17/09/2022
The Third World War. Review of Regulations
Real-time tactical strategy. The conflict between the Warsaw Pact and NATO countries. Technology of the late 1980s.
The game is declared for the Windows platform.
plot
In the late eighties, instead of the collapse of the Union and the COMECON bloc, there is a conflict with NATO. Details of the process are provided in short references before missions.
A piece of the plot.
A piece of the plot.
GAMEPLAY
The gameplay is a real-time tactical strategy.
There are several game modes.
Training missions. Three pieces. After passing them, an understanding of what is happening in the game will appear. I highly recommend going through, as there are a lot of nuances.
Tutorial.
Tutorial.
Quick battles. One of the 19 big cards is selected and the battle unfolds there. You can fine-tune the properties of the carnage. For example, NATO equipment can be used to fight against NATO equipment.
A quick battle.
A quick battle.
Campaign. There are only seven missions here, but they are quite huge. There are also settings, but you will have to play at specified locations, with specified forces. You can set the difficulty of passing these levels.
Story missions.
Story missions.
I really liked the project in terms of technical implementation. In any battle, we play on a huge location with a bunch of points of interest.
Example of a battle card.
Example of a battle card.
An incredible number of types of equipment (tanks, self-propelled guns, MLRS, helicopters, airplanes, and so on) take part in the battles, and real samples or their modified analogues are presented. The full list can be found in the local encyclopedia. The machines are used by fighters of the respective branches of the armed forces, which adds even more color.
Equipment on the battlefield performs a variety of tactical actions (the list is not complete, most likely, it is unlikely to delve into all the nuances):
- Disembarkation of personnel with different purposes.
- Intelligence.
- Bypassing enemy positions from the flanks.
- Regrouping of units suffering defeat.
- Supply of ammunition.
It arrived.
It arrived.
Since the equipment is different, it performs completely different tasks on the battlefield. For example, a BMD detachment (an amphibious assault vehicle) brings personnel to the battlefield, then can land it to increase the possibility of enemy fire damage (ATGM-s, RPG, infantry shooting are used), then a unit (the game is played by units, that is, the infantry will not be able to break away from the vehicles) can dig in on the defensive.
And in exactly the same way, in accordance with their purpose, the rest of the units are fighting. The main tanks break through the defense, helicopters make sense to use for quick strikes and reconnaissance, and so on.
Defense.
Defense.
The details are being worked out at a high level. For example, if we are attacking tanks, then it is worth attacking from several sides, and it is desirable to make sure that the main striking means are located on the flank - this will increase the likelihood of armor pe*******on.
Flanking maneuver.
Flanking maneuver.
There are several important aspects of the game around which the whole battle is built and which cannot be overlooked:
- At the beginning of any battle, we have a certain number of technique points. On it, we recruit units from the list of available ones.
- There is a supply system. The equipment has ammunition and it is being spent. It can be replenished when the unit is reorganized or using special supply vehicles.
- Planes and howitzer artillery participate in the battle in the form of strikes, which are carried out on request. The power of such attacks is high, so it is logical that these units work with time rollbacks and there is a limit on the number of strikes.
- Re-formation of the unit, its withdrawal from the battlefield. If the squad is about to die or is in a disadvantageous / hopeless position and further combat is not useful, then you can give the command to retreat. If this succeeds, the detachment will disappear from the map and after a certain time will be available again for a call to our drop-off point, and with replenished ammunition and repaired. If the unit cannot retreat and dies, then it will be the same, only you will have to wait more time to get the unit back into battle.
- The condition for winning is a set of special points. To win, you need to reach a certain amount.
Movement of troops. At the bottom you can see a list of units available for hire.
Movement of troops. At the bottom you can see a list of units available for hire.
Consider the pros and cons of the game, let's summarize.
pluses:
+ Excellent graphics for the genre. You can consider everything in detail, up to the equipment of any infantryman.
+ Good music and sound. Good sounds of combat and radio exchange.
+ A huge number of types of equipment based on real samples.
+ Good tactical capabilities (infantry landing, defense, flanking attacks, etc.).
+ Spectacular use of aviation and artillery. You can also make a fireball and na**lm the enemy's position.
+ Huge, well-designed locations.
+ There is a Russian localization of the text.
SOMETHING THAT CAN BE BOTH A PLUS AND A MINUS:
+- In my opinion, even the simplest level of difficulty is too difficult. But here the problem is in me, I've never really been able to play strategy. Serious fans of RTS will like the level of opposition from AI, I think.
+- Sometimes battles are illogically prolonged. For example, there was a situation where an enemy unit with a conditional armored personnel carrier was on the defensive, and my entire armada was hitting them. And they can't really dig out some indecent amount of time even with the use of art. This can be evaluated from different sides, so I don't write in the cons.
That's the fight.
That's the fight.
minuses:
- Some points of interest are directly cheating. For example, I play and see a railway station that is located at the other end of the map relative to the opponent's main position. I think - let me grab it. But no. Having killed all the enemies there, it turned out that the station was not captured. What gave the situation - I have one landing zone, the enemy has at least two, and strategically advantageous. Somehow this is too cool considering the possibility of endless re-formation of detachments. And the AI uses this, after a successful first battle, literally out of thin air, three detachments fell on my tank guard squad in this place, i.e. in principle, it cannot be captured.
- Some actions are not implemented very clearly. For example, supply vehicles drove up to the combat unit to recharge ammunition. It seems that the process is going on, but somehow it is clearly not traceable, and it is difficult to say what they are doing there and how soon they will finish.
- No online battles. In my opinion, this is a serious drawback for such a game.
conclusions
Excellent tactical strategy in real time. Many types of equipment, different game modes, aggressive, turning into epic battles. Both the quantity and quality of content development are impressive.
Something like that. Na**lm worked on the enemy's position.
Something like that. Na**lm worked on the enemy's position.
PS: Probably did not disclose all aspects, could have missed something. I will be glad to supplement/ correct the review or answer questions in the course of communication in the comments.
PPS: Steam game page.
Have a good game to everyone!