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In both cases the game plays out in real time. The difference is that in turn based mode the game stops autoatically after each 1 minute mark, and you can only give commands during this phase.
The big advantage to this is that you can replay each "play-out" phase which is essential when you have more than a couple units.
Anything more than that, I'll go with Turn-Based. It's just a little easier.
I think the big advantage of Real Time is that you can make decisions on the fly rather then committing a full minute in Turn Based. A lot can go wrong in a minute.
That being said, A lot of people will only play Turn Base. I think its a little more exciting to see for that minute what unfold. Its a bit more rewarding when you pull it off.
Remember, you can pull some pretty complicated moves in Turn Base. Using pause, and target arcs is very useful.
Also, you can control you squad to hold fire by reducing the target art.
Have fun!
Realtime you can not waste time, in WEGO you can drool over the little action movies you create yourself over and over again.
That is a big reason, many people do enjoy that. It has other benefits too but the replay is the most "fun" part.
You give out order then the man will execute the order and give you feed back. If any unit took dmg they will report back.
instead of in real time, you miss the missile destroying your tank and you won't even know what happen.
"The original trilogy of CM games used a turn-based hybrid system, dubbed WEGO. Each turn, orders were issued to units by both players. Those orders were then executed simultaneously during a sixty second real-time window, at the end of each turn. With the release of CMSF, and the upgraded CMx2 engine, Battlefront added the option of playing CM as a pausable real-time experience. Personally, I enjoy both options. However, this game was designed to be played using the WEGO system. That’s because, WEGO partially simulates the command and control challenges faced by commanders.
Under the WEGO system you are forced to cede control of your units to virtual commanders (dubbed TacAI), as they attempt to carry out your orders. You cannot react to the battlefield situation in real-time, depriving players of their ‘gods-eye’ view of the battlefield. It forces the player to make decisions based on incomplete information as you cannot instantly react to your opponent’s movements. In this way, WEGO merges the tactical depth and planning of turn-based gameplay with the intensity of real-time systems. Whilst it might not be for everyone, it does add an extra layer of realism to the overall experience and is worth trying out."