Chapter 2: Border Crossing
Chapter 3: Gaffburg
Chapter 4: Defense of Gaffburg
Chapter 5: Elizabeth
Chapter 6: Leaving Gaffburg
Chapter 7: Zeizenburg
Chapter 8: The Scorched Bandit
Chapter 9: Fidel & Larry
Chapter 10: Snooping around Zeizenburg
Chapter 11: Wenzburg
Chapter 12: Water Scoop Escape
Chapter 13: Siegfried
Chapter 14: Raid at Bogenschaffen
Chapter 15: Hammer Counterattack
Chapter 16: Hunted
Chapter 17: Ambushed Again
Chapter 18: The Bunker
Chapter 19: The Airfield
Chapter 20: Worm's Lair
Chapter 21: The Crossroads
I hate writing introductions for anything, but this game needs a bit of explaining. It's a turn based squad level tactics game, set during the early Cold War period. It's loosely related to Silent Storm, and Silent Storm: Sentinels, and features fully destructible terrain as well as ragdoll physics. Your units level up as they kill enemies and accomplish goals, and improve their abilities as well as gain skills. There are six classes, and each class has its own skill tree. Since there are no Panzer Kleins in this game, the skill trees have been reworked a little and are different from what you may remember in Silent Storm.
The game features a non linear story, with choices and consequences as well as soft fail states. Many of the choices are not loudly telegraphed which has evidently turned off more than a few people to the game. The dialogue has been translated from Russian, and while it's not bad, it's not good either. The game doesn't seem to have been thoroughly play-tested, and some segments really suffer from this. Many missions also force you into or through some not very creative paths, which can feel constrictive and artificially challenging. Strategic and tactical flexibility are important in games like this, and unfortunately a portion of Hammer & Sickle failed to deliver.
All that said, It's a game I keep coming back to. Part of why I like following the Codex so much is because of the near universal appreciation of 'flawed gems', and Hammer & Sickle is about as flawed and gemmy as they come. I've chosen a path through this game in order to gain specific advantages, but this play through will by no means be definitive. If there are any questions about what could have happened, please feel free to ask. I'm not an expert at this game but I've gotten to see a good amount of it's content.
Inside the spoiler below, there is a flow chart showing the some general paths through the game. I've included it if you want a quick reference to follow along with, or are trying this game out for yourself. Obviously, it may spoil your enjoyment of the play though, so beware.
New Game
Custom difficulty. Enemies and friendlies should be on equal footing for AP and VP. Level we'll keep at zero, since any higher seems to break the opening mission (this game needed a lot more play testing but we'll talk about that later). Weapon durability set to lowest, don't worry we'll be shooting through guns after two or so firefights anyway, no need to crank it up any higher. This game is pretty silly about how flimsy weapons are. Time set to lowest too. We could set it higher since we won't be screwing around in this play through, but I don't need the headache if something stupid happens.
We pick the scout class, since it makes the very beginning of the game much more manageable, and because the Vanguard skill we'll get makes late game easier as well. Strength is low, Dexterity high, and Intelligence is above average. This game has a few skill checks, and this build should get us through all of them. The PC is referred to as 'The Captain', but we'll give him the nickname Ingush as a nod to a pretty cool Spetz blogger. Yes, I know Ingushetia is a place and not a name.
Mission Briefing
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