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![]() ![]() All this enables several wider strategies, but lives lost sap national will, and that's the key to the war. Some units and buildings give free supplies to the local province, sparing your global supply pool. Having ten units vs the enemy's five doesn't mean you have twice as many people attacking at once, but more reserves nearby, thus more to call in by spending supplies. You can't train extra soldiers, but you can choose where they go, and where to spend money on support structures and hardware.Įach infantry unit on the map represents so many companies, and dictates not how many will appear on the battlefield at once, but how many are waiting in reserve. It simply is what it is: manage the front line, break their lines and/or their resolve, and endure. You can't prevent America from joining, nor Russia from bowing out, giving each side a much-needed boost at their respective historical times. Scripted events tell of Irish revolutions and broken promises in Palestine, but you have no influence beyond your army. Your influence is contained to the front. ![]() There's no blood or gore, but nobody's having a good time, and the sheer cost of even victories in wasted lives is impossible to ignore. Winning the war is a case of enduring rather than basking in glory, and its battles emphasise destruction and mass death without feeling voyeuristic or sanitised. TGW is neither jingoistic or moralistic, nor is it coldly dispassionate. It's perhaps unfair to criticise it for repetition and some intermittent sense of futility, since a First World War game without them would defeat the point. It's a purely military game about overcoming massed defences through attrition, both in localised real-time battles, and a turn-based strategic map. ![]() The Great War Colon Western Front is about taking the Triple Alliance or Entente through the hell years of 1914-18, or beyond. While that might sound bad, it arguably means that it's balanced an appealing strategic challenge with the grinding theme of trench warfare. I keep alternating between wanting to play more and feeling weary at the prospect. An accomplished interplay of tactical and strategic challenges with some dissatisfying but thematically appropriate compromises, and poor performance. ![]()
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