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Panzer General: Allied Assault Review

Xbox 360 Review by Bryn Williams

11 November, 2009

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Good hardcore tactical strategy games are difficult to find these days, but one of the best-known series of the last 15 years is SSI's Panzer General, which went on to spawn no less than six sequels, and now it's time for Xbox 360 gamers to get a taste of allies versus axis glory in Petroglyph's new Xbox Live Arcade title, Panzer General: Allied Assault.

Gone are the days of intimidating hexagonal game boards. Instead Allied Assault attempts to present its tactical strategy shenanigans through a more friendly card-based approach. You're still looking at some serious strategic depth, but the somewhat-randomised nature of the decks means you never really know what to expect from your own abilities, never mind your wily opponent.

Allied Assault sees you take on the World War II German forces during the events that lead up right up to D-Day. Would-be war heroes will be able to push back the encroaching enemy forces in scenarios based on The Battle of the Bulge, Utah Beach and Operation Market Garden. Playing through the single-player campaign sees you assume control of the American allied forces, while taking the action to the Skirmish mode lets you tinker around with both German and American sides.

'Panzer General: Allied Assault' Screenshot 1

Chess: World War II-style.

Allied Assault presents itself as a board game comprising of either 6x5 or 7x8 tiled grids depending on the scenario map. Each side must start on its base line and is given a selection of cards drawn from a random deck. More powerful advanced cards are earned by winning scenarios (extra rewards are received for playing and winning on higher difficulty levels) which then leads to the ability to create and use your own custom deck.

The game does a great job of tutoring you in the first mission. There are two distinctly different types of cards used: Unit cards and Ability cards. Unit cards represent the game's physical troops, vehicles and support weapons such as Paratroopers, Sherman Tanks and AA guns. Ability cards function in a number of different roles, with some allowing you to deal unstoppable direct damage to enemy units, give health boosts to your own units or cancel combat completely.

'Panzer General: Allied Assault' Screenshot 2

Swamps, troops, attack planes. Oh my!

A typical game round goes something like this: You get your initial hand, place unit cards on your baseline, move units to neutral tiles (perhaps capturing a nearby town or objective tile as you go) and use any Ability cards you want. Next up is the combat round. This lets you engage enemy troops that are adjacent to your units with the hope of rubbing them out of the equation. During combat, a large number of stat-based figures and ability card factors come into play. It plays out like a drawn-out session of rock, paper, scissors; perhaps you boost your attacking unit's damage temporarily, or remove your opponent's supporting fire bonus, or even sacrifice a unit card still in your hand for a valuable defence bonus. Combat is where the strategy element goes deepest, and also, the luck element flies highest.

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Comments: 1-17 of 17 in total

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andromeda
11/11/09 @ 10:49
#1
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Happy Remembrance day.
Skurmedel
11/11/09 @ 11:15
#2
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Sounds tasty... I would love somebody doing a computerized Memoir '44 though.
Skurmedel
11/11/09 @ 11:19
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Also a question: I take it (with the cards in mind) that this is not something you can play hotseat?
Edited 1 times, most recently on 11/11/09 @ 11:19
riz23
11/11/09 @ 11:44
#4
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This sort of game is right up my alley, but I found the whole card thing really destroyed the sense of flow. I found it disappointing.
Bremenacht
11/11/09 @ 11:49
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How long does a game typically last? I like this sort of game, but I don't want a Civ 360 style TV-hog of a game, as I'm usually up against Eastenders and tend to lose.

PC version at some point?
Cannibal
11/11/09 @ 12:08
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They need an Advance Wars rip off on Arcade with muliplayer support. Now that would be buys!
Boomerang
11/11/09 @ 12:13
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...wondering if you'd like to face-palm those cheeky 1940s oppressors

Can a facepalm be administered by a 3rd person? I thought you only ever delivered those to yourself?
Vertical Stand
11/11/09 @ 12:14
#8
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Sounds interesting, I enjoy board game/videogame hybrids when done well, but I tend to be put off by cards, adds an unwelcome element of chance, still as a fan of Dynasty Tactics 2 on PS2 (Koei really should make a new one for PSN or PSP) will look up the earlier PC versions and give them a go.
SleepyDeathFred
11/11/09 @ 12:15
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"right up to D-Day".

Don't these events lead right on from D-Day?
glaeken
11/11/09 @ 12:52
#10
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Yeah the events follow D-Day not lead up to it. It would have been pretty difficult to have all those battles before allied forces had even landed.
Fwing
11/11/09 @ 12:59
#11
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I liked this less than I wanted to/thought I would.
jebus
11/11/09 @ 13:22
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@Skurmedel Sounds tasty... I would love somebody doing a computerized Memoir '44 though.

Yeah too right - I adore Memoir '44

Edited 1 times, most recently on 11/11/09 @ 13:22
farticusmaximus
11/11/09 @ 14:45
#13
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@Bremenacht

"How long does a game typically last?"

In short, ages.

I loved it as it's basically Magic: The Gathering vs. Chess, but each unit takes an age to play out due to the number of card playoffs. In a serious game I expect you could lose an hour per round of moves easily.
MikeN
11/11/09 @ 18:28
#14
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I too was hoping for something more along the lines of Memoir '44 - scenarios with fixed army lists rather than a deck of unit cards. But the big influence of 'sacrificing' cards made combat feel too random for me.
Eldritch
11/11/09 @ 19:33
#15
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Unfortunately, it's not really historically correct. I had a good laugh in Mission 1, when the Volkssturm welcomed me in Normandy.

Still, an excellent buy!
Techno Hippy
12/11/09 @ 08:27
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While I would have preferred a remake of the original games, I did find this fun and a time stealer. I've finished the campaign, although not the bonus battles yet.
dryden555
13/11/09 @ 16:25
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The luck element (using the roll of a die) in this otherwise very very solid game is needlessly used. There's more than enough layers of strategy so that the roll of a die is not needed. Shame because it ruins the game.

Comments: 1-17 of 17 in total

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