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France ‘40 – Game Review (PC)Lieutenant Colonel Bob Mackey, Ph.D. | March 11, 2006 | 0 comments | Print | E-mail
Gameplay (55/60): Gameplay is the strong suit of France ‘40. The AI is well-programmed and makes sound tactical decisions. It will take advantage of weakened lines, will use air power and artillery to suppress player artillery, and will attack second echelon reinforcements while isolating the main objectives. In short, the AI will hand your butt to you if you are not careful. I found the interface to be somewhat unfamiliar, having not played any of the series so far. The icon for "Change Transport Mode," for example, is too close to the "End Turn" button-as I found out to my chagrin twice. Luckily, the player can choose filters and other aids to show movement ranges, enemy units in vision and a host of other choices. Given the complexity of the game, it is worthwhile to tweak the screen to find the information needed.
Each unit has it strengths and weaknesses. Engineers can clear obstacles, lay mines and blow bridges. They can also rebuild bridges and create obstacles, but they are weak when compared to full strength infantry battalions. The France 1940 scenario is an excellent tool for learning the use of many units of the campaign that are often overlooked. Horse cavalry in the Ardennes is very useful for reconnaissance and their fast movement often gets them out of tight spots. Motorcycle and bicycle units are represented as well, and their ability to spot the enemy or exploit a gap in the enemy lines makes them substantially more useful than many historians give them credit for. In addition, there are parachute and glider units; heavy, medium and light armor; and a wide variety of field artillery. Some parts of the game are abstracted, such as air power. Being an operational-level game, the player has no control over reinforcements, unit equipment or other issues normally associated with a strategic level game. No tactical level tweaking is needed in France 40 - don’t expect to be laying smoke to cover your attacks. Casualties are calculated to the individual soldier and vehicle level; quite an accomplishment for a campaign of this size. Yet the game is so adroitly designed that these calculations do not bog down play. To the contrary, watching units lose individual tanks or men adds greatly to the depth of play.
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