the USSR cannot attempt to influence Franco's Spain. It is now possible to block diplomacy towards some countries, e.g. This new unit type, called Amphibious Transport (Long Range), is only available in limited numbers to select countries like the UK and USA, though the number of units available can be increased through researching Amphibious Warfare. This new unit type is specifically designed to be used when planning operations against distant shores like Operation Torch, as now amphibious units can sail across the Atlantic from the USA and land in North Africa. The second big change is that we've added a second category of Amphibious Transport for landings on enemy held shores. Players of our previous releases will be familiar with Subs having two modes, Hunt and Silent, and Subs can only Cruise when they are in Hunt mode. The penalty being that they lose 1 supply point when doing so, and cruising units cannot attack enemy vessels. This enables naval units to travel double their normal movement distance for a strategic move. The first is to speed up naval movement through the introduction of a new movement mode: Naval Cruise. We've introduced two very significant improvements to naval operations. Naval Cruise and other Naval Enhancements These can for example increase unit morale, spotting ranges, command abilities and allow units to launch extra attacks. ![]() So we have introduced new research areas that represent improvements in command systems, unit training, military doctrine and logistics. One thing we decided to do with the Research feature is to expand it beyond just enhancing unit Attack and Defense values, and increasing economic output. The latter predominate in Eastern Europe and provide no bonuses in bad weather, so when the ground is muddy, offensives will slow. We now have two types of road, paved and unpaved. While this might sound very simple, it wasn't in our previous releases, and at the same time we have also introduced a specified graphical Front Line that updates dynamically showing clearly who controls what. We have introduced enhanced Fog of War, a shroud over the map, which makes it possible at a glance to see exactly how far your own units can see. Again, it provides more flexibility than in the past when air units could only either move, or attack. This can be especially useful when on the offensive, or alternatively when conducting a fighting retreat. Just click and play!Īir units can also now attack and then move a portion of their normal move distance. ![]() It applies to most unit types, and takes much of the pressure out of trying to plan your moves. Players can also minimize the Decision box to examine the map further prior to making their final decision and many decisions have additional notes providing any necessary historical context as needed.Ī major change that players of our previous titles will immediately notice is the introduction of Dynamic Movement.ĭynamic Movement allows units that haven't used up all their Action Points to continue to move until they have done so, even if de-selected and re-selected again later. This can provide a real boost to the Soviet War Effort! The UK and USSR can carve up Persia between them, and the USA can then choose whether to send supplies via Persia to the USSR.France can reincorporate Vichy territories following her liberation.An Anglo-French Expedition can be sent to support Finland during the Winter War.The subsequent borders will therefore not necessarily follow their historic path. Both Germany and the USSR get to negotiate carving up of Poland.On the European side of the World at War players will now be able to consider the following: There are pros and cons to both, but it was clear that the majority of those who expressed a preference, preferred hexes, and we didn't disagree. The first and possibly biggest decision for us was to return the series to using hexes rather than tiles. Our aim for this release is to make a game that will provide one of the best strategic level re-creations of 20th century warfare, while also being a whole lot of fun to play. Our aim with the Strategic Command series is to make attractive, playable and historical games. ![]() Some of these changes include the following: Thanks for the query and if you are new to the SC3 engine and haven't played SC3 Europe at War then there will be quite a few changes, fixes and enhancements from the previous release of Global Conflict.
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