My take on this "game" and why I can't just recommend it, but enforce it to have on every kind of war gamer's games list on their PC, INSTALLED! You would think I am too fresh to even begin writing a review right? yes its true I have merely around maybe a few weeks at best, but if that doesn't hint at what you can expect from this "game" then I don't know what else to say to you. Let me start of by saying first and foremost, developers like this you guys......they feel omnipotent, they understand and know outright what a world war 2 experience (battle front dependant based on where the "GAMES" take place) should sound like, feel like, look like and play out like. I have only my money I spent and a simple thanks to give, but its criminal, what has actually been added in this "game" Graveteam Tactis Mius Front and Graveteam Tactics Tank Warfare Tunisia and Graveteam...,, Operation Star, AMONG THEIR OTHER TANK FOCUSED simulations, are actually....finally real experiences, I repeat, they offer actually a real understanding of what was carried out long ago on the fields in Russia or with the Tank Simulators, even Today. What You can Expect from this "game" 1) For any of you who have been made convinced on gates of hell's ostfront's armour penetration calculator as being the best in the industry..let me take out exactly from the user manual, what happens when a shell makes contact with steel...of various thicknesses and..angles and range, and...let me show you: "Bear in mind that the diagrams in the game are plotted for an impact angle of 30 degrees. And air temperature affects piercing performance of projectiles in battle. At low temperatures, the initial velocity of projectiles decreases and as a result, their piercing performance decreases. 3.6.1 Armor penetration calculation. The game simulates shells of various types: armor-piercing (solid and hollow), sub-caliber, cumulative of various types, high-explosive and high-explosive armor-piercing, as well as various special shells (smoke, incendiary, etc.). When a projectile interacts with an obstacle, the armor penetration calculation is performed, depending on the kinetic energy available to the projectile, as well as its structural layout. If the projectile contains a fuse, the calculation of the need for its arming and action is also made. After contact with an obstacle, the projectile state is calculated: remained intact, ricocheted, broke or dispersed, stuck. If the projectile has lost kinetic energy and the fuse has not armed, it is excluded from further processing. If the projectile broke or dispersed, then its fuse would fail (if there is one). Projectiles with significant kinetic energy can hit several targets if it does not break when piercing the armor. Typically, breaking (and dispersion) occurs when a high-velocity projectile (with high kinetic energy) hits in adverse conditions: in thick armor, at an angle, or in inhomogeneities on the armor. After piercing the armor or on impact with high kinetic energy without penetration, a fragmentation field is formed on the back of the armor, consisting of its fragments, which damages internal components and the vehicle crew. The total mass of fragments depends on the energy of the projectile, the thickness and characteristics of the armor. If the projectile has pierced the armor and broke or exploded, then its parts also participate in the formation of the fragmentation field. Projectile fuses can be conditionally divided into two types: instant (in fragmentation and cumulative projectiles) and delay (shrapnel, fougasse, hollow). Provided that the projectile has a delay fuse, it becomes armed when breaching an obstacle, and then, after a time, the projectile is detonated (or after removal of load for projectiles with variable delay), this allows it to penetrate into the ground, or inside vehicles or a structure. However, the projectile may not explode if it breaks between fuse arming and acting. Also, projectiles can explode outside of the vehicle. For example, if a projectile pierced a thinly armored or unarmored vehicle all the way through" 2) point 1 on features of the game, points out to as you can tell, a dynamic weather system, tho it is set per mission or per player created mission, what is wundebar is that based on the weather pattern you choose to add, the laws of physics are going to play out depending on how the weather is set, I have seen deployed smoke completely ruin my armoured T-34 columns against das reich panthers and tigers, because the wind had other plans....I have seen fog completely make sight lines so bad, you can recreate the legends of armour bashing each other to pieces, I have seen (and I do hope I am not hallucinating or telling a white lie) my rounds be faster or slower if I have wind dragging against it or not, I have seen the very ground I perambulate on, get me stuck and force my tankers to abandon their vehicles outright (please add blowing up vehicles not to fall under enemy hands next update) 3) You have at your disposal many commands to give to your INFANTRY or armour or ARTILLARY units or PLANES or ANTI TANK units etc. the typical commands to expect stay true to real life situations (if you imagine a commander instruct his men to carry out specific things). You can expect to start of your units with a specific offensive or defensive formation, you can carry out commands which will be needed to speed your advance, take time to be sure you are safe from fire, do reconnaissance, pivot (tanks, anti tank gun teams, self propelled guns and so on) for a better start off position to be institutionally ready You can even call out commands which you would think why is it even included, WHY NOT?! like observatory fire, for artillary units to be more accurate, for tankers to pivot their turrets and be ready for unsuspecting enemies on their flanks, each turret fixed left right, forward, behind. You have commands which allows you to choose how agressive you start out like allowing no means of return fire, allowing it, only allow the destruction of specific targets...ye are you already weezing out of your seat by this point? 4) For effects, I can't say its bad, I have never been in combat or was ever close to an explosion, but I am a frequenter of watching combat footage in the east, the west etc, what I can say is that, unless you are crazier than me with my expectations (I doubt it), effects like explosions with it being on the ground and it spurting the soil high and all over the place yes, its there, but what makes the effects actually worthwhile? for starters you can cause a lot of dust, the kind that now have effectively made a makeshift screen for your units to advance ever so slightly, the kind that allows your enemy to move and surprise you, the same can be said for smoke, for flames. I will point out that effects do seem to be scripted (tanks haveing their ammunition racks blazing and it getting worse with a few explosions before the ammo is all destroyed, flames being worse or less depending on possibly where the vehicle was hit (if fuel was cloe by etc). When tanks are hit by a calibre shell, there are nice sparks with after effect crazes and cuts or complete penetrations, I have not yet seen my side the example of a lodged round that nearly penetrated but failed, like they mention in the armour calculator, what makes these effects actually valid, is that your units will react to what they cause....ye, large fires nearby infantry? they will run, a lot of dust from after a barrage blocking sightlines from tanks as an example? they will push through, or sit there waiitng for it to settle or simply reverse back. the very bullets and shells you fire are adversely effected by the terrain, they will bounce, they will ricchochette, they will take time to detonate or FAIL outright. let me end this by saying the review is almost done and that effects are some of the best, because they work cohesively with
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