An unusual sort of tactics game where fog of war rules the day. Success in battle, especially the first time you encounter a scenario, hinges on accurately predicting your enemy's loadout and position. I suspect that the winning strategy for must fights is to hold back, fortify a perimeter, draw out units into vulnerable positions, and pick them off until you have overwhelming ground superiority.

Most units can't move and attack in the same turn, and even those that can will deal more damage if they're stationary. This, along with strict line-of-sight rules, gives the defender a substantial advantage: if the enemy wants to approach you, you get the first (or hardest) attack. It leads to a very slow and deliberate style of play that I can imagine someone really liking—but that person is not me.

Given how much unknown information is internet in the core design, it's an interesting decision to also add randomness to most attacks. While standard infantry attacks only do 1 damage, most other machine gun fire does 1-2 and anti-vehicle attacks tend to do 2-6—a colossal amount of variance. With the game already encouraging such a conservative approach, extra randomness just serves as drag, forcing the player to assume the worst will happen and slowing down already sluggish fights.

Reviewed on Jul 29, 2022


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