The game is at a crossroad of genres: - Panzer Corps/OOB experience, and worthy of a quite honorable mention in that genre, - some steps of a Strategic at War WW2 (while being much clearer), - and having a deep "historical layer", but also a very "gameplay oriented" aspect on things. And beyond that, it even gives some "Hearts of Iron" feelings, while not even aiming at the grand strategy genre, as it retains some world scope, very intense economic consequences to every decision, well representing the pressure of war on an economy. There are actually two games in this one, in my opinion. The first is the "campaign with retinue", much like a Panzer General. Right now, I am so busy with the second game mode that I am not playing that one. Yet there are tons of scenarios to enjoy here in Hex of Steel: I think maybe 65 on each side, making it 130 I think if you play all sides. ( note that Panzer General I had 38 scenarios and PG2 had 50, Panzer Corps had 26 and Panzer Corps 2 had between 24 and 60, according to documentation ) But the real mode, I insist, is not this, not in my opinion. What was outstanding is the contribution in the "grand scenario", semi-world map, covering half of a world map and proposing an open-ended WW2 commitment, some kind of "WW2 saga" which you will write with your nation. (and some games such as Strategic WW2 had that "world experience" too, that's why I mention it) Such as trying in Hex of Steel: Pacific 1937 - the first I recommend to play as Japan vs China to learn the game ; China vs Japan is much harder ; or you could alternatively try Spain or Afrikakorps, but these lack the "very large world" aspect. Pacific 1941 - the climax of hardcore as Axis. Europe 1939 etc. And it works there thanks to an excellent non-cheating AI, very interesting mechanics, keeping you on your toes and wondering if you are losing or not, but also persistent leaderboards and "campaign medals" to motivate you into going further. The game also benefits from a very committed developer. AI AI does not cheat, not even economically, and also does not benefit from any map awareness (contrary to most if not nearly all of our strategy games). Please note that it is actually one of the only game that does so ; AI has advantages in many other games I listed above. Contrary to other Panzer Generals-like games, AI is truly active in this game and both defends and attacks on its turn. AI fights "tooth and nails" and can also adjust its plans. I've seen it, for instance, switch an entire fleet which was busy in assisting an amphibious assault (one which almost passed even 6 turns before my victory) into a new defensive mode around its ports, using it as defensive artillery ; and that was very efficient in stopping my attack. AI still lacks ability to protect itself from losses, but it is extremely active and world scenarios, without giving it any boost, all give it ways to express itself for the duration of a game. Mechanics The game has excellent mechanical efficiency, I think far beyond and above some of the previous WW2 titles and that is surprising considering the simplicity of it. The mechanics work also in economy, influencing your strategy and options a lot. It has rather weak probability modifiers ; no "Rugged Defense" here; only -15/+15% or so compared to estimated damage. Units have soft attack and hard attack ; which won't surprise anyone, right? and an unit strength that starts at 100, so to speak. So the good output comes from how it's used . The game is very detailed in number and type of units, with numerous unit types in naval, tanks, airplanes. Enemy F2A Buffalos are slightly superior to my japanese army fighters Ki-27, I can appreciate army fighters instead of naval ones, etc. It also proposes numerous ways to modify loadout/configuration of a unit and make your own. But it also uses a simple modelization concept where units are mostly comparable with each other. A light infantry from Germany has the same stats as a light infantry from Poland ; the soldiers on any side were not bad so it makes sense. But the entire situation is modified because of terrain, surrounding units, and the advantage playing for Germany here can be superior HQ unit, some local artillery but mostly a tremendous advantage in air power, and numerous armored and motorized units to "push through" once the line falters, and exploit other weaknesses created by your air power. Representing very well the effect of blitzkrieg. The game engine manages to represent very well, the same way, naval battles and several open-ended approaches you can take to them, such as hiding your carriers and raiding, protecting them with screeners, diving and emerging with submarines, fighting air-to-air and using torpedo bombers, using screeners/depth charges with destroyers against subs, radars and sonars, cannon power for shore bombardment, etc etc. So the game really benefits from expanding the scope. It never forces this behavior: you just discover that in some cases, you should adopt it instead of another to better isolate and protect naval encounters. It is suprising how screening, submarines, raiding, hiding, besieging can play out on pacific islands and how importantly naval warfare of all kind expresses itself here. All small scale battles also count and live on their own meaning that they evolve from every little decision they make but are not "written" from the beginning, as no previous advantage dictates the rest on a ground battle, terrain and entrenchment can heavily slow you down even against a lesser enemy and change the course of your progress. Terrain expresses itself very well and logistical pressure as well "Attrition" is well perceived in all areas. Mechanics also cause and represent casualties, and even use manpower. The game also uses fuels and supplies and proposes also very nice tools to handle it automatically. Economic investment into new units is costly enough and your decisions have a great impact on the war. The war itself does not feel easy at all. I think that is the reason why it works with semi-world scenarios even better than what I find in other games, as it integrates a concept of scope, freedom, no-cheat and duration that can implement a meaning to even tiny losses on any front, as it has a impact on your "tired economy". It represents open-ended naval gameplay in a global world map, but also interesting (though not complex) ground strategy. Because of the high attrition you feel, the level of decision and arbitrage you make when spending to recover fuel, ammo and units, you also have this "dopamine" effect on every action you do, wanting to go further. Rewards The scenarios I described above are accessible with the PLAY => Standalone Scenarios menu. You feel rewarded when you win such a scenario ; you gain a "medal" well displayed on your scenario list, and have one different for Axis, and for Allies. Issues There are some issues left: some problems such as being unable to attack a port with a ground troop if an enemy ship occupies it! some situations where AI does take too many losses still ; it is so aggressive that it accelerates its own losses. some "too many benefits" in one doctrine to pick, also scenarios and situations are not the same depending on the map you will play ; what I mentioned above really works for Pacific theaters. In closure I want to point out that I am looking for a challenge in a game, and this one has excelled by far in my view, compared to all previous title for having a non-cheating, fair, very active AI. It has been, for now, the only WW2 game which also has made me "feel a real Pearl Harbour", fight for the Pacific Islands. Every single area of battle was also important to the entire strategy. I have been very pleased by the game, and please note that it is also moddable, and may be tried for free.
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