While there are
a number of superb articles offering sound tactical advice for the beginning
Panzer Elite player, * most of these articles have focused primarily upon
strategies for playing as the German tanker, with little advice for playing as
the Americans. This is not surprising. Most players would rather command a
platoon of the fearsome Tiger I or Panther G over the dependable yet lightly
armored and outgunned Sherman tank. (As any trip to Wing’s Simulations
message boards -- http://www.wingssimulations.com/
-- will illustrate.) Thus, those bold enough to try their hand at
waging a successful Panzer Elite campaign with the U.S. Army’s
inferior tanks and generally inexperienced crewmen have had to learn their
lessons the hard way. Drawing upon my own experiences in the PE single-player
American Campaign, along with the gracious contributions of two noteworthy
individuals, Teut Weideman of Wings Simulations and Paul "Top Sgt.
KrappO" Chasse, it is my aim to help you make your first Panzer
Elite American Campaign a successful one.
Crew Assignments
Your Tank
:
The best of the best, with the exception of the driver
position. Here you will want at least a "good" driver, but an
"excellent" or "outstanding" spotter. While an
exceptionally skilled driver is less likely to burnout the engine, if you have
planned your approach in a given mission carefully, you should rarely need to
run at over 30-40% throttle! Besides, for all intents and purposes you will be
‘driving’ the lead tank. Be sure you have the best radio operator
available. As the platoon leader, you will call in the artillery strikes so
often essential to success as the Yanks, and an ace radio operator (or "R.O.")
will provide you with accurate and frequently updated reports on the map
screen. Additionally, a crack R.O will relay your orders to your platoon and
receive radio messages from other friendly units with great efficiency.
Tank I
Note that I am referring to how each wingman will appear on
the Mouse Tank icon, not as they will appear in camp; think of your tank as
‘tank 0’. Tank 1 is your "immediate" wingman; here a good gunner
is essential. However, the collective spotting ability of the crew of tank 1
is not quite as important as that of the other crews in your platoon. In most
cases Tank 1 will be in close proximity to your tank, and thus in a good
position to attack a target spotted by you or your crew.
Tank’s 2&3
No tank should be given short shrift when dividing up
capable crewman. As with all of your wingman, try to achieve a balance,
particularly in spotting. (Again, I will discuss this vital element in detail
later...) Ideally, you want a platoon where each tank has at least one
exceptional spotter, as well as a "good" or better gunner. Even in
tight formation, one tank may be in a position to spot an enemy another has
missed, and for the Ami tanker – particularly when engaging AT-tank guns –
getting and landing the first shot is a matter of survival. If you find that
your ranks of exceptional tankers have been thinned over the course of your
campaign, remember that an "excellent" or "outstanding"
commander with high-morale can partially compensate for an average crew, by
boosting both their individual abilities and morale.
Tank 4
This tank can be highly effective. Its assigned position in
many formations allows Tank 4 to cover the rest of the platoon and may present
grant a converging flank shot against an enemy unit which has faced its thick
forward armor towards the bulk of your platoon. Nonetheless, tank 4 can also
be the source of much frustration. One element of PE (that hopefully the long
awaited 1.08 patch will address) is that the AI tanks occasionally display an
inability to stay in formation. This is particularly true of tanks 3 and 4,
with tank 4 occasionally refusing to budge until tank 3 has started to move.
Steps can be taken to restore your formation in-mission (such as directing
tank 3 to move forward then re-issuing the general order to assume the given
formation) but for now just be sure that tank 4 has the best driver available
and that tank three has the second best.
Spotting: The Key to Simple Survival as the Yanks
While the
ability to regularly spot the enemy before he has spotted you is vital for
both sides, it is particularly essential for the American tanker. The superior
armor of even the later model Panzer IV -- let alone the Tiger I or the
Panther G -- allows the German tanker some margin for error, as there is a
good probability that a hit from an unseen American AT-gun or AFV will fail to
penetrate. As the Yanks, you have no such luxury. A Sherman platoon ambushed
in the open by an unspotted AT-gun is almost certain to lose a couple of tanks
before taking the gun out, while rolling into an ambush set by a heavy panzer
formation can decimate your entire command. Adding the fact that the German’s
have superior external visibility from within their tanks while buttoned-up
(due to superior optics and design) along with the fact that German tanks
generally have a much-lower profile than the markedly higher silhouette of the
Sherman, things begin to look grim. (Among many reasons that Wing’s
Simulations recommends that beginning players learn the basics by first
playing as the Germans.) Yet with ably assigned crewmen, and judicious play,
you can surmount the enemy’s many advantages. Remember: the most deadly
components of any tank are its commander and his crew.
When assigning your crews, remember the ‘spotting
hierarchy’
- The Tank Commander
: While the T.C.’s command skill allows him to
effectively orchestrate the actions of his crew, the ability to regularly
spot an enemy is the most important skill of a good commander. For example,
if you are faced with the choice of an "excellent" commander with
"poor" spotting ability or a merely "good" commander
with "excellent" spotting ability, always choose the latter. While
a T.C.’s overall command rating is very important, the commander’s
unfettered view of the battlefield from atop the turret grant him by far the
best chance of sighting the enemy
- The Driver
: The best forward spotter – besides having an excellent
(unbuttoned) view the Driver will obviously have his focus forward.
- The Gunner
– Spotting ability is important for the gunner, not so
much in the initial sighing of the enemy, but for enabling him to quickly
acquire a target sighted by another crewman or another tank. Still, pick the
better gunner over the better spotter for this position.
- The Radio Operator
: While the R.O. – like the driver – has a
good forward view, the duties of his position may leave him with far less
time to look for enemy tanks and troops.
- The Loader
– Obviously, the view of the Loader is very limited.
While a superb Loader who is also an excellent spotter is ideal, realize
that the TC and the Driver are the two crucial positions for sighting the
enemy.
While it is
vital to assign tank commanders with superior spotting ability, a T.C.’s
command rating should not be disregarded. Again, a good Tank Commander raises
the performance of the entire crew, including the likelihood that they will
spot an enemy. A good commander boosts the morale of his crew, making them
less likely to button-up prematurely, and more likely to unbutton sooner. This
is a very important consideration, for closing the hatches lessens the
likelihood of spotting the enemy by 50%. This is in turn further compounded by
the inferior visibility from within a buttoned-up Sherman tank.
Supply
Early war
special APBC (Armor Piercing Ballistic Capped) is actually less effective
than regular armor-piercing shells, except at longer ranges. While most
all of your engagements with enemy tanks will (and should) take place at
400-700 yards, when arming your tanks early in the war, the best choice is a
few (5-6) special APBC rounds, then roughly 60% AP, 35% HE, and 5% smoke.
Later in the war, the armor penetration of special AP rounds increases
dramatically. Thus you will want to ration these shells carefully, and ONLY
use them on the toughest tanks – or when in caught in dire situations, such
as facing German tanks while caught in the open. (In such an instance survival
hinges on eliminating the threat as quickly as possible.) Designed to support
infantry, the early Sherman’s weak 75mm main gun does have the advantage of
excellent HE effects; while concealed infantry and particularly AT-guns
represent potentially grave threats to your platoon, if they are spotted early
they usually can be quickly dispatched with main gun and MG fire. Though
artillery-delivered smoke can be very effective, I’ve found that tank smoke
shells are best used to confuse the enemy, by firing over hills in varying
directions while on the move. Although a well-placed smoke round can
temporarily block one tank from sighting in on your platoon, usually
tank-fired smoke is not very effective for evasion or for screening movement.
While you should always stock a few shells, realize that terrain (defilade) is
your most effective means of evading the enemy.
The Briefing
Pay close
attention to the details of a given mission during the briefing, but realize
you’ll generally have little inkling as to what the enemy has in store for
you until you click on the "Go!" button in the briefing screen, and
"H-Hour" has arrived. While you’ll generally find that later in
the war what you’re faced with in the actual mission more closely matches
what you are told during the briefing session, you should always take any
"intelligence" imparted here with a grain of salt. Study the map
closely, and form a mental picture of either where you will make your stand if
defending, or of a good, covered (defiladed) approach if attacking. Realize
now that rolling directly over crestlines is one of the fastest ways to add a
new ring to a Tiger I’s gun barrel. While positioning your tanks on high
ground is desirable, always be sure that you have either forest or higher
ground to your rear. This makes your chances of being spotted by the enemy
much less likely. Known as "skylining" in tanker-speak, riding over
a crestline with only the sky behind you ‘broadcasts’ your position to any
Germans in the area, and is one of the most fundamental (and stupid!) mistakes
a tank commander can make.
While attacking,
a low, defiladed approach is desirable; when defending the ideal position is
atop commanding high ground, but remember: always with terrain, forest, or
structures to your rear. This will allow you to defend a vast range of the
battle area, and will make your shots against the heavier German tanks much
more likely to penetrate. This is due to the fact that fired from a high
elevation, your shells will strike either the enemy tanks thin top armor, or
strike its glacis plate (the front hull armor) at a much lesser angle in
relation to the enemy tank’s sloped armor. Either way, your shells are far
more likely to penetrate.
Obviously, Panzer
Elite is not tracked Quake! Patience is the order of the day, whether
on the attack, or on the defense. Having chosen the best crews available and
stocked up on ammo, and listened to the briefing, its time to fire-up the
engines and put your skills as an armor leader to the test.
The Mission
The most
fundamental lesson the successful Yank platoon leader must learn is that
terrain is both a tanker’s best friend or worst enemy, depending on how the
tank platoon is deployed. An able platoon leader will attack slowly and
deliberately, only cresting a ridgeline when there is higher ground to his
rear, seeking out good hull-down position where he may stop while carefully
scanning the battlefield with his binoculars for enemy activity. Recognize and
avoid fundamental mistakes. Besides never "skylining" your tank, you
should never approach any area where there is any likelihood of an enemy
ambush. Such places as road intersections, river crossings, and contested
villages should always be approached indirectly, and while making full use of
all available cover. (Low and slow!) Once in contested territory, (which you
will be practically from the very beginning of most missions), avoid roads
like the plague. Long stretches of road offer perfect firing lanes for enemy
AT-guns, and roads are - of course – free of any of the concealment and
cover that your platoon’s survival depends on. Do not stray far from
supporting tank and infantry on your flanks. Trust me, given the deadly nature
of your mission, more than 20% throttle (the ‘2’ key) is usually too fast.
The essence of successful strategy for playing as the Yanks in Panzer Elite is
best summarized by Paul "Top Sgt. KrappO" Chasse: "creep and
peep." Move forward slowly, and take every opportunity to stop and scan
for the enemy, from a hull-down or even a turret-down position. Blithely
charging forward on high throttle will not only disrupt and break your platoon
out of formation, but will also lead to a quick death at the hands of some
hotshot Jerry gunner or Panzerschreck-wielding infantryman. Victory or defeat
hinges upon your spotting the enemy before he spots you; ideally from a
covered position, where you can call in artillery while you land the first
rounds. With a few lucky shots, you can compel the enemy to withdraw before he
even begins to return fire on your platoon. Meanwhile, that artillery strike
you called in is now raining down on him. Indeed, artillery is "the great
equalizer" in facing German armor, using it effectively is an essential
skill for a platoon leader. (More on artillery in the next section)