Publicada: 28 Junho
I'm not used to many hex based games so perhaps it's just not my genre, but I didn't enjoy this game.
I liked how mobile the tanks and motorized did feel, I felt like I could blitz behind the enemy and cut off their supply lines very satisfactorily.
I liked being able to build and demolish bridges.
The UI did feel polished and well made.
I enjoyed the focus on mobility and logistics, since those were what won and lost theatres in WW2.
The enemy AI nearly never attacked (even when they were in imminent danger of being encircled), and always had this annoying tendency to retreat exactly where the enemy front was weakest even when this involved it retreating in the wrong direction.
I’d have it so that I believed I had a reasonable chance at taking an objective the next turn, and while trying to encircle the enemy any troops I had to mow down from behind the objective would willing retreat forwards into the pocket. With this I’d lose my chance at taking an objective before it began losing prestige value. This seemed like a terrible oversight. Sure it’s a great tactic for the AI if it wants to deny you an objective, but the point of retreat is that it shouldn’t have any control over the unit anymore, the AI being able to treat it as an organized advance is nothing short of infuriating.
Yeah the AI was tough, very tough, if that’s your thing then good for you. I’d have preferred a casual option though, or maybe one called realistic. For example in the Stalingrad campaign in Operation Uranus I thought the two day objective looked reasonable at first. Little did I know the entire 6th German army would completely evacuate Stalingrad to form a borg cube around two objectives denying me a victory at all. It felt like the enemy AI needed to have objectives of its own besides just denying me my objectives. For example it left cities that were non-objectives completely undefended.
The predetermind locations of your units at the start of a scenario was a kick in the teeth as well.
The time limit seemed like a cool idea until I played the game, and I understand that to add challenge to the attacker when you have a huge majority it's neccesary, but I feel like it could have been improved upon. I'd have prefered it to been a campaign feature rather than a feature in each individual scenario.
Finally it had randomized attack features like overrun, which let a unit attack twice. I don’t play strategy games to have to worry about critical hits.