Wargame: European Escalation

Panda with issues...

Well-Known Member
So, I bought this last week, and having had a week to kick the tyres on it a bit, I thought I'd post some comments.

This game is unforgiving. It can't even be arsed to provide a proper tutorial.

Which is a massive pain, because some of the things it tries to do, and wants you to do are very very less than obvious.

It's taken me the entirety of the first campaign to even come close to grasping the basics of what I'm supposed to be doing, but I feel like it's starting to click a little bit.

If you like micromanaging and controlling individual units, this really isn't a game for you. I'm normally not a fan of having to micromanage stuff to a significant degree, but even I feel like there really isn't enough options available here, particularly in terms of units.

The game appears to want you to play with individual units all containing the same type of piece, making it incredibly annoying to use the interface to break up units, it also won't allow you to group units of different types together.
I.E. I cannot by a unit of 4 Leopard tanks, 4 Advanced leopard tanks and 2 anti air vehicles, break them down into subgroups, then group them back up again into a mix, so I have anti air vehicles protecting my tanks as part of the same unit.

You can get around this to an extent by assigning groups of pieces out of units a ctrl+number, but even this isn't obvious, considering there is no indication that you've assigned them a number at all, or recognition or anything.

Subsequently, pieces grouped together in this manner , if you tell them to move somewhere, will not all move at the same speed, nor is there any option to tell them to, resulting in your painstakingly pieced together take-on-all-comers task force moving at different rates, exposing each other's vulnerabilities. I'd also have liked some ability to chose formations for my units other than a line. Additionally, there's no sort of 'quick bar' for recording what units are still alive and selecting them quickly.

Most criminally, in a game which has extreme emphasis (for an RTS) on armour values in different facings of vehicles and lines of sight caused by terrain, there is no option to change a unit's facing. Utterly ridiculous in this day and age. - Everything is context sensitive, but not particularly well implemented, so you might want your tanks to retreat, but sometimes they'll just pull back, other times they'll turn around and expose their weak rear armour to heavy fire for no reason. (To be fair, this is an issue in most RTS games).

Also annoying for me is the controlling of zones. - To do this you require a command vehicle, but it has to be standing still. - Squid forbid you have to use a radio WHILE MOVING. These are extremely important vehicles, as they allow you to requisition new units, but they always start the missions with their arses hanging in the wind, in the middle of some field or on a road with no cover. This means if you want to hide them somewhere safer (AND YOU WILL) you have to move them, meaning you give up control of the zone, stopping you from controlling the point, consequently stopping you from calling in more units, or ticking up more points to acquire units. - Possibly less annoying in the multiplayer game, if it allows you to position your units at the start where you choose? But in single player missions where I've had that option, It HASN"T been possible to choose where the command vehicle starts.

Interface wise, well, its not great. There's a huge part of the game dedicated to different units and their different stats, but you cannot directly compare one unit's stats against another's - Stupid.

Requisitioning units requires 3 things: Points, which tick upwards for controlling zones (money in effect), a map EDGE control zone controlled by you (for the units to appear from) and units to requisition. - There is a cap on how many units of each type you can requisition, but this isn't like your normal RTS pop cap or unit cap or whatever (I.E. you can have 200 population total, but infantry are one each, light tanks are 5, heavy tanks are ten; or no more than two heavy tanks at any one time), think about it as a pool, in terms of you have 8 heavy tanks, and you can call them in now, but if you lose them, well, there aren't any more.

Overall, I THINK I like this, and I think it causes you to be more careful with your units (not sure how it works in multiplayer) but what WASN'T explained AT ALL, was that these units carry over between missions in the campaign. Accidentally lose all your tanks in mission 3? Well, ha ha, fuck you, you'll have to try and finish the campaign without any (probably impossible). If this had been explained, even a little, I probably wouldn't have been having so many issues in the first campaign.

This leads me to the unlocking of new units mechanic, which is interesting. I haven't played multiplayer, so I don't know how it will work there, but primary and secondary mission objectives are worth command stars in the SP. - Achieve them, and get stars which can go towards different units. - The way to overcome losing all your tanks in the SP campaign is apparently to use your stars to unlock a new kind of tank, which then has a number added to your pool (until you lose all those too). THis wasn't made clear in any way, nor was the distinction between unlocking units, and unlocking units available in the single player - You could lose all your tanks, spend all your stars on unlocking more, then find that the ones you unlocked weren't available in the SP campaign, and YOU STILL HAVE NO TANKS, and now no stars either.

I'd just like to point out, I have NO ISSUES with this as a mechanic, in fact I rather like it, but it would have been nice, nay, CRITICAL, to have it explained before hand. Fuckers.

OK, so bad points, and some explanation aside, lets move on to some of the reasons I like the game (and I do, I'm really starting to enjoy it, after finally breaking the brick wall by repeatedly smashing my head against it).

This is a game of reconnaissance and mobility. It rewards daring manoeuvres and flank attacks, circling the enemy, drawing them in by looking weak, then flattening them with the helicopter gunships he didn't know you had.

The maps are HUGE, realistic in size, and as such, turtling really isn't an option - The enemy AI will constantly hunt out your kitten weak command unit, and when it's dead, well, thats it basically, you can't requisition new units, and have to try and complete the mission with what you have on the board. It's making me play in a way that often I don't in RTS games, and I'm enjoying it, even though I suck, and am legitimately getting my arse handed to me by the AI on a regular basis

You need to use recce units to keep yourself 'clean', or you'll walk into a trap. Does that farm over their have anti armour infantry in it? Shit, better check it out before I pass with my armoured column, or my tanks are going to be scrapped on this open road with no cover.

Supply is dealt with in a slightly unrealistic, but interesting manner. - Your units will frequently run out of rockets (particularly helicopter gunships) and tanks in particular will run out of fuel, especially if you've taken them off road. - You then need to bring up supply trucks (each of which are only holding a limited amount of new supplies) to offload fuel and ammo, as well as perform repairs. This creates some interesting conundrums for helicopters, as they need to be on the ground to refuel/rearm. - Do I land them now, that will lose me my sight range (as helo recce is a prime function), it takes them a little while to spool up, and they're very vulnerable on the ground.
Your supply trucks (and your opponent's) are easily captured, and turned over to the enemy. - There's nothing worse than watching your supply trucks trundling towards your stranded out of fuel tanks, and seeing an enemy recce vehicle steal them, while you impotently rage half a map away - Protecting supply is critical, as is securing other control zones with new command vehicles. - Ones in the centre of the map give you more supply, but critically DON'T allow you to requisition units, whereas ones on the map edge do. - It's worth (in the single player missions I've played anyway) making a diverted attack to capture a board edge zone further up quickly - Not only does this mean you can bring on units closer to the action, it also means that you won't basically lose the game by default when a roaming enemy task force slips through your (weak, always too weak) net and butchers your stupid little impotent command vehicle in your original zone, if you take this board edge zone from the enemy, it reduces your chances of being outflanked.

Ultimately, I'm really enjoying this game now I've finally worked out what it wants from me. It's shaping up to be the best RTS since WiC, though in a different way. Hopefully this post will be useful to stop anybody else having the initially brutal experience of 'hey, you're a new player? Bend over and prepare for sand as lube' that I did.
 

Spicypixel

New Member
Like all RTS games, multiplayer doesn't play the same and in this game it makes up a huge bulk of the experience.
Single player is meant to give you enough stars to build a basic deck, from there it's all about the multiplayer.

Also was on 40% off on steam and Traxata got it. So huzzah.
 

Traxata

Junior Administrator
Like all RTS games, multiplayer doesn't play the same and in this game it makes up a huge bulk of the experience.
Single player is meant to give you enough stars to build a basic deck, from there it's all about the multiplayer.

Also was on 40% off on steam and Traxata got it. So huzzah.
I did.

Also first mission where you're playing as NATO against the Communist German front. As soon as you obtain that first recon unit with your leopard tanks it tells you all your vehicles are persistent through out the campaigns.

That and using Ctrl + numbers is a standard in all RTS games I don't know of an RTS game that doesn't have this as a feature in it.
 

Panda with issues...

Well-Known Member
I did.

Also first mission where you're playing as NATO against the Communist German front. As soon as you obtain that first recon unit with your leopard tanks it tells you all your vehicles are persistent through out the campaigns.

That and using Ctrl + numbers is a standard in all RTS games I don't know of an RTS game that doesn't have this as a feature in it.

Sure, but I either didn't spot this, assumed it was to do with the experience of units (which WAS clearly noted to be persistent) and certainly wasn't clear about new units and total available units.

Ctrl+numbers is as you say standard, but I was comparing it to their grouping mechanic, which is poo, and there's no noise or anything I remember to indicate that you've assigned a certain group a number. It doesn't 'register' as it were.

I'd also point out that it is a very pretty game, but you won't get any benefit out of that, as you'll be VERY zoomed out to see the battlefield.

Spicy: Fully aware the multiplayer will play differently, but I can't imagine many of the mechanics will change. It certainly seems to have been designed with multiplayer in mind.
 

Spicypixel

New Member
The way you prioritise points and such changes a lot, you need to build a deck and place it and then decide what to hold/attack, the entire experience is very different.
 

Panda with issues...

Well-Known Member
The way you prioritise points and such changes a lot, you need to build a deck and place it and then decide what to hold/attack, the entire experience is very different.

Cool. Sounds like trying to hoard some of my stars for later is a good bet during the SP, I can see multiplayer being a more fluid experience though, is that the case?
 

Panda with issues...

Well-Known Member
So having messed about with this with trax and Ronin last night, I think we're officially loving this.

Post-review above, there IS a sort of quick bar showing all your units, but it's context sensitive. I.E, if you've clicked on an individual unit, well, you cant see it...

http://www.wargame-ee.com/forum/viewtopic.php?f=12&t=2967&start=0

Above link was useful for me for thinking about where to put my stars. Not so much for 'this is the absolute best infantry, don't buy anything else) but more 'you need some sort of missile air defence system, some sort of flame tank for getting infantry out of forests, airbourne recon' etc.
 

Ghostwolf67

Well-Known Member
So having messed about with this with trax and Ronin last night, I think we're officially loving this.

This sentence should never have existed and will haunt me forever.

Is this really that good? You comparing it to WiC both startles and intrigues. Is this just ARTSW (awesome real time stragety withdrawl) symptoms talking? Have you been without a duck so long you prasie a chicken?
 

Ronin Storm

Administrator
Staff member
Is this really that good?

Well...

It promotes multi-capability forces.

The maps are a decent size and keeping fighting units provisioned takes time; even your best tanks run out of fuel and ammo, and that renders them useless until resupplied.

The pace is a bit lower than WiC but that's no bad thing, just different.

The menu and lobby UI is a bit buggy and sometimes a little confusing but works enough; in-game, I've not noticed anything wrong.

Capturing points only matters insofar as it affects your team's supply rate and thus what units you can afford to bring on as reinforcements.

We can generally expect to beat the AI unless we're stupid but we're still working on building our decks, which are the units that we can take into a particular battle. Players are probably a whole different kettle of fish.

I'm sure I could say more. Yes, it's been very enjoyable and I certainly feel like the £20 I spent on it was worth it. I think its longevity will be had in PvP but I worry that with (somewhat) undeveloped decks we may end up being trashed by experienced players. That said, Trax does seem to be playing plenty...
 

Panda with issues...

Well-Known Member
This sentence should never have existed and will haunt me forever.

Is this really that good? You comparing it to WiC both startles and intrigues. Is this just ARTSW (awesome real time stragety withdrawl) symptoms talking? Have you been without a duck so long you prasie a chicken?

No, I think this game really IS that good. Yesterday I conducted a mounted infantry assault on some anti air missile launchers that haunt trax's dreams and wiped them out to a man, mounted back up, and kept on rolling.

Desperate last stands, tanks stuck in the mud in the open, this game really has pretty much everything.

One of the things I really like about it is how it plays the closest to real war (or at least how I feel real war might feel) that I've seen. Use tanks and other mobile units to take ground, secure it with infantry, move on.

Line of sight is great in this game. - A few examples from yesterday:

Rolled Challenger tanks up into a wood, they start taking potshots at the enemy (pot KILLshots that is), taking out the critical anti air. The enemy tanks panic, and flee as I sweep in with apaches, but they flee into my carefully orchestrated flanking trap - I'd sent a squadron of Chieftains around the base of the hill, out of their line of sight, so when they pulled back around the wood, they had no where to go - T-62 filling in the NATO sandwich.

It really feels like I'm making important tactical decisions, especially since a lot of the game seems to be probing with recon at different points until you find a weak one (or your recon dies) then exploiting that one.

It's got a lot of 'appear weak where you are strong' and 'appear strong where you are weak'.


214699010_uFMkt-L-2.jpg



MUST HAVE MORE STARS!

Need more units!

Well...

It promotes multi-capability forces.

The maps are a decent size and keeping fighting units provisioned takes time; even your best tanks run out of fuel and ammo, and that renders them useless until resupplied.

The pace is a bit lower than WiC but that's no bad thing, just different.

The menu and lobby UI is a bit buggy and sometimes a little confusing but works enough; in-game, I've not noticed anything wrong.

Capturing points only matters insofar as it affects your team's supply rate and thus what units you can afford to bring on as reinforcements.

We can generally expect to beat the AI unless we're stupid but we're still working on building our decks, which are the units that we can take into a particular battle. Players are probably a whole different kettle of fish.

I'm sure I could say more. Yes, it's been very enjoyable and I certainly feel like the £20 I spent on it was worth it. I think its longevity will be had in PvP but I worry that with (somewhat) undeveloped decks we may end up being trashed by experienced players. That said, Trax does seem to be playing plenty...

The only thing it really lacks over WiC is the prettiness and some of the micro. WiC is still a much prettier game in my opinion, and obviously feels great, with the tactical aid system, but this game has merits all its own, to the extent that I think I'll probably barely play the Sins: Rebellion I bought on trax and carps' behest last week.
 

Spicypixel

New Member
It comes down to the fact it's probably the best instant action RTS that's ever shipped, no economy no base building etc just raw fighting until someone loses.
 

Panda with issues...

Well-Known Member
When everyone's had a little more time to earn some more command stars and flesh out their NATO and Pact decks, we should have a bit of 2 on 2. Should be fun.

I'm sat at about 100 stars at the moment, I think finishing the single player should leave me feeling I have easily enough to feel slightly confident for MP.
 

Ronin Storm

Administrator
Staff member
We should get in on the PvP games soon. Even after the patch, we're still likely to kill the hard AI every time.
 

Panda with issues...

Well-Known Member
We should get in on the PvP games soon. Even after the patch, we're still likely to kill the hard AI every time.

Well, there was that one tight game. THen there was the one where they just threw helicopters at us until we won. Or was that the same game?

I need to build up a few more points and get a PACT deck done :eek:

Yes, yes you do.

My PACT deck now isn't entirely shit.

Then why oh why do my guys always have to do all the heavy lifting?

:S



:p
 
Top