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Major differences are:
WG:RD has a national deck making, meaning you got access to the entire nation (or coalition) arsenal and choose if to make a specialized deck (Mechanized, Airborne, Support etc.), and it has primarly 2 game modes (economy dosen't matter, i've never saw anyone playing it): destruction and conquest, one is a TDM where you get points by destroying enemy units and the other by controlling more Control Zones than the enemy
SD2 insted rely on a division one, in this case you choose a division and make a deck with what that division had at disposal. also it has the frontline mechanic, that does influence the stats of many units and it's curcial when you play the conquest mode, not anymore based on zones, but on flags, and you cap them by advancing your frontline.
Warno kinda sits more close to WG:RD than SD2, sharing with it mostly the divison deck making and the presence of towed units, while the zones makes their return in conquest, and destruction is coming as well.
And it doesnt solve the Problem, when you make more colors and bling bling around the unit, so that i cannot see them because of their washed out colours and the not helpful square around the units!
It is an absolut immersion breaker, i dont have any connections because of the washed out style of the units :(
Less is much more in a wargame, why must there so much information and why i cant see the units.
I think is an absoluty main aspect , that a player must can see or have a feeling for the units on the battlefield, not tons of unnecessary information around the units which makes the chaos complete.
I watched the Broken Arrow Video from today, they are heading the right way, not millions of colourfull unnecessary Informations like in Warno and SD2.
I do love going back and playing the WG:RD Campaigns i think are great because they are dynamic but after playing the later games the AI this older game is a bit of a sticking point.
I have said it before but if Eugene go back and update the AI to be more inline with Warno and add it as a DLC i would drop a few bucks in a Heartbeat for sure.
It has a few advantages over red dragon and warno:
* Tanks cannot traverse thick forest but can go through light
* Their is a commander system that has the general unit passing influence to the squad commanders who pass them to nearby troops.
* The Frontline mechanic - This is a controversial one for a lot of people. Their is a line across the front which is constantly moving according to where each side occupies. If a big breakthrough is made you will see on the map just like you would on a real commanders map the line change to reflect that. The problem people have is that they think people can tell exactly where their units are "hiding". While this is true in general in ww2 you would know where pockets of enemy were in most instances. So for me in general it is a good system that enables surround and surrender mechanics, flag capture manoevers because the line moves just that little bit to cover a flag when the enemy are on the backfoot in an area. ww2 frontline combat was not generally about stealth and peoples main criticism is that they cannot hide their units perfectly, avoiding civilians and supply chain or support elements in the process, whether enemy or friendly. Sure the information is instant but then so is a lot of other information in game, you get instant feedback when your units die for instance. You know exactly where all of your units are at any given time. You have perfect intel and you have an idea of where the enemy is as well. In this regard the game is sped up. This is not realistic but it does enable the game to be played quickly and as if you were in charge of each squad yourself on the ground.
The frontline mechanics also stops what happens in WARNO where the AI early on and I imagine players like to take a lot of troops on rear area missions and ambush missions by marching them through massive forests especially on the flanks of the map. Which I find is pretty cheesy when this becomes the main focus instead of the battle.
The frontline system also replaces the red dragon/WARNO capture the pre-determined points and snipe the commander holding that point mechanic. Which I always thought was strange, making it compulsory where you set up your headquarters. The points are pretty arbitrary on each WARNO map as well.
* No fuel supply - THis might seem like a detractor. Supply is in game in the form of ammo and repair and even re-manning abandoned tanks. But they left fuel supply off but it is back in WARNO - fuel is problematic because a game that goes for 1hr should not have vehicles that are probably on full tanks of gas running out. I'd like Fuel in WARNO a lot better if the tanks came into the field half full as if they just did a long route march, then refuelling them lasted the rest of the game.
ammo types SD2 has different ammo types carried by vehicles. AP and HE are a thing. Even APCR special shells. You can control and save these shells or run out of one or the other if facing the same targets constantly.
Penetration mechanics and health bars No health bars in SD2. The mechanics for penetrate or not are fairly detailed. WARNO is much more a case of "my tank is so modern and advanced odds are it will hit almost all the time (where a ww2 tank will miss a lot especially at range), because of this we need to make hitpoints more relevant. Basically in SD2 I think first time penetrations and kills are probably far more common than in WARNO where tanks grind each other down making it more of a numbers game and less one of micro when outnumbered. So in Sd2 you need to get very close to guarantee hits and you need to STOP in order to be accurate. So at great ranges you can have some good tank duels while at close range things are more deadly.
You should check VulcanHD, atkpwrgaming and others that stream competition for steel division 2. They also occasionally do WARNO iirc
SD2 is great for sure and a different vibe but my main gripe with it is when playing a campaigns all the deployables you have to set up before the game. Yes you can auto deploy them but they are mostly then in poor positions and how the balancing is set up those Bunker placements ect are the difference between winning and losing.
Really wish there was an option where no deployables were used at all so you didn't have to spend 10 minutes before every fight setting all that crap up, maybe just give the Defender a statistical/numerical/or points bump to reflect its Dug In status.
I do love the gameplay i just want to get to it but when you have the fights, most of the time when you are defending you will have to spend that 10 odd minutes with you line of sight tool going all over the map placing those Bunkers. Gun pits and Trenches before you even look at what actual units you want to bring in, tedious doesn't even come close, i cannot manage a couple of those Battles back to back to be honest so just end up turning off the game and maybe come back a few Days later when i have built up the willpower to go through it again LOL.
But yes I am with you, we used to have one person who if we played breathrough mode with the fortifications would literally take 30 minutes to setup, checking all the angles and ranges. He enjoyed it though. Fortifications are something I do not think we will see in WARNO although I think they were probably something taught to the troops.
Only "problem" is i don't really like how the maps look. I think devs wanted to get a retro look or smth, it's like there's a sepia LUT texture used as color correction. :) Warno maps imo look very cool. But will play that one later, when they add more divisions and overall content.
Again, thanks everyone for your posts. Have a great day!