SGS Battle of the Bulge

SGS Battle of the Bulge

Klaus Nov 2, 2024 @ 3:19am
I have a few questions about the game
Historical accuracy and creative freedom: How accurately was the historical battle depicted in the game? Were certain aspects adjusted or added to make the gameplay more exciting or tactical?

Balancing the sides: How has the game been balanced so that both sides are fun and challenging, even though the Allies have historically had numerical superiority? Are there dynamic elements, such as weather or unexpected events, that affect the course of the game?

Strategic depth and realism: What tactical challenges await players when dealing with the different unit types? Are there special mechanics for the interaction between infantry, tanks and air force that make the game more realistic?

Scenario selection and replayability: The different scenarios seem to offer a lot of detail. Which scenarios would you recommend for players entering the genre for the first time? And which scenarios are the most challenging for experienced players?

Combat mechanics and stacking rules: How do the stacking rules work in practice? What tips do you give new players to set up their units in the best possible way and avoid bottlenecks?

Campaign length and play time: The campaign length seems quite demanding. Are there save points or ways to pause between rounds if you want to play the long campaign over multiple sessions?

AI and challenge: How was the AI ​​designed? Does it adapt to the player's playing style or does it follow fixed strategies?

Strategies for both sides: What different playing styles do the developers promote for the German and Allied players?
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Thiriell33  [developer] Nov 3, 2024 @ 9:10am 
Hello and thank you for your many questions. You'll find a lot of answers in the general presentation of the game on the shop page.

Of course, you have to adapt to the game engine, which allows for many things but not always all the finesse you'd like, and also to the balance between the two sides. Here, I think that both sides are represented as accurately as possible from a historical point of view (with a very accurate and detailed oob), while at the same time having many distinctive features that make things more interesting. For example, the American player can delay his opponent by setting up roadblocks. Special' events and cards will also spice up the game by offering special possibilitie, as the intervention of the von der Heydte Battalion or Operation Bodenplatte on the German side, or the ability to ‘throw in’ the 101st Airborne directly on the American side. Weather is an important factor all along the game, conditioning the intervention of air forces (on both sides).

Each type of unit has its own characteristics and capabilities that I can't fully summarize here: basically, the infantry can "take" losses and defend well but lack "punch" for the offensive, unless it is very well supported by artillery and/or aviation. German tanks are generally powerful but vulnerable in defense or fighting alone. (From this point of view, the American Combat Commands are much better balanced) They are the only units that can break through, and the motorized or mechanized troops are the only ones that can accompany them. Tactical cards also make it possible to highlight the respective qualities of each army.

There will be several scenarios of different sizes (not all of which will be implemented on release, but will come later). The grand campaign is obviously the longest and most complex challenge, but is still affordable in terms of difficulty. My idea is always to make games that are both historically accurate and fast-paced and dynamic. In Bulge, as in Overlord, the number of units is around 500, which is important but reasonable and manageable for a player who doesn't have a lot of time to devote to the game (of course, everything can be saved at any time, as in all SGS games).

Stacking is another key element of the game. You can't concentrate all your forces on a narrow front without creating traffic jams. Basically, one region of the game can contain the equivalent of a large division with a few supporting elements (the artillery is very well presented and also plays an important role). Terrain is also crucial, as it is in the real world, and you need to choose your attack routes carefully.
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Date Posted: Nov 2, 2024 @ 3:19am
Posts: 1