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The old girl's back at the front! Wing's Simulations' Panzer Elite - not to be confused with the later 'arcade' tank game Panzer Elite Action - was the doyen of tanksims for many years and in many ways, she still is. With the classic Panzer Elite Special Edition (PE-SE), which included a series of major mods, you could fight your way through campaigns in Libya, Tunisia, Italy, North-West Europe and Russia with British, German, US and Soviet forces, fighting from a great variety of tanks. Artillery support, infantry, A/T guns, light armour and soft-skinned vehicles were all there. Briefings were accompanied by animated maps and voiceovers. Platoon command and control was second to none and better than nearly everything else. Radio and intercom traffic was pretty thoroughly represented. You could swap around crew members with different skills and, within some limits, choose your ammo loadout and some optional extras for your tanks. The years passed and better-looking tanksims appeared, good and not-so-good, but some of PE's talented modders didn't give up and improvements continued to be made, notably time of flight for projectiles and better graphics. This mission report is my first serious outing with a new PE mod, still in beta but already showing the way ahead for PE - Panzer Pack 2-X, or PP2-X. The original Panzer Pack by the Lenort brothers was one of the original big mods for the sim, geared towards multiplayer. Its latest incarnation is by modder Slomo, based on a new PE .exe from fellow modder Brit44 'Aldo'. Main visible improvements include some much better tank models, with 3-dimensional and better-animated wheels and track, which had been 2-dimensional, even on previously-improved models. The latest version of PP2-x also includes more recent work by Aldo which pretty well eliminates the tendency of PE tanks to teeter sometimes like they were made of cardboard, as they moved on uneven terrain, which makes for a big improvement to my eye. Many tank and other models are still the originals from PE-SE, but these are gradually being replaced as work on the beta progresses. As things stand, PP2-x is a mod for the basic sim, so doesn't add Eastern Front, Libyan or other campaigns; to play these in their latest versions, you'll need a different mod, BobR's PE3, which I used in my last PE mission reprot, fighting the Sherman Firefly.. Details of PP2-X are available here: http://pedg.yuku.com/forums/52/PP2X#.VG0pTcnHSRE. Graphics and animations are still not up to the latest standards but especially with the new tanks, are a tremendous step forward from the originals and they really give this fine sim a new lease of life. Having installed PP-2x (latest version 1.2) in my 'mods' folder and enabled it using the JSGME-like Mod Enabler that comes with PE-SE, I decided to play for the Wehrmacht, starting with the first mission in the Normandy campaign, 'St Lo - 3 July 1944', a mission which all the PE old hands will know well! Here's the screen that greets you when you start. Your platoon awaits you! You can see your allocated tanks, parked up in front of a slightly-knocked about farmhouse. In the centre stands your 'adjudant', in practice your platoon sergeant whose animated figure, when clicked on, will open up the options that your industrious second-in-command will be able to organise for you, as befits the abilities of the professional Senior NCO that you, a mere Lieutenant, will be glad to rely upon. Click on the tanks and you can choose to replace them (which I usually do, if only to get a platoon that is realistically equipped with the same model of tank). You can also choose to move crewmen or add realistically-available features, like skirt armour ('schurzen') for German tanks. Long-time PE players will recall that the cow moves and moos! It's been a lo-o-o-ong time since sim developers put this kind of care into creating an immersive front end. In the pic below, I have replaced my Panzer IIIN (short 7.5cm gun) with a late model Panzer IV to match my other tanks - a mix of Panzer IV H and J versions, all with long-barrelled 7.5cm guns, the J model being a late war 'economy' type with manual-only turret traverse and other simplifications. I am also adding available upgrades - some extra protection, including spaced armour for both turret and hull sides, as normally carried from about mid-1943 (hull spaced armour was frequently lost, but the turret 'skirt' generally stayed put). Having already set my realisim options to my taste (via the 'adjudant'), it was time to kick off the mission briefing. Here is the basic mission map. The voiceover and map markings, which appear one after the other, talk and walk you through the mission - again, a touch that few other sims have equalled, before or since. Basically, our 4-tank platoon has formed up at the hamlet of la Corbierre and is to move a short distance to the north, to la Croix de Pirou, to help defend that village against imminent, concentric US Army attacks. We are supporting some Panzergrenadiers in that place and are ourselves supported by two other platoons which will follow us, plus others on the flanks. As usual in PE, your side's little battlegroup is a mix of different platoons with often unspecified but varied equipment, when a more coherent, more homogenous force, with slightly less variety and tied more closely together in what they are doing, might be more realistic. Here's how the briefing looks when it's stopped playing through. The green arrows are the expected, concentric US attacks, while the blue markings indicate our (German) positions and movements. If we can't hold la Croix de Pirou, we have been told we can fall back to la Corbierre, whence we came, and if it goes really badly t*ts up, then St Giles to the south is where we must make our stand, with a platoon of anti-tank guns already there as a last line of defence. I clicked the icons on the right to review advice, weather etc and then had a good look at the map, to choose my firing positions. These I intended to occupy at once, rather than waiting for the enemy to appear, in this fairly close country, where lines of sight and fire were rather short and nasty surprises could creep up on you rapidly. On the left, the ground was fairly level, with open terrain ahead of the village. This open area looked like a possible killing ground but fire positions in that direction lacked hard cover, just limited cover from view amongst some shrubbery and little scope to 'shoot and scoot' under cover, from fire position to fire position. In the centre was the village itself, an obvious target for enemy artillery and while providing some cover from direct fire, this would also limit my own arcs of view and fire, while separating my tanks from each other. On the right was higher ground, with a fair bit of soft cover and some countours which suggested better fire positions, possibly hull down, from which I could shoot and scoot, while possibly firing from the advancing enemy's flank, as they came into that open ground. Plan made - I'd move out wide to the right in column formation, turn back left when just ahead of Croix de Pirou, and then go into line abreast, edging the platoon, in that formation, into our initial fire positions. My plan made and the mission loaded, I ordered my tanks into column and we roared off to the right. Here we go, boys! Let's see if we can teach these impertinent Amis a thing or two, about what German Panzers can do! ...to be continued!