Panzer Front Ausf.B
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Panzer Front Ausf.B | |
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Developer(s) | Enterbrain |
Publisher(s) | 505 Games |
Platform(s) | PlayStation 2 |
Release date | March 2005 |
Genre(s) | Vehicle simulation game |
Rating(s) | ESRB: Teen (T) |
Panzer Front Ausf.B is a tank-driving simulation game for the Playstation 2, and a sequel to Panzer Front. It was released in 2005.
[edit] Gameplay
Panzer Front Ausf.B lets the player fight as a tank commander in historic simulated tank battles. Each battle involves manoeuvring on a large battlefield, with varied terrain. Detecting and engaging machine gun nests, anti-tank gun positions, infantry units and enemy tank squadrons. Most battles involve over thirty units per side. The player may go where they want, but friendly units will advance on a set course, leaving a gap, so the player should operate where designated. The player is the commander of a tank, leading two to five tanks, in some instances a supply truck is attached and controllable. The player is able to control individual units, create sub-units and designate formation shapes and targets. The player can utilise variable zoom binoculars from the commanders hatch, or view the field using the vision devices from inside the tank, as well as the aiming reticule. The main view is from outside the tank.
Most missions feature the ability to call in high explosive or smoke artillery barrages, and some airpower, such as Stukas and Hawker Hurricanes. The player also has the option of changing to play the opposing force, and changing which unit he commands. All missions feature over half a dozen units to command. The game features many types of vehicle to play as, from BMW sidecars to the Tiger I tank.
A scoreboard at the end of each mission displays enemy units killed, and a score. This score will only be saved if the player has used the default unit and type of vehicle. The player can change which unit they command, and what type of unit they use. Every other unit on the field can be changed to another type, but doing this prevents their score from being saved.
Each weapon, from machine gun to 88mm, has realistic sound, recoil and ammunition types. The tanks sustain damage in a realistic manner. Hits to the different areas of the tank, depending on armour, range, angle and power of the gun, produce a different effect, such as track damage, gun damage, turret damage or mount damage. Individual crew members can be killed or wounded, affecting the operation of the tank. Engine damage effects the tank's speed, or can disable it altogether. A repair and reload area can be used to replace injured or killed crew, or repair damaged tanks.