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Steel Panthers is a series of Turn-Based Tactics games designed by Gary Grigsby and Keith Brors and developed by Strategic Simulations, Inc., the same people responsible for Panzer General. The first game focused exclusively on World War II (hence the name of the game), but the later games expanded its focus all the way to the Modern Era and beyond.

The games take place on the tactical level on a classic hex-based grid, with players directing individual vehicles and squads. Unit choices are broken down into four broad types (Infantry, Armor, Artillery, and Miscellaneous), with a wide range of diversity within these categories (for instance, Armor includes tanks, armored cars, and mechanized cavalry scouts; Infantry includes riflemen, engineers, snipers, etc.). In battle, in addition to killing the enemy, all weapons can also Suppress enemy units, which reduces accuracy and at high enough levels can pin units in place or even cause them to break and run. The principles of combined arms (using a properly balanced force) and overwatch (one unit moves while another covers them) are very important to remember, as is paying attention to terrain; those who don't tend to watch in horror as the enemy demolishes their forces in detail.

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To date, four "official" games have been made:

  • Steel Panthers (1995)
  • Steel Panthers II: Modern Battles (1996)
  • Steel Panthers III Brigade Command: 1939-1999 (1997): Increased the scope and scale of battles, with individual units representing platoons / squadrons rather than squads / individual vehicles.
  • Steel Panthers: World At War! (2000): A further refinement of the III code made by Matrix Games after they acquired the rights and the source code. It once again limits combat to the World War II era. Available as freeware from the game's official site.

Additionally, The Camo Workshop has released two Fan Remakes of Steel Panthers II for Windows:

  • WinSPWW2: Covers the era of 1931-1946, allowing for some hypothetical battles (Allies vs. Soviets in Germany, U.S. invasion of the Japanese Home Islands).
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  • WinSPMBT: Covers 1946-2025, with the option to use some currently in-development technologies 20 Minutes into the Future.

Both games are also freeware, available from Shrapnel Games's publishing site, though commercial versions with additional features are also available. Both games receive yearly updates, which add new features and update the forces available to each country.

All games come with premade scenarios and campaigns, both historical and hypothetical, allowing players to test their skills by trying to do better than what really happened. There are also both battle and campaign generators, which allow for more balanced battles (points-wise, at least) and map and scenario editors so that players can design and distribute their own content.

The series as a whole continues to enjoy an active multiplayer community, with its central hub being TheBlitz. They're also popular subjects of After Action Reports.


Some of the more prominent conflicts featured in scenarios include:


Steel Panthers contains examples of the following tropes:

  • All There in the Manual: Most manuals for these games include some details about what goes on "under the hood," mainly so that players can tweak the preferences to suit their idea of how the game should play.
  • America Won World War II: Averted. While the majority of scenarios and campaigns do feature the "major players" of most conflicts, there are some for the other contributing combatants of World War II (China, Poland, Australia, etc.) as well as some for small African and Asian "brush wars" (Chinese invasion of Vietnam, Rhodesian Civil War, etc.).
  • Arbitrary Headcount Limit: Only 200 units are allowed as your "core" units during a campaign, i.e. they last for the duration of the campaign and can gain experience.
  • Artificial Stupidity: Until recent updates, players had to put tight fire control on units that have low ammo counts. Otherwise, ATGM crews (usually carrying only 4-6 missiles) will waste their ammo on jeeps during opportunity fire and have nothing left for tanks and other heavy armor.
  • Authority Equals Asskicking: More "experienced" units like Navy SEALs will be far more effective than inexperienced guerrillas.
  • Break Out the Museum Piece: There's a lot of this going on, just like in the real world. A notable example are the obsolete French tanks deployed by the Germans in Normandy in 1944.
    • In WinSPMBT, some Latin American countries are still using the Sherman tank in the 21st century.
  • Les Collaborateurs: Yep, you can play as or against Vichy France and a few other Nazi puppet regimes. The LWP, the Polish Communist Army created by the Soviets, is also a separate faction from normal Poland.
  • Crippling Overspecialization: Not as extreme as most video game cases, but still present. Most specialized units have a task they're designed for (antitank, anti-air, scouting, etc.) and usually don't fare too well when they try to do something else. ATGMnote  teams can kill tanks all day as long as they have the missiles but don't last that long going head-to-head against an infantry squad. In addition, each ATGM soldier costs significantly more than each rifleman, meaning you'll effectively be handing out victory points to the enemy.
  • Delaying Action: One potential mission type.
  • Do Not Run with a Gun: If a unit is moving, its accuracy drops. The faster it moves, the worse its accuracy gets.
  • Easy Logistics: The game ignores the effects of strategic bombing, supply interdiction, industrial capacity, etc. at the strategic level, meaning that, for instance, you can buy more Tiger tanks than Germany ever actually built as long as you have the points. Within battles your troops do have limited amounts of ammo, but they can be resupplied almost infinitely from ammo trucks and supply depots (and there's an "Unlimited Ammo" option in the game preferences if you find even this to be too pesky).
    • Of course, that is assuming you have the points. Higher-quality units tend to be much more expensive. Want to simulate strategic bombing effects or logistical strangulation? Lower the points available for your side. Watch as your elite infantry company or your MBT platoon becomes too expensive to buy, and you're forced to fall back on second-rank vehicles and troops.
  • The Engineer: Combat engineers are better at clearing minefields and other obstructions than standard infantry. They also tend to have absolutely brutal short-range weapons like submachine guns, sabot rounds, and flamethrowers, making them useful in assaults on entrenched positions.
  • Every Bullet Is a Tracer: Whenever a unit fires a weapon, its path is always visible. This (and the range report) can help you return fire even when the firing enemy unit still isn't visible to your soldiers.
  • Friend or Foe: It's impossible to directly fire on friendly forces. Artillery and airstrikes, however...
  • Fog of War: Simulated fairly realistically. Simply because a unit can see a hex doesn't mean that it automatically spots any units in its field of vision. Units can lower their chances of being spotted by either staying still or "sneaking" (moving slowly, about one hex at a time). On the other hand, stationary observers and / or specialized recon units have better chances of spotting enemies within their field of vision.
  • From Nobody to Nightmare: Chew through some of the longer campaigns and see what kind of core you get by the end.
    • Start a randomly generated campaign in 3 with three companies of ATGM vehicles or light tanks, light self-propelled artillery, and a few forward observers. End it with a fully-tooled up elite tank battalion backed by heavy guns or multiple rocket launchers.
  • Gameplay Grading: Uses a variation of this. The exact measure of victory or defeat in a given scenario is measured by the ratio of victory points between the two players.
  • Garrisonable Structures: Buildings do provide some cover to infantry (as does rubble). Also, some player-placed structures such as bunkers can be actively garrisoned by "loading" infantry into them.
  • Geo Effects: Terrain is a major factor of every battle, especially in terms of cover and visibility.
  • <Hero> Must Survive: No matter how well the rest of your units do during a campaign mission, your HQ (where you are) must survive.
    • One fan-made scenario that saw the 1991 Gulf War continue into Iraq instead of stopping have a branching campaign where high success would give you a final mission where Saddam Hussein was named as the Iraqi forces HQ unit.
    • There's also a WW2 scenario where the Germans are supposed to locate and kill/capture Yugoslav partisan leader Tito (also represented by a HQ unit). Victory points are irrelevant in that scenario, so losing the Tito unit results in an instant loss for the Yugoslav player, while its survival ensures a victory.
  • Guide Dang It!: The manual that came with the purchase edition of Steel Panthers 2 only gave instructions on the most basic control features. Otherwise, it did not explain what the different stats were or more detailed instructions on many of the controls (i.e. artillery, air strikes, loading/unloading troops on vehicles, water operations, etc.).
  • Hold the Line: Any mission where you're defending against another advancing force.
  • Home Guard: The Trope Namer shows up in the WW2 installments, though plenty of other examples are present, from the US National Guard (both Army and Airforce) to the Nazi German Volkstrum, to various militias. Several nations also have the option to deploy police forces, which are a mixed bag: Some of them have good morale but are less experienced than regular soldiers, like the Nazi German Ordnungspolizei or the Polish Policja, some have poor morale and less experience, like the Afghan National Police in the modern games, some are completely average, like the UN police in the modern game, and some actually have better morale and more experience than the regular infantry, like the Spanish Guardia Civil or the Italian Carabinieri
  • House Rules:
    • Some scenarios (particularly the fan-made ones) have "victory conditions" written into the description for objectives that the game engine itself isn't coded to handle, such as the survival of a particular unit.
    • Players in head-to-head games will have agreed rules, such as purchasing points, number of air strikes, artillery purchase limits, etc.
  • Humiliation Conga: Happens when an infantry squad gets attacked, takes casualties, retreats, then gets spotted by another enemy unit, who attacks, causing the squad to retreat, spotted, attack, retreats again, etc.
  • Kill It with Fire:
    • Napalm bombs, flamethrowers, Molotov cocktails...
    • In the modern iterations, RPO-A Shmels and M202 FLASH rockets are on the table. That's right, rocket flamethrowers.
    • Fighters dropping fuel-air explosives or MLRS fuel-air rockets.
  • Macross Missile Massacre: The German Nebelwerfer and most Russian rocket artillery, starting with the BM-14 "Katyusha." The British have the Land Mattress while the Americans have the Calliope (meaning they have a medium tank that can also act as rocket artillery) and a version of the LCV landing craft.
    • In the modern games, several countries have MLRS vehicles that can do this.
  • Misguided Missile: Less due to clever maneuvering on your foe's part, and more to your aircraft acquiring the wrong target in the first place.
  • Molotov Cocktail: A surprisingly effective weapon - no WW2 era tank is safe from them. Used mostly by partisan and militia-type units.
  • Morale Mechanic: The game has a Suppression mechanic, which indicates how rattled a unit is after coming under fire. Units under high suppression can be pinned down and refuse to move, or even forced to retreat, until they can be rallied.
    • The morale rules have the side effect of making the German Mk I tank much more useful against the Russians than it should be. Early on, the Soviet KV heavy tanks are just about immune to the guns of the available German panzers. That goes double for the Mk I as it only has machine guns. However the Mk Is are cheap to buy and fire six times a turn so the inexperienced Soviet crews can be panicked by a storm of machine gun fire even though it can't actually hurt them.
    • The game also takes into account what year and country it is when calculating base morale, at least in WW 2. For example, the German base morale starts off at 70, and stays there until 1944, when it drops to 65 due to the war starting to turn against them, and then drops to 55 in 1945 when it becomes clear that defeat is imminent. Most of the Allies start off at the opposite end, with low base morale in the early years of the war, only for it to climb as they gain more experience and the war starts going in their favour, though a few smaller countries never have their base morale change, and there are some exceptions:
      • The British base morale remains at 60 every year until 1945, where it drops to 55 on the basis that victory is imminent and their soldiers don't feel like dying for a war that's basically over. The French and the Polish also experience a similar drop in 1945.
      • Japan's base morale remains at 70 for the entire war, being the only major nation on either side to not have their base morale change.
  • No Campaign for the Wicked: Averted. The random campaign generator lets you play a campaign as any faction, and there are a number of preset campaigns, both shipped with the games and made by fans, that let you play as Nazi Germany, the Soviet Union, and others.
  • No Kill Like Overkill: In any way you can imagine, there is justs something theraputic about using a AH 64 to scout for enemy positions then bring down MLRS, 155mm howitzers, 120mm mortars, and paladin self propelled artillary down on one poor guy with an anti-tank rocket, or just levelling entire cities with artillary before rolling in and clearing out the few remaining units with tanks, ATGM, attack helicopters and airstrikes just because you can.
  • No Range Like Point-Blank Range: Tanks, Artillery and all the other stuff you have at your disposal is pretty awesome, but if you want to take an enemy position, your infantry will have to get up close and personal...
    • Additionally, if an enemy armoured fighting vehicle ends up right next to one of your infantry units (or even on the same hex as one), that unit can attempt to assault it with any explosives they have, giving them a chance to take it out even if they don't have proper AT equipment. This is primarily meant to represent things like infantry taking out treads with grenades, or swarming the vehicle and dropping explosives into the crew compartment. Even if they do have proper AT weaponry, most of it has low range outside of the stuff used by ATGM crews, so they'll need to be close to have a chance of taking an enemy tank out.
  • No Swastikas: The German flags in World War II use the balkenkreuz instead. Most games had the historical flag as backup and let you edit it back in instead (or vice versa), though.
  • One-Hit Point Wonder:
    • Helicopters are a unique variant. While they can survive a fair amount of fire, they will retreat off the map if they take any damage, and cannot be rallied. They can still be controlled on the turn they take the damage, which is useful for unloading any transport helicopters that take damage so they don't take their passengers with them when they retreat.
    • The majority of snipers. While there are a few special forces teams that carry them alongside other weapons, the majority of sniper units are made up of a single soldier, and as such will be destroyed with a single successful hit. The exception is the Heavy Sniper Teams some nations can get in the modern installments, who first show up in 1996 and have two members.
  • Point Defenseless: Justified and zigzagged. As the trope page notes, the AA guns of WW2 and the early post-war era were manually operated and visually targeted, making it difficult for them to hit the smaller, more agile aircraft used for close-air support. Because of this, shooting down enemy planes is relies on luck and having a lot of anti-air guns, and even then there's no guarantee of even hitting an enemy plane, much less shooting it down. However, in the later years of the modern settings, you start getting SAMs and radar-guided anti-air guns, which have a good chance of hitting any aircraft that get in range. The exception is helicopters, who are slower and actually stand still at times, meaning even infantry units with bolt-actions have a fairly good chance to hit them at close range. And as the pointed out above, you don't need to shoot them down to get rid of them, unlike planes.
  • Possible War: Other than the aforementioned World War III scenarios, there are also some for other potential conflicts-that-weren't (or that may be in the future).
  • Rare Vehicles: Goes as far as to include some vehicles which never actually saw service, such as the Nazi German Maus and Sturmtiger. Even for those that weren't quite as rare, you can again have more of a particularly rare vehicle in your core force than would ever have been available throughout the course of all of World War II thanks to the points-based purchasing system.
  • Reality Ensues: Many tanks, and some other armoured vehicles, have pintle-mounted machineguns mounted on them, officially for use against aircraft but more often used against infantry. However, most of them require a crew member to be partially outside of the tank to operate them, meaning that if the tank takes enemy fire and buttons up (closing the hatches), they will no longer use the pintle-mounted machine gun. Which is also why rifles and machine guns that can't actually harm the tank can still supress them (that, and infantry aiming for their vision slits, making it harder for the crew to see).
  • La Résistance: Some of the playable factions are this. It's not easy to win with them, since you'll probably be badly outgunned.
  • Separate, but Identical: In the post-WW2 settings, most factions essentially use either an American or a Soviet equipment roster, although some factions (NATO nations, China, and Israel among others) do have their own designs. Justified in that this is what happened in real history; both sides of the Cold War sold surplus weapons and vehicles to their allies and affiliated resistance groups.
    • A few countries (e.g. Yugoslavia, Iraq) use a mix of American and Soviet equipment.
  • Support Power: Airstrikes and off-map artillery. Usually negotiated between players due to their effectiveness.
  • Tank Goodness: The games feature hundreds of different armored fighting vehicles and their variations. For example, in MBT there are thirteen different models of the T-64 main battle tank.
  • Ultimate Showdown of Ultimate Destiny: The random battle and campaign features allow you to pit any two nations against one another, even if they're members of the same alliance (the United States vs. Japan / any NATO nation), unable to interact in a meaningful way (Afghan mujahadeen vs. Cuba), or even haven't fought a war in the 20th century at all (the fact that Switzerland is playable, full stop).
  • Units Not to Scale: At least in the first two games, each hex is 50 meters to a side. Two units that appear to be "right next to each other" on the map are about half a football field away from each other, hardly point-blank range.
  • Urban Warfare: The games do a decent job at replicating just how brutal urban warfare is — short lines of sight and strong terrain bonuses for entrenched infantry (plus better opportunities to ambush unescorted vehicles from the sides and rear) mean that most engagements take place at very close range and result in lots of casualties.
  • Vehicular Assault: There is an option in the settings for "AI Tank Heavy." It explains itself.
  • Veteran Unit: The incentive for not treating your troops as cannon fodder during campaigns is for them to achieve this status. Unit experience rankings are green, regular, experienced and elite. Also, higher experienced troops can be bought, such as airborne and special forces.
  • Video Game Caring Potential: Every officer in your extremely extensive command has his (or even her) own stats, as do their units. If they survive, they evolve and become more effective. They don't, and you have to start back from scratch IF you are lucky. Let's just say that Save Scumming is very popular, particularly for campaigns.
  • Video Game Cruelty Potential:
    • Asides from what you do to the enemy, friendly fire is VERY much in play, and you are free to treat your men as you wish, even using them as Cannon Fodder. There's also nothing preventing you from doing things like calling in an airstrike to drop napalm in an urban area, despite the fact that this would be generally inadvisable in real life.
    • Steel Panthers 3 in the WW 3/Israeli future conflict scenarios. Turn on fast artillery. Turn up your number of allotted points to the max. Buy half of it in BM-22 Uragans and the other half in BM-21 Grads. Annihilate the entire enemy side of the map on the first turn.
  • Video Game Cruelty Punishment: Just don't whine when you get wiped out one one of the late levels of a campaign because you needed elite troops that you used as expendable bullet sponges back when they were green.
  • Video Game Long-Runners: As mentioned in the main article, the game has gone through six incarnations since 1995, two of which still receive annual updates.
  • Zerg Rush:
    • A common (though not always viable) strategy for factions with cheaper units.
    • Typically the setup in any scenario involving Tiger tanks. You can kill some of the T-34s, but not all...
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