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Playability
Rating |
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3 / 10 |
COMMENTS:
A text message popping up at the beginning of each turn stating,
"kill 'em all, let God sort 'em out", not only sums
up atmosphere of the scenario, it is also the sum of the events
file. One text message, that's it, no other events.
The
author's effort to balance movement on the scenario's oversized
map, a whopping 150 by 120, resulted it a several out of balance
units. The Eurofighters, a supercharged version of the stealth
fighter, are incredible slaughter machines with a generous 25
movement. They have no trouble strafing a half a dozen ground
units and making back to base in time for tea. Oddly though the
Eurofighters lose to the bombers in air-to-air combat about 60%
of the time.
Railroads linking together
the cities of every civ combined with the high movement values
of the ground units relegate warfare to a hyperactive kill or
be killed war of attrition devoid of the tactical complexities
we have come to expect from civ scenarios.
The ease with which a player
can manipulate the AI through diplomacy in this every AI for
himself environment voids any strategic challenge that this scenario
might have offered. After taking two or three AI cities in a
single turn with three movement, rail transported Howitzers the
AI sued for peace. Acceptance, of course, eliminated any threat
of an AI counter-attack. |