View Full Version : Ping Grognards (hex based land war types)
Fritz
06-08-2004, 01:54 PM
El Alamein!
http://www.hpssims.com/Pages/products/PZC/PZC_ELAL/elal.html
http://members.shaw.ca/gcsaunders/alamein.html
sachmo71
06-08-2004, 02:02 PM
Is this the same game engine for that Market-Garden game you played a while back, and the Korea game as well?
Fritz
06-08-2004, 02:28 PM
yep.
Fritz
06-08-2004, 02:42 PM
dola, the engine is not the important part. things like scale and unit density play a big role. the first game in the desert, Tobruk is my (and many others) least favorite of the PzC games. You get down to sections and platoons. The sweep of the land is lost to these pissant units. IMHO it was a huge design flaw and kills the game for me. The only thing it does is help with unit dispersal, but the footprint of a pair of armored cars should never equate with an infantry battalion.
They say in El Alamein that the scaling is a little different, which should help.
Also, the game includes a Malta option, which is a nice diversion from the main show of North East Africa.
Fritz
06-08-2004, 02:54 PM
the designers notes from the second link above are very interesting
Fritz
06-08-2004, 05:31 PM
just for shits and giggles, I will post a highly minaturized version of the Kursk Map (from another title)
http://fly.hiwaay.net/~tiller/glenn//pzc_art/maps/Kursk_10.gif
Each little hex is about a centimeter on screen and about a km real life
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