with artillery and airstrikes. If the intended punching bag is on its last leg (three or fewer strength points) then hit it with the armor. Wiping the enemy slick will let you keep moving and perhaps attack again.

Overruns are especially sweet against infantry positions supported by an artillery battalion. Bombard both the infantry and artillery till they are tottering; overrun the infantry, then use the bonus move and attack to take out the artillery – it's kind of like a checkers double jump.

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©1997 Strategy Plus, Inc.

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