Not that there are that many to choose from! There's a dash of randomness, but you never get to see what would happen if, say, the Molotov-Ribbentrop Pact had held or Franco had thrown his lot in with the Axis. . When defending units are then caught behind the new frontline, their repair, resupply and movement is hugely affected. Easy to learn, hard to master gameplay that appeals to all levels of players. Or let's pretend the Germans won the Battle of the Bulge or managed to take Moscow and Stalingrad? Immense fun for strategy buffs, but perhaps a little too impenetrable for a casual gamer. Wipe out all units that are in between your units and Warsaw - you can ignore the units in Krakow and Posen.
This ambitious oddity I can only really recommend to folk who read Anthony Beevor, know the Maginot Line wasn't a railway, and sighed when they heard the History Channel had changed its name to Yesterday. Having seen some mixed reviews of the game, I was in two-minds about buying this game. Whether you're playing as Axis or Allies, you're guaranteed a good tough war. Surely there was room to add a few interesting 'What Ifs'. The folly of fighting a war on two fronts unavoidable thanks to the heavy-handed scripting is particularly starkly illustrated.
You can also decide how much of the war you wish to play e. Robot Rommel blitzes into the Low Countries and France like he's got a Channel ferry to catch, and ersatz Eisenhower will storm into Fortress Europe at the drop of a hat if he thinks he's got a chance of gaining a foothold. But overall this is a fun game which allows you to explore a range of 'what-if' plans. Multiplayer is possible in hotseat, online or through play-by-email. The '6 epic scenarios' described on the back of the box are certainly epic - take-on the full 1939-45 shooting match and you can expect to be playing for several days. Cities generate industrial production points which can be frittered away on twelve different force types assuming you've got enough manpower or labs in six different fields.
With multiplayer gone and zero modding possibilities, the scenario selection really should have been larger. To assault you simply move a unit into a hex adjacent to an enemy, tap to target, study the battle odds, then tap to confirm. If you love the likes of Advance Wars, then you will love this game. Its attention to detail and respect of history is brilliant - indeed, facets of the game seem to be designed in such a way as to actually reflect historical reality rather than the game design being based on pure entertainment value alone. Thus powerful units can blast through and then encircle an enemy. You either take the role of the goose-stepping fascists and endeavour to enslave Europe, or play as the Allies and struggle to 'free' it obviously Stalin's version of freedom came with provisos.
Personally though, I would have appreciated a bit more freedom. The thinking behind this approach has merit: the more chance you give the player to mess with the history the less believable endgames are likely to be. Research over 50 inventions from 5 different technology areas. Unit and map art is clear and attractive, though sometimes it's hard to tell whether coastal hexes are land or sea. Hard Cheddar, you have to be the pudgy-faced cigar-sucking moustache-stroking walking-stick-wielding composite of all three Allied premiers. A few succinct text pop-ups help you through your first few turns, introducing mechanics you'll know by heart inside an hour. Stalingrad and the Central Asian oilfields are there beckoning to you from the western fringe of the map but reaching them involves a massive commitment of men and machines.
The first of a string of mild disappointments is the realisation that there's no option to fight the war as an individual nation. The outcome of individual attacks is determined by a number parameters such as morale, supply lines, equipment and training. Overall, the game is huge. Play is chunked into month-long turns and unit movement is prescribed by that staple of wargame and beehive, the hex-grid. You have the option to play as the Axis or Allies and there is a sliding scale to adjust to set difficulty.
Minor countries such as Turkey and Sweden are there to be invaded, not schmoozed or bullied. By genre standards this is a sleek and straightforward wargame. At the time of writing I have played as the Axis on the easy setting and am part way through doing the same as the allies. There are 12 different types of units and historical commanders that can be put in charge of certain units. The game has numerous nice touches: you cant just rely on blocking up thin necks of land with disposable units to hold up and advance - poor units can suffer from the shock of the assault and can be forced to retreat even when they still have numerical strength. The outcome of individual attacks is determined by a number parameters such as morale, supply lines, equipment and training.
The premise of the game is as simple as the premise of the conflict it seeks to simulate. This will work reliably against the computer and quite well against an average human opponent. Throw a lot of resources into U-boat development early in the war and you can attempt to starve Britain into submission. Even then, it would be a guarded recommendation. My old cartridge is lost in the mists of time, so I've bought a couple more. Ground units can move between ports to outflank an enemy. Commander: Europe at War pone al jugador en la piel de un máximo dirigente durante la última gran guerra y nos permite, desde cualquiera de los dos bandos, afrontar la última gran batalla de nuestra historia reciente.