Author Topic: Wargame: Airland Battle  (Read 17286 times)

Offline Wingflier

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Wargame: Airland Battle
« on: May 03, 2013, 07:41:21 am »
Not sure how many of you in here tried Wargame: European Escalation, which was a fantastic war simulator made by an Indie French company called "Focus Interactive".

However, Wargame: Airland Battle is coming out in a few weeks, and having tried the beta, I've got to say, it's absolutely fantastic.

Here are some screenshots:






This game is filling a childhood dream of mine, of being able to us an F16 in an RTS game. I can't believe it's taken 15 years, but it's finally happened.

The air combat is spectacular, and more realistic than anything I've ever seen before. Trailer: http://www.youtube.com/watch?v=MRMH887q3Bo

Aircraft do not stay on the field for a particularly long period of time. Unlike every other unit, they are called onto the battlefield from an off-map airbase, where they must quickly complete their mission, then leave before they run out of fuel. Aircraft have varying speed based on type: http://www.wargame-ab.com/?rub=aircraft

Certain aircraft are designed only to destroy other aircraft, then you have bombers, and of course "multirole fighters" which can do the job of both. What makes it so cool (surprisingly) is that it's over so quickly. In a dogfight, if a missile or volley of machine guns connect, the fight is practically over. It's such a different experience than what you're used to seeing in RTS games, where "air battles", if they even exist, are long and drawn out endeavors.

Here are some pictures of the Armory, where I can view detailed statistics about each unit in the game, filtered by Faction and type (these are taken from my own machine):





The "deck building" system of the game is also one of its coolest features. To build a deck, you choose a side from "NATO" or "PACT". Each side includes various countries with their own units, strengths, and weaknesses: http://www.wargame-ab.com/?rub=sides

You can build a deck using ALL the units from each side, but you get deck "bonuses" if you limit your units to a certain country, a certain selection, or a certain time period (so before 1980, for example). If you use all 3 bonuses in tandem, you will be extremely limited, but you also get the biggest benefit. (So for example, I could use American-only units, of the "Marine" category, that were all made before 1975)

So in addition to the HUGE selection the game offers (over 150 planes alone, not including the units of all other types), you also get to make neat, specialized decks based on limited selection which can be, if used correctly, even BETTER than decks which have access to everything :D

A warning to those considering buying the game while still in beta: There is no single campaign or computer AI added to the game yet, it all takes place in multiplayer during the beta. Both of those features will be added by launch.
« Last Edit: May 03, 2013, 07:43:58 am by Wingflier »
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Offline mrhanman

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Re: Wargame: Airland Battle
« Reply #1 on: May 03, 2013, 09:53:26 am »
I played the demo of Wargame, and I really liked it.  Unfortunately at the time, I didn't have the money to buy it even though it was 75% off.  Since I've seen it that low, I've been waiting for it to hit that price again.  Maybe now with the new one coming out, I'll finally be able to pick up the original.

It's $10 at GamersGate right now.  If I have any spare cash this pay period, I might go ahead and pick it up.  Either way, the sequel looks to be shaping up nicely.

Offline keith.lamothe

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Re: Wargame: Airland Battle
« Reply #2 on: May 03, 2013, 11:26:38 am »
Awesome, I had high hopes for the "sequel" to the other one, so I'll definitely keep an eye out for this one :)
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Offline Echo35

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Re: Wargame: Airland Battle
« Reply #3 on: May 03, 2013, 07:57:58 pm »
I enjoyed the first game, but the lack of proper support beyond on-board artillery and a few helicopters was super disappointing, but they seem to be fixing that this time around, so I've been keeping an eye on it.

Offline Wingflier

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Re: Wargame: Airland Battle
« Reply #4 on: May 05, 2013, 04:22:24 am »
I enjoyed the first game, but the lack of proper support beyond on-board artillery and a few helicopters was super disappointing, but they seem to be fixing that this time around, so I've been keeping an eye on it.
It seems a lot better this time around I think.

One of my biggest complaints about the first game was how slow-paced it was. It seemed that once sides both became entrenched it was very difficult to do anything for the rest of the mission. The addition of planes has definitely mixed up the formula quite a bit, by giving you a proper answer to helicopters (extremely powerful in the first one), and even a good answer to anti-air defense (A-10s just don't give a shi- about your puny SAMs). In other words you've got a lot more ways to break stalemates than before, which is awesome.

Support in this game seems a lot more useful than before. Aircraft themselves are more of a support than anything. Extremely expensive to put into your deck, and to bring out onto the field, they are fragile, and can only stay in combat for a moment before they run out of fuel. They are typically used to take out an important high-priority target, to escort helicopters (carrying infantry), or to clear the skies over a battle. Taking out the enemy's air recon is also a pretty important job as well. Even with how expensive and fragile they are, they can completely change the outcome of the game.

The nice thing about them is that they visit an off-site base, so they are effectively the only unit in the game which you don't have to manually refuel, repair, or re-arm. This makes their uses unlimited, as long as you keep them alive until they leave the battlefield. However, if they take significant damage, it may take several minutes to repair.

The infantry mechanics have gotten an overhaul, making them significantly better. Unlike before, they can actually occupy buildings and "squares" of cities, entrenching themselves into a certain area, and making it harder than heck to get them out. They are unbelievably fragile while moving across open ground, but once you fortify an area such as a forest or a building, they basically become super-weapons that the enemy has to spend far more resources to dispatch than you did to deploy.

As I said in my original post, you can pick a deck based on Nationality, which gives you certain bonuses, depending on how strong that nation's selection is. I faced a Canadian player once who used a Canadian-only deck (I was using a Russian deck.). Once I took out all his air defense (with the Russian equivalent to the A-10s), he complained that he was sad the Canadian deck sucked so much, and wished they had more options.

Of course, upon hearing this, I took it as a challenge to succeed with a Canadian Nationality deck. On the website it says that the Canadian Force has the fastest troop transport in the game, and powerful anti-tank weapons, making them a very defensive race. Looking through their limited selection I was a bit surprised, and I could see why the canuck was complaining. Their tanks were lacking (to say the least), they had absolutely no surface-to-air vehicles (that I could find), they had no Helicopters at all (WTF), and a very limited selection of aircraft. To make matters worse, their infantry were pretty outdated compared to many of the more technologically advanced countries, and had no long-range anti-tank weaponry. In other words, if you want to use Canadian infantry, you have to be right up in the enemy's face.

Putting together a deck for the Canadians was very difficult. I typically rely on heavy tanks in almost every scenario, but that was definitely out. I like to keep powerful anti-aircraft vehicles in the backline in case of an aircraft or helicopter or attack...that was definitely out too. I usually bring long-range Delta Squadrons of soldiers into the battle and put them in an aggressive treeline to pick up tanks and convoys coming along the roads. But all the Canadians have are short-ranged RPGs, as I mentioned before.

So needless to say, using this deck required completely changing my playstyle into something far more...unorthodox. In fact, you could say the Canadian deck is made up almost EXCLUSIVELY of support units. Somehow I've made it work though. The website is right, their troop transports are damn fast. At the beginning of the battle I'll rush troop transports full of cheap Canadian soldiers into major cities over chokepoints I need to defend. Once I've established my troop forces near the frontlines, I'll put long-range anti-tank vehicles in the backline, as well as some cheap mortar artillery as well. Because infantry in this game are so low-maintanence, I can completely remove my Forward Operating Base from deployment, effectively giving me 100 more deployment points to work with.

Once I establish a nice frontline defense, I fly some more infantry in using helicopters and try to hit their vulnerable backlines with sneak attacks. I'll fly the helicopters near buildings bordering roads I know the enemy uses often, drop my soldiers off, then evacuate the helis. When the enemy brings in their next wave of forces, boy are they in for one hell of a surprise. And good luck trying to dislodge those infantry once they're in place. Often, the enemy will bring in helicopters (this is one of the best counters to infantry as they can brutally and continually suppress them at a nice distance using large salvos of unguidied rockets and a steady stream of machine gun fire), so I'll counter those with F-18s or CF-116 Freedom Fighters (or both at once). This puts the enemy in quite a pickle.

Anyway, the point of that whole spiel was just to show that the game seems to have evolved a lot more options and strategies than before with the additional of several new mechanics. Making a deck without SAMs or Helicopters in the last game would have been unthinkable, but it's very possible in this game if you use it right.

Of course, most decks you will see will be very balanced decks, with a good mixture of everything. I've seen many people complaining about the power of Russian tanks. It's true, they are very powerful, but they're also expensive. If you prepare for them in advance you can minimize most of their effectiveness during an assault.






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Offline Coppermantis

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Re: Wargame: Airland Battle
« Reply #5 on: May 05, 2013, 11:17:21 pm »
After reading up on the website, I have to say that this looks absolutely fantastic. At first I thought that it was just European Escalation with planes, but the new Campaign format, revised deck building and so on look much better than the original game.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Cyborg

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Re: Wargame: Airland Battle
« Reply #6 on: May 06, 2013, 07:18:46 pm »
The problem as I see it isn't that this game isn't pretty, it's about community, balance, and strategy. It needs to be more than just good-looking toy soldiers.

Does it meet that test? I can't tell without a demo.
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Offline Wingflier

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Re: Wargame: Airland Battle
« Reply #7 on: May 06, 2013, 08:59:28 pm »
The problem as I see it isn't that this game isn't pretty, it's about community, balance, and strategy. It needs to be more than just good-looking toy soldiers.

Does it meet that test? I can't tell without a demo.
It certainly seems very balanced and strategic to me. And I've grown up playing strategy games my whole life. As I said, because of its realism, it kind of asks you to reject everything you know about RTS and start over. There's no more constant battles, no more heavy micromanagement, no more invincible units, or silly rock-paper-scissors balance mechanisms. At first, certain things will seem overpowered to you, until you learn how to counter them. Certain strategies are definitely easier to employ (doesn't that go for every RTS?), but the advanced strategies are more rewarding and more difficult to counter by experienced players.

I can't say much about the community? I mean most RTS communities are pretty good, simply because by the time you get to the multiplayer phase, you've weeded out most of the immature COD players. I can't remember an RTS I've ever played where the community was overtly annoying or immature.

Personally I love it just because I fancy real-world battle simulators, and from what I can tell, no other RTS even holds a candle to this one in that regard. But if that's not really your thing, it's hard to say whether you would or not.

Ultimately it's something that you should probably try before you buy, but like you said, you have no access to a demo. That's a tough situation, I think I bought the previous game (European Escalation) for like $15 on sale, so I wasn't that concerned over whether it turned out bad (I wasn't that worried, it got fantastic reviews as I'm sure this one will as well).
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Offline Wingflier

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Re: Wargame: Airland Battle
« Reply #8 on: May 07, 2013, 02:07:27 pm »
AI was just added to the patch released today. It comes in 4 difficulties (I'm assuming Easy/Medium/Hard/Insane). This should be a nice boon for people still new to the game.

However, the learning curve isn't particularly hard. I had one of my friends buy it last night that has never played any of the games in the series. We played about 5 games in a row, and on the 4th game he was beating me (this is with me putting in quite a bit of time on the predecessor and this one as well).

If you have a good strategical mind, and understand the basic concept of RTS games, it's very easy to pick up. One of those "easy to learn, hard to master" type games. You can make it as micro-intensive as you want, depending on your strategy or lack thereof.
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Offline Minotaar

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Re: Wargame: Airland Battle
« Reply #9 on: May 12, 2013, 03:14:23 pm »
However, the learning curve isn't particularly hard. I had one of my friends buy it last night that has never played any of the games in the series. We played about 5 games in a row, and on the 4th game he was beating me (this is with me putting in quite a bit of time on the predecessor and this one as well).

That was me!  :) Was nice to at least delegate the initial ass-whooping to someone I know  :)
I am enjoying this game a lot more than any other RTS I've come across recently. Here's some reasons why:

1. The setting. I am especially fond of the planes, as I've spent a huge amount of time with the Su-27, Mig-29 and such in Eagle Dynamics' flightsims. I love those machines and have never seen the represented properly in an RTS. Until now (C) 

2. The deck system with hundreds of units satisfies the TCG junkie that I am quite well :)

3. Realism and good gameplay are balanced and neither one is compromised by the other much at all.

4. How you use a unit matters a LOT more than the stats it has and how much it costs. An infantry squad can die in the open and not hit anything or pay for itself 10+ times with a deadly flank attack.

5. The game doesn't ever feel "unfair" for me. I always know why I lost, and there's always something I could have done to prevent it. Each game I can do something better than I did last game.

Now not everyone feels the same way about that last point, so they head to the forums or the chat lobby and do the things competitive RTS players do, which drops a bit of a shadow on the community. But if you ignore the noise, there's quite a lot of useful information on the forums as well.

All in all, definitely can recommend picking it up. Even though it's not released yet, it looks ready (except the SP campaign is not in) and I haven't encountered any technical problems myself. Runs so well, too, very surprised, given the scale.

Offline Cyborg

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Re: Wargame: Airland Battle
« Reply #10 on: May 12, 2013, 07:25:19 pm »
I tried looking at some of the gameplay videos. It looks like people are playing in a very zoomed out overhead where you don't get to see any action. Is that normal?
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Offline keith.lamothe

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Re: Wargame: Airland Battle
« Reply #11 on: May 12, 2013, 07:44:19 pm »
I tried looking at some of the gameplay videos. It looks like people are playing in a very zoomed out overhead where you don't get to see any action. Is that normal?
Zoomed out like in AIW, or zoomed out such that you can't see anyone shooting, etc?
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Offline Wingflier

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Re: Wargame: Airland Battle
« Reply #12 on: May 12, 2013, 08:07:07 pm »
The nature of pretty much all grandiose, large-scale RTS games is that you have to stay zoomed out too far to really enjoy the details of the action.

However, I wouldn't say that the game forces you to stay far enough out that you can't tell what's going on.

I think where the real enjoyment of the impressive graphics and feel of the game comes is in the ability to save a replay, then rewatch your epic matches from a ground-level combat view. It really is awesome up close.

If being right in the "heat" of the battle (zoomed in) is your thing for a modern RTS, then I have another one I'm going to make a new topic about pretty soon that I think people will also enjoy.
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Offline Cyborg

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Re: Wargame: Airland Battle
« Reply #13 on: May 12, 2013, 08:27:37 pm »
Well yes, with a game like this, why shouldn't you be able to enjoy the action? That's disappointing.
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Offline Wingflier

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Re: Wargame: Airland Battle
« Reply #14 on: May 12, 2013, 08:38:07 pm »
Well yes, with a game like this, why shouldn't you be able to enjoy the action? That's disappointing.
Explain how that would work?

You're managing an entire battlefield simultaneously (which is probably several miles wide in each direction). You're sometimes fighting in 3 or 4 locations at once.

Explain how the developers are going to let you pause time just to zoom in and appreciate the gory details? No large-scale RTS I've ever heard of allows you do this.

As I said, you can enjoy the action, you just have to do it in a replay.
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