Download here: http://gg.gg/o4vua
Wargame: European Escalation Tutorial #1 The Basics Watch in fullscreen 1080p for best effect! Wargame: European Escalation. A Nato Tank guide that tells you all about Nato tanks from me (1000h of experience over 450h on the battlefield) For the MUST KNOW about tanks and the. European Escalation has quite nice campaigns (5 of them), well written story, static campaign, interesting maps/quest. It is VERY challenging if you decide to go for ’alltars’ (rewards for achieving all main/side quest) the armies are persistent there (you won second mission at cost of your best tanks? No more of them until rest of campaign), same goes as well for unit experience gained. ’Wargame: Europe is on fire’ - an exciting and entertaining strategy game in real time, wherein an incredible realism and depth of strategy. Gather your own army of more than 350 different types of troops and equipment and start a grand military campaign in Europe 1980, taking a step from the Cold War to the Third World.
Wargame: European Escalation is an intense and spectacular Real Time Strategy game, where realism and strategy are brought to the front lines. With a phenomenal range of vehicles and units (over 350 different models), build your army and enter a huge military campaign across Europe of the 80’s, as the Cold War is about to become World War 3.Finally, Crimean Escalation gets it’s first release! The Alpha version is out, which yet does not include all planned features, but this is mainly a gameplay test version. Of course, it is not fully balanced or even fully tested yet, some bugs might occur, some are already known (like not all weapons on planes being animated). Please report everything you notice, and also every idea you have to improve the mod. On content, this version includes Russia and the US, but I have not touched naval yet. Once again, I do not own the rights to the media files used in this mod, and I am not resposible for any damage it causes to your computer. I however hope you enjoy Crimean Escalation, so have fun!
IMPORTANT: Almost forgot that. Before you play Crimean Escalation, delete all decks containing Israeli or Yugo/Finish Units and set your game to English, if you haven’t already.
Wargame European Escalation TipsHere is the download link
Story Trailer:
General:
- new deck system, introducing more slots for mixed decks, taking elements of both RD’s and ALB’s decks systems
- new nations and coalitions: For BLUEFOR, planned factions are the US, Eurocorps (Germany+UK) and UKRPOLBAT (Ukraine+Poland) and for REDFOR Russia and CIS (Belarus, Kazakhstan and Azerbaijan)
- smoke grenades on AFVs, used by pressing B and placing smoke near the vehicle
- air-liftable vehicles, many light vehicles can be spawned in heavy helos, even transports can be air-lifted, but not spawned in helos
- ripple-firing for advaned ATGMs and SAMs
- numbers of cards available per deck mostly increased (Basic MBTs for example, like the baseline M1A2 or the T-90, now get 5 cards)
- some helos and planes get more than 3 weapons, guns as hidden stats
- new unit cards for all units
- reskins made by me or other modders (for example poks infantry skins and aircrafts skins by FregFlogger, Vasto and Darkmil)
LOG:
- FOB supply increased in order to make all the new, supply-hungry equipment usable
INF:
- All shock infantry set to 10 men, all specialzed teams set to 5 men
- New unit type ’Internal Troops’ for former Eastern Block/Soviet Nations, anti-infantry shock units
- New unit type ’Mortar Teams’, infantry units with light mortars
- Individual stats for every infantry weapon
REC:
- ’Scout Vehicles’ like the BRDM-2 or the M3 Bradley, that have optics and are available as transports to recon units
- Naval utility helicopters as recon helos for marine decks
- All special forces moved to the recon tab
SUP:
- Guided arty shells for high-end howitzers and mortars, that allow taking down single targets with highly accurate shots, but have long aiming times and high supply costs. You can activate them by turning off the main weapon of the unit
- Ballistic missiles for all countries that have them
- Heavy SAMs for all countries that have them
TNK:
- APS simulated by ECM
- New unit type ’Urban Warfare Tank’ (for example M1A2 TUSK) with good optics, improved side and rear armor and high-HE canister shells with lower range
VHC:
- IFVs available to ATGM/MANPADS/Flame infantry
HEL:
- ECM for helos
- All dedicated gunships/ATGM helicopters moved to helo tab, radar-equiped helos still have xal optics
- increased optics for advanced gunships and utility helicopters
AIR:
- Some Cluster Bombs turned into HE weapons, as only few nations still operate them
- Stealth aircraft and multiroles more common
- UAVs that can spot ground targets
Ideas for future development:
- Land-, air- and seaborne cruise missiles and cruise missile defences
- Naval overhaul
- Option for NATO localization (NATO Codenames for Russian equipment)
- Jammers on SEAD aircraft
- Modified campaigns
- Sandbox Plugin
- Map Reskins
- Any other ideas are welcome!
Here is a picture of what a Russian Deck could look like.
Special thanks to:
Eugen Systems
pok
The W:AB Noob
Mikeboy
Darkmil
Vasto
enhoka
CrazyRus29
Wargame European Escalation GuideButterless Toast
FregFloggerWargame European Escalation Manual
and others from the wargame modding community for helping, advising, making tools like the modding suite or the mod installer and skins. Without you, this project would have been impossible.
NOTE: As the Crimea crisis is a banned topic on these forums, please leave politics out of here. I’d advise moderation staff to instantly delete any political discussion here.
Thanks for reading,
Jonas
Wargame: European Escalation prioritises information over all else on its battlefield. Knowing where your enemy is, and what company they’re keeping, is tantamount to victory - provided you know how to act on that information.
A tank without a recon unit nearby is all but blind, their poor optics barely making out a squadron of T-72s in an empty field let alone the Marden Tank Destroyers hiding in the tree line a kilometre away. But with a recon helicopter flying overhead relaying enemy positions they become deadly cannons, blasting expensive tanks into burnt-out husks.
Wargame’s from Eugen Systems, the makers of Act of War and RUSE, and it takes the latter’s macro approach to the RTS. You’re set in the hypothetical world of the Cold War gone hot, and provided with a battle-map whose size is daunting at first. Fields, towns and giant, turgid rivers all break up the landscape, offering a mix of cover, insurmountable terrain and a sense of terrifying agoraphobia.
This scale and variety of terrain is important, because it means that the flow of information becomes ever more essential. Each map is divided into zones, usually centered around towns and notable bits of geography such as hills or islands. Control of these is what dictates the pace of the battle, as each one is assigned a point value that increases the rate at which you gain deployment points. And that’s the only resource you have to manage, and the only way you can call in new troops to reinforce those being battered at the front lines.
But controlling these zones isn’t just about having troops in them; each one requires a command unit to set up within its borders. These are painfully expensive, and by and large extremely vulnerable; they’re often just one tank shell or wayward missile away from being a tactical disaster. So you hide them well, and you do a lot of praying.
Which, again, ties back to the necessity for knowledge. If you don’t create a visibility screen around your front line, making sure you know exactly where your enemy is coming from, you become incredibly vulnerable to flanking maneuvers and sneak attacks. Delta Squads can fly in on Chinooks the long way around, hot dropping into forests and creeping up on your vulnerable UAZ Jeep. And so a solid position turns into a useless patch of ground in an instant.
Games are won on points scored. Every unit costs a certain number of points, and gives that certain number of points to the enemy score when they’re destroyed. So while MBT-70s might be the most wonderfully dangerous tanks in the game at 75 deployment points each they’re a double-edged blade, bumping up your opponents score if you don’t keep them protected.
It makes for a game of deceptive complexity, and also one that’s very, very good. On the surface it seems unapproachable, despite its heavily themed interface and war room aesthetic. The actual game screen doesn’t look so far off some desperately difficult and obtuse war game like Combat Mission, and while it’s not simple by any means, it’s surprisingly accessible once you’re over that initial hurdle. Tanks are good at taking out vehicles, and infantry in the open. Infantry is good in cover. Helicopters wipe out anything that isn’t anti-air. Anti-air cuts down helicopters. And artillery goes boom.
It all makes sense, in the greater sense, with just the specifics being something you have to learn. There are, however, a lot of specifics, with over 300 units in the game spread over NATO and PACT forces. And while a good number of them are variations on a single unit, there’s still an overwhelming amount of choice at your disposal. The saving grace comes in the form of how you use those 300 units. Wargame European Escalation Mod
As you play the game, in both the campaign and the multiplayer, you unlock Command Points. These are then used to unlock new units, to use in your ’Deck’ of 25. Limited to 25 units (not including variants), and five in each category of Logistics, Recon, Support, Infantry, Tanks, Vehicles and Helicopters, you are forced to hone down your build into something that matches how you want to play Wargame: EE.
While you may think that means whether you want to focus on artillery or helicopters, light or heavy tanks, there’s also the points values and amount that you can deploy. Deciding between the zerg of the T-55 and raw power or the T-80 is just as much a choice as what to specialise in.
Wargame: Airland Battle
It’s a game that I’m enjoying more each time I play a round of it, because I can feel the synapses in my brain making new bridges as I learn some new tactic, or the proper application of STRELA anti-air squads.
Early on though, it felt as obtuse as I was worried it was going to be, and it’s only through a considerable amount of trial and error that I’m finding it properly rewarding. I never found it unenjoyable, and although the single player campaign does a nice job of easing you into the game, a good deal of how it works is left for you to discover on your own.
The campaign itself is an interesting beast, throwing you at ever escalating conflicts that follow the narrative of Wargame: EE’s hypothetical war. There are 22 missions in total, spread across the game’s different nations into sequential sets. After the first five, played from the side of West Germany, it offers you the choice of Russia or USA before converging back into the climax. It’s tough, and offers an experience unique from the multiplayer with scripted objectives and timed scenarios.
For now, Wargame: EE has enough to boast about. It’s got an incredible level of detail in the micro, with firing computer failures and tracks stuck in the mud, rises elegantly into its massive scale where you only see in terms of flanks surging forward, or lines faltering or holding under pressure. Wargame European Escalation Trainer
And that’s not a figurative rise, as the game allows you to zoom right down to the level of the feet on the ground. You can watch tanks flatten the wheat in the fields as artillery shells rain down before you pull back out to the heavens, where you can hear the bustle of the war room in the background while you peek through the clouds. It’s a scope and scale that can be daunting, but it allows for an unparalleled level of player agency within an RTS.Wargame European Escalation Review
9 /10
Download here: http://gg.gg/o4vua

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