41 people found this review helpful
1 person found this review funny
Recommended
0.0 hrs last two weeks / 35.8 hrs on record
Posted: Mar 7, 2023 @ 12:12pm
Updated: Apr 22, 2023 @ 7:54am
Product received for free

RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
WHAT TO EXPECT:
SGS Korean War (SKW) is another instalment in the series of historically tilted wargames from Strategy Game Studio/Avalon Digital. An operational level strategy game that is turn-based, it depicts one the major 'hot' conflicts of the Cold War from 1950 to 1953. Players take command of one of two factions (Communists vs United Nations) controlling elements of army and air forces across historically themed campaigns and operations. Gameplay is influenced from military board games. Sides vie for Victory Points by controlling key locations, amongst other factors. Solo and various PvP modes are supported
STATUS:
The engine is now fairly mature, but the content is supported with periodic hotfixes
AUDIENCE:
Strictly for fans of historically accurate, operational level wargames with a mostly rigid set-up and structured outcomes
VALUE FOR MONEY:
A sale is in order given the repetitive of the same map and overlapping scenarios

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=2943131879
KEY ATTRIBUTES:

THE GOOD:
Simulates the forgotten conflict from the Cold War of the previous century, with balanced factions of technologically fewer forces versus inferior quality, but higher numbers
11x historically important scenarios from the complete conflict, to shorter campaigns and small-scale operations that overlap each other
Incorporates an operational level battle system with several factors of warfare across a host of turn-based phases
Simulated warfare that includes: land and air combat, air cover, amphibious landings, fortifications, minefields, HQs, logistics, artillery fire, reinforcements, replacements, city sieges, breakthroughs and pursuits
Detailed, accurate, historical regimental level orders of battle, with a few other battalion sized army units. Air forces are squadron sized
Includes a large selection of themed playable cards that can be played during various phases that affect sieges, combat, logistics, VP score, build trenches, minefields or obstacles, amongst other strategic effects
THE BAD:
Complex. Takes time to learn gameplay & mechanics, unless one has previous exposure to franchise
A rigid design results in historically structured gameplay that tends to lead to a contrived outcome
AI can leave locations in a defensive line blank or use AAA to attack. Sometimes sending kamikaze attacks with badly matched forces
No leader assignment
There is no undo (move) function
Some reinforcements can come into play in far locations where they won't make the frontline before the scenario finishes
The formation widget can be fiddly to use. Reorganisation of formations can be tricky and time consuming
Using the next unit button does not automatically bring up details on the unit track
Some events/cards lead to a premature endgame in the main campaign(s) and should be optional or bypassed to allow full completion
AND THE REST:
The AI has 3x difficulty setting and is capable but flawed on medium. It did perform a few questionable moves such as: artillery moving on its own as a spearhead attack

https://steamcommunity.com/sharedfiles/filedetails/?id=2943130055
KEY OBSERVATIONS:

THE GAME
► Plays like a board game.
► The scale of the conflict seems a better fit than the Winter War title. This type of warfare embraces the game's design in a better way.
► Map detail, abstracted themed cards, key historical events and orders of battle gear the game to provide an historically accurate recreation of this conflict.
► Scenarios are plentiful and provide a better spread of content than the previously reviewed title. Played in chronological order they become a first rate primer for the full 150+ turn campaign. However, they are very structured in design and outcome, tending to play out historically.
► With 150 possible turns The Grand Campaign is slightly less rigid than the scenarios. Gameplay proved to be as structured, but expansive by allowing the freedom to pursue the war across the full map. An economy system adds some dynamicity by allowing players to periodically purchase extra cards, replacements or units. Several initial force additions can be purchased at a cost of VPs to enhance the starting position.
► The familiar multi-round battle system returns providing a fair representation of week-long engagements over a couple of rounds. However, many battles tended to be one-sided especially in the player's favour, unless a mistake was made. This will not be the case with human opponents.
► The AI would send lone artillery or AAA with escorts to take a region or not fully commit to units across a defensive line. It did seem to know to defend key regions effectively, with numbers. The tighter scope in smaller scenarios restricted the possibility of the AI making mistakes.
► The GUI has issues with mouse interaction. Selecting stacks, dragging them to a destination sometimes worked, but proved frustrating for much of my 35h. No feedback was provided as to what was being done wrong. Also very fiddly to select units from stacks.
► In some scenarios reinforcement units were introduced in locations too far from the front line to be used with turns running out.
► Historical events that can lead to a premature outcome in the main campaign were painful. One such event caused my game to finish 34x turns into 150, from a winning position to defeat. Wish these were optional.

PERFORMANCE
► I encountered a few bugs. None that were critical or could not be bypassed. These are being fixed infrequently.
► Given its minimal graphical requirements the game unsurprisingly ran fine on the highest settings.
► Several times while moving units or selecting a card, would freeze the GUI and not allow the game to continue, requiring a restart.

REVIEWED
WITH:
Game Build: Feb 16. Played main campaign and 6x shorter scenarios.
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 windowed, EVO850 SSD

https://steamcommunity.com/sharedfiles/filedetails/?id=2943132017
For more details on KEY ATTRIBUTES & KEY OBSERVATIONS check out this link:

VERDICT:
SGS Korean War is no sandbox wargame, but a detailed, historically structured strategic simulation of the conflict its named after. While it has some enjoyable aspects to gameplay and warfare that better fits the engine, it possesses some significant issues with the interface that make for a frustrating time. A lacking AI that sometimes performs adequately. Some scenarios are too short and rigidity of outcome is a theme across the game. The biggest pain is endgame scoring, that can seemingly grab defeat from the jaws of victory.

The main campaign was interesting to play and at times engrossing. Against another human SGS Korean War may just be worthwhile to play. As a single player game its a MAYBE.

Thank you for reading. | Follow my curator here. | Key provided by Turn-Based Tactics
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Developer response:
AvalonDigital  [developer] Posted: Mar 14, 2023 @ 3:23am
Interesting and detailed report. Thanks
5 Comments
Two Clicks Apr 12, 2023 @ 9:38am 
@Syad, Well I guess if you intend to play MP then it wont matter. I will just say that the AI does do somethings quite well. Defend. Use scripted stacks etc. But yeah, there were times when it took actions that a human player would not.
Syad Apr 12, 2023 @ 9:00am 
Thx, lacking ai is a deal breaker for me. I mean, why even bother then.
Two Clicks Mar 23, 2023 @ 2:03pm 
@AviaRa. I quite like the games from these developers. The niche conflicts predominately. I guess its a small team working on these games, so I hope with time the issues Ive found get applied across the franchise. Id like to pick some more of them.
AviaRa Mar 23, 2023 @ 9:43am 
Korean war seems to be a bit overlooked in gaming, so good to see something about it. Though, this attempt seems to be quite flawed to my liking, which is a shame. Hopefully it will get better over the time.
Two Clicks Mar 15, 2023 @ 3:57am 
@AvalonDigital. Youre welcome. Hope you can take these points forward as you see fit.