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World War 2: Time of Wrath – PC Game ReviewJim Cobb | October 14, 2009 | one comment | Print | E-mail
World War 2: Time of Wrath Passed Inspection: Excellent land and air operational mechanics, nice use of scale Failed Basic: Poor naval component, ahistoric victory conditions The ability to attack, move and attack again in any combination adds a fascinating dimension to combat within the week-long turns. Designing a grand strategic game of World War II in Europe is rather like zeroing in artillery: several rounds are needed. Wasteland’s first effort, World War 2: Road to Victory fell short. The second round, World War 2: Time of Wrath with patch 1.60 beta, is much nearer the mark, but a few more tries are required. This corps/division/fleet turn-based game pits not only countries but the three major ideologies of the time -democracy, fascism and communism – against each other with a player handling any country he chooses. This concept is grand but the execution remains flawed. Graphics The default terrain map, covering all of Europe and North Africa, is functional and clear, showing cities, fortifications, rivers and mountains. Weather is depicted by clouds and snow patches on hexes. City hexes have numbers for victory, supply and production points. Nostalgic gamers can opt for a 1980s CGA-style map. The diplomatic map has only capitals for selecting diplomatic actions. Seas are shown as zones and tables noting the number of capital ships and submarines present, with lines connecting possible destinations. Zoomed-in units can be shown as either sprites or NATO icons, while zoomed-out views have them as national flags. Each unit has its approximate strength and available action points. When selected, an information bar reveals exact and modified strength, commander, efficiency, supply source and modifiers. Selection also illustrates reachable hexes color coded for the number of action points remaining at each hex. Single ships appear static with a health bar on a truly boring screen when a battle occurs. Gameplay Land and air combat work very cleverly. When a unit is selected, an action panel appears showing options for the unit. If the unit hasn’t moved and necessary conditions are met, it can be reinforced, enlarged to a corps or improved. Land movement is limited by terrain- and weather-action-point cost; mech units naturally have a longer range. Efficiency suffers greatly if no route can be traced to a supply source. Land units can attack adjacent enemies. If more than one friendly unit is adjacent to a target, they can attack together once for significant enhancement of performance. Possible attacks may continue on an individual unit level. Combat results display losses, columns and die rolls. Surrounded cities may surrender in the turn’s interstice. The ability to attack, move and attack again in any combination adds a fascinating dimension to combat within the week-long turns. Units can also be moved strategically and by sea using production points. Eligible paratroops and amphibious troops land in highlighted hexes. Commanders can be attached to units and exercise their skills to friendly units within three hexes. Air units are divided into fighter, tactical bombers and strategic bombers. The first two types can both fly recon missions, but fighters intercept hostile air strikes automatically and can attack discovered enemy air bases, destroying air power on the ground. Tactical bombers hit land units within their range so hard that they can destroy weakened units. These bombers can also be ordered to strike neighboring sea zones. Strategic bombers pummel cities, disrupting production. Pages: 1 2
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One Comment to “World War 2: Time of Wrath – PC Game Review”
You don’t have to take every city in France to have it surrender. You need take Paris and some major cities though.
By micheljq on Oct 15, 2009 at 10:26 am