Parsimonious cook
Arcane
- Joined
- Nov 22, 2020
- Messages
- 2,602
Fuck yeah, D1P!
Well there are SS in the game (both as antagonists and as a playable faction), though I havent seen any swastikas or anything like that, no idea why this would be blocked in Germany, but who knows...
Anyway, I am loving the game, its IMO the biggest incline in the squad based TBS genre in quite a while. This EA release has 13 missions so far (the ones from the demo + 5 new ones) and features several new units (most notably sniper teams, Panthers and Tigers), more stuff will be forthcoming. It is also now possible to occupy at least some abandoned enemy vehicles (I have seen this with halftracks at least). I am glad they fine-tuned some stuff I previously criticised as well - firing at AT guns (especially from flanks where it can bypass the blast shield) has high chance of hitting the crew rather than the gun itself, which makes them more fragile, crews and passangers in open-top vehicles are also much more vulnerable to small arms fire.
Difficulty is pretty OK as well, I almost lost the first new mission I tried (had just three morale points left), AI in general doesnt seem to make anything outright retarded, hides infantry in buildings to set up ambushes etc. The systems in place are pretty solid, what is now needed the most is the new content, especially missions. The devs mentioned that they would eventually like to add new theaters as well (the current setting is Normandy), which would be p. cool.
I havent seen any swastikas or anything like that, no idea why this would be blocked in Germany, but who knows...
Why every single turn based tactical game is fucking XCOM nowadays.
Why every single turn based tactical game is fucking XCOM nowadays.
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A week ago I wouldn’t have hesitated to describe The Troop’s lack of an opportunity fire mechanic as borderline daft. Now, although I still find the absence of overwatch disconcerting and would nod vigorously if you claimed it reduced realism, I’m actually beginning to enjoy the accidental (?) consequences of totally unadulterated IGO-UGO play. The fact that an enemy AFV can venture onto a road perfectly aligned with the muzzle of one of my patient, waiting-for-trade AT guns, scamper along half a dozen of its hexes, then dart into cover without risk of damage, would be exasperating if my units couldn’t do exactly the same thing when my turn came around. Leaving out opp fire a) allows a form of leapfrogging that doesn’t feel completely out of place on a WW2 battlefield, and b) allows a form of leapfrogging that the game’s smart silicon adversaries use with panache. If you don’t grow to like the approach, there’s a good chance you will at least come to accept it.
The same applies to another realism weakener – the soft-hearted repair rules. Tank damage comes in various forms: one-shot kills (probably not as common as they should be), immobilisations, knackered weapons, slain crew members, degraded MPs (movement points) and GPs (gun points – used to rotate turrets, aim, and fire). Often there’s a chance to restore a wounded trundler to full mechanical health by spending a couple of turns ‘repairing’ (The AFV is helpless during the process so obviously it pays to pop smoke or seek cover first). The more Close Combat and Combat Mission veterans that discover The Troop, the more forum posts there are likely to be calling for this somewhat gamey mechanic to become a toggleable option.
Apart from their faintly miraculous restorative powers and their refusal to fire through smoky hexes (an idiosyncrasy common to all units) I really like Giant Flame’s AFVs. MGs, unbuttoning, smoke grenades, smoke shells, passengers, dismounting… it’s all modelled. The separation of MPs and GPs is a particularly inspired touch leading to interesting situations in which tanks have LoS to a target but don’t always have sufficient time to bring their main guns to bear. Sometimes you find yourself taking a punt with turret direction – “I reckon that Panzer IV that just disappeared behind the farm is going to reappear around here next turn. I’ll plant an aim marker in the hex and cross my fingers.” When gambles like this pay-off, it’s immensely satisfying.
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11th March update
- New scenario: "Speed and Aggression"
- Partial morale loss for abandoned vehicles (and gain for capture)
- Full smoke mechanic revision
- New visual options: toggle fog of war visual effect, camera filter
- Increased experimental cam overhead zoom out
- Minor UI revisions
- Bug fixes
28th March update
- New scenario: "Wet Boots"
- Preview of Force Selection feature (prototype)
- Improved AI grenade use
- Various bug fixes
28th April Update
- New scenario: "The Path Less Trodden"
- Preview of Force Selection with weather and force size
- Breachable hedges (and Churchills)
- Infantry officer/HQ units
- Increased map camera zoom out
- Exposed player unit stats
- Various small improvements and bug fixes
20th June update
- New scenario: "Those who can"
- New scenario: "Reconnaissance in force"
- Improved and expanded force selection (Preview)
- Alternative enemy force options "Large alt 1" (Preview)
- Attack log now lists to-hit chances including cumulative aim where relevant
- "Battlefield Review" now available after victory/defeat
- Various small improvements and bug fixes
23rd July update
- New scenario: "Rigid doctrine"
- New scenario: "Blunt intervention"
- AI special ammo usage
- HE shell override ability
- Advanced bocage LOS system prototype (preview)
- Night fighting prototype (preview)
- Unit info tool
- Various small improvements and bug fixes