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Rapporter et oversættelsesproblem
Turf War, yes. Soldier management, no. Basically, you have a map of territories that you can attack and defend. You have no control over your soldiers, what they look like, what weapons they carry or how they behave. They're mostly just a number - a currency, effectively. The Turf War missions are just a direct slugfest. Small map, lots of enemies, kill. Kill the requisite number of enemies before the enemy does the same to you.
About the only "management" aspect the game has to offer is your soldiers' "tier", which determines a pool of weapons they can spawn with, and possibly their health/damage values. You don't choose when to upgrade, the mission to do so just pops up on its own at some point (possibly based on reputation?).
Basically, Turf Wars feel like a bare-bones proof-of-concept system with no real meat on the bones. It's how you win the game, to be sure, but its actual substance just comes down to running the same mosh pit mission in different locations over and over again.
How to win the game, as in you only can do it at end of the game or?
Nvm I see its at the beginning.
Thats disappointing either way, guess I'll give this game a shot none the less.
The X30 means your forces need to take out that many.
There are far more enemies there as they endlessly spawn so you can take them out and take their equipment if you run out.
Now if the fight spawns a boss it will spawn in around X10 left on the counter... then you need to focus down the boss.
To the OP. It's going to be painful as you build up your rewards but it will become super easy later on. The real trick comes from going after the drugs right at the start and then upgrading your troops to T2 on round 2.
The novelty of them quickly wears out once you experience them a few times. Turf wars as a whole could use a rework.