- Plataforma: Windows XP
- Clasificación ESRB: Recomendado para adolescentes
- Media: Videojuegos
- Cantidad producto: 1
Military History Commander: Europe at War [Importación Inglesa]
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Información sobre el juego
Descripción del producto
Huge hex based campaign map covering areas of the US, Africa and Scandinavia.6 epic scenarios including operation Barbarossa, D-Day and the Grand CampaignResearch over 50 inventions from 5 different technology areas.12 different unit types including Infantry and the Motorized corps.Recruit and attach Historical Commanders to your unitsEasy to learn, hard to master gameplay that appeals to all levels of players.Detailed and realistic combat that models supply, morale, terrain, leadership and more.Multiplayer via e-mail, hotseat, internet (PC only)Easily moddable script files that allow players to alter many aspects of gameplay including research, unit stats, terrain effects and many more (PC only)
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What it really reminds me of is Panzer General (or Panzer General's new incarnation, Panzer Corps). The nice thing is that you can toggle between NATO unit symbols familiar to us wargaming grognards and the fluffy pictures (from the Osprey books) more beloved of video-gamers. Video gamers see hexes and cringe but we old-timers see a hex-field and experience a rush of adrenaline as good memories of long afternoons bent over a wargame map come rushing back.
Commander - Europe at War, is an easy game and very intuitive. You make a few easy choices going in and voila, you are playing. If you are the AXIS you control both Germany and Italy and you find yourself already at war with Poland, so you can send the panzers in.
One of the most enjoyable features for me is the presence of commanders, which like military units, can be produced during the production cycle. Commanders can cost more than a panzer corps (Manstein or Rommel, for example) or for about the cost of a motorized corps if someone of the caliber of List or Kluge. The best commanders can improve attack or defense but all of them improve a units effectiveness, which is no small thing, and they are assigned directly to units. You can also un-assign and reassign them at need, which is a neat feature, giving you the chance to use somebody really good as a sort of Fuhrer's Fire Brigade (like Walter Model historically).
Wargamers will have no problem with this game at all. There are the usual zones of control (ZOCs) and movement rates and supply lines traced any length along friendly hexes, just like the old days. There are also naval and air units. Air units are very easy to use - the unit itself does not move but can attack enemy units within range, with automatic fighter escort if available. You can move them closer or further from the front too without having to worry about the presence of air bases. Its rather abstract but it works and keeps the game from bogging down.
Sea transports are easy too - no actual units but present when you put a unit in a port and embark it, causing an expenditure of production points to assemble the required transports. You then move them to an unoccupied unfriendly hex and disembark them, which effects their effectiveness as they get organized on the beach.
You can also use production points to "repair" units that have been weakened by combat. What's more important is the existence of oil reserves. This is critical for the AXIS. If you have no oil, your tanks can't move, something Hitler experienced in 1945. You can research synthetic oil which helps a bit, but you definitely don't want to let the allies anywhere near Ploetsti, and you might want to consider getting at the Caucuses.
The submarine war is nothing fancy - you have U-Boats, the allies have convoys that represent a specific number of productions points. You move your subs next to the convoy and attack and "kill" a number of points and continue attacking each turn hoping to destroy it before it arrives in Britain or Murmansk. Subs are invisible until they attack so if you can form lines of wolf packs as the Germans did historically, convoys can stumble into them and be surprised. But even in 1939 you have to watch out for destroyers, which can do real damage to you.
Production is very simple. Each turn you produce a certain number of production points and spend them or save them. You don't produce a lot at first as your war production begins to build up, so you may have to save a turn or two to build something like a panzer corps or a really good general. And of course, as I said, you also use them to repair units so after a campaign against Poland you will have to do some rebuilding before taking on another conquest. You can also upgrade units as new technology becomes available (new units automatically come with the latest tech). There isn't a lot to research but you can choose what area to focus on, like Blitzkrieg, which makes your panzer corps more effective, or tactical or strategic bombing, etc.
This is a very fast-paced game compared to some of the bigger, more complex games out there like Hearts of Iron. It is far more abstract but fun unless you like the minutiae. I enjoy HOI Arsenal of Democracy but it is a very grueling game and I cannot play many turns a night without suffering burn-out. You can fight the ETO much more quickly in Commander - Europe at War. As I said, the emphasis here is on fun and playability more than realism but it's realistic enough to please even this old grognard and so I highly recommend it - its well worth the price. Though it's not the latest technology, the graphics are very nice and easy on the eyes, like a good wargame should be.
This is a game on the grand scale, Total War in Europe and the units are Corps (Roughly a 100.000 men).
I found the game feeding my needs nicely, played with reality settings at the top (oil etc) I ran into great difficulties in Russia when my fuel started to run short and I had to go for the oilfields in the Caucasus. Then again when my manpower resources were depleted and things started to get really tough.
There is a good balance between units although tanks are the best but cost more and require more resources to manage.
There is also a nice touch in the game that as you upgrade units there icon changes and with skill you can identify the changes of a Panzer unit for example, starting as a Panzer IV (short)- upgrading to a Panzer IV Special - Tiger - Panther and finally a King Tiger. All nations have this for tank and aircraft.
If played historically the game runs quite true, especially the war to the East is exciting when a long line of front is severely tested and finally crumbles.
On the downside the game is wast and there are no small campaigns, only a grand campaign where you can select your entry point but always the same end. This means you need to go all over then map and manage a lot of minor tasks. Also in the Grand Campaign when you are invading Russia as Germans the computer can be up to 10 minutes completing its turn (as a wargamer I find that it is good to paint minatures at the same time).
Sadly the AI is only good when you play historically - you can do unexpected things and it won't cope with such new strategies.
But for the first times and played Historically this is a good game for a more serious wargamer looking to pass his (or her) time.