This game was just released on steam. (haven't checked impulse yet) Has anyone played it? Is it any good? There is very very little info about it and no forums dedicated to it that i can find.
http://www.stormfrontlinenation.com/
I'm curious about this one as well. It looks a lot like civ5.... only no civ - just the fighting. I couldn't find any reviews either.
For those who have it, please share your thoughts on the game. I am really interested in how it plays.
I'm enjoying it. It plays somewhat like Axis and Allies, but in a modern setting and with a map limited to Europe and northern Africa. Keep in mind I'm still playing through my first game, and on easy.
The majority of the game is played via the strategic map, where units are produced, placed, and moved around, research, diplomacy, and espionage are undertaken, and provincial improvements are constructed. combat makes up the rest of the game, and it takes place in a hex-grid tactical map.
Strategically, the game is fairly solid.
Like other games of this type, you declare war on a nation, and conquer its territories to increase your income, which in turn you spend on doing more of the same. Unlike paradox titles, there are no long-term penalties (revolts, etc) for conquered provinces, so this plays much more like Risk or Axis and Allies, though there is usually some collateral damage inflicted on captured provinces which reduces their output until they are repaired.
The game offers the usual assortment of units: infantry, paratroopers, tanks, artillery, fighters, bombers, and the like. There are also spies and special forces, which have no combat roles, but act as (nearly) invisible scouts and saboteurs. There are a few units which can be unlocked through research, such as nuclear subs and 3 or 4 types of missiles, but otherwise the units are very standard.
Reaserch is one of the game's weaker areas. There are 5 (or 6?) linear trees, of which about half the "levels" provide nothing beyond access to the next level. There is one "good" tree, however, which provides units with special abilities in combat and gives access to a number of battlefield buffs.
Diplomacy seems standard enough, though in my game I've only had one nation ally with me, and he backed out when things really started getting hairy.
Another aspect of diplomacy is the AN, the game's United Nations clone, which tries to step in to defend smaller and more peaceful nations against large aggressors. I haven't seen them really succeed yet, but there seem to be options when creating a game to make them stronger, and it looks like you can help prop them up by donating units, which could be interesting if you are feeling altruistic.
There are also missions. There are two types: general missions, and story missions. Both types offer the same types of rewards for fulfilling the same kinds of tasks, such building a number of a specific units, or capturing a specific city, in return for units, morale boosts, and the like. The difference between the two is that story missions, available only in a story-mode campaign, are designed to direct the paths "big" nations take. As Germany, for instance, my missions tended to revolve around controlling the North Sea for its oil reserves, and carrying out acts of sabotage against my coastal neighbors. As I understand it, this means that storyline campaigns will tend to carry out in a similar fashion every time. General missions, in the meantime, are more random, and aren't meant to play a role in the game's story, though their rewards make them worth undertaking. General missions also often seem to give you a choice between three similar objectives which very in difficulty, offering greater rewards for the harder one, and so on.
Though I can't find any value for it, it seems that the game has a similar "bad-boy" mechanic as the EU series; as I becan gobbling up my neighbors, I found myself the target of numerous new wars.
Tactically, the game is pretty good. The hex maps are large enough to allow you to really move around and make use of faster units. The terrain in battle is varied somewhat, but so far boils down to open, forested, urban, and mountainous. There are provinces with rivers, but I've yet to fight in one, so I don't know if it has an impact on the tactical map. The different terrain have their standard effects, such as limiting line of sight or providing a defensive bonus. In addition, there are a number of victory location, which, while controlled, give a boost to morale and accumulate e-war points.
Some units can gain special abilities or bonuses--though I don't yet understand how these are assigned--though all infantry are the same, some might have an attached UAV which allows them to reveal a portion of the map, while another might be mechanized, greatly increasing their speed.
One thing I like is the lack of a cookie-cutter rock-paper-scissors set of mechanics. Besides, obviously, the anti-air gun, no one unit is really designed to be specifically strong against one unit while weak against another. A tank is simply stronger, faster, and tougher than an infantry unit, but it comes at a significantly higher price, upkeep, and production time.
There are a number of buffs and debuffs that effect units on the tactical map. Units under heavy fire might become suppressed, reducing their speed and firepower, or freezing them in place entirely. Units taking fire from multiple adjacent units are caught in a crossfire, which really weakens them. Additionally, you can use e-war points to "cast" a buff or debuff each turn, which you can use to do fairly mundane things such as increase the firepower or defense of a unit, or more interesting things, like make a unit immune to ambushes or suppression, or jam an enemy, which stops your opponent from issuing new orders to it.
Aircraft, aside from the helicopter, are abstracted. Instead of being controllable units, each plane you bring to combat can perform one scouting or bombing action.
Attacking a province from multiple directions also allows you to deploy units from multiple directions, allowing you to not only surround enemies, but also reach more victory locations, both of which are great help.
It should be mentioned that the battles are not truly turn-based, though they work in almost the same way. There are two stages to each combat round. In the first, both players (more, if more nations attack the same province??) submit orders to their troops: move to this hex, attack that unit, drop artillery on that other hex. In the second stage, those orders are actually carried out over the course of 10 seconds, and depending on what the other guy ordered, things may or may not go according to plan. You may have ordered your artillery to bombard a hex with an enemy tank in it, but if that tank had orders to move, you might only get a few seconds worth of damage off, and the rest of the attack is wasted. On the other hand, you could try predicting the movements of a unit, and order an attack on the hex you believe he will move into. Or hell, just use your e-war points to jam the unit and fire on him as he sits there, exposed.
Conclusion: It's a good, solid, wargame game. Doesn't really bring anything new to the table, but it seems to do everything just about right.
Honestly, do you see yourself playing this game in 2 months? Do you see the game as worth the price of admission? TIA!
As always, results very. But I think it's worth the 35$.
I've been playing through my first game, and have yet to gain access to anything on the chemical or biological weapons trees, or any of the really devastating stuff like dirty bombs and nuclear missiles. I've yet to build a battleship or a carrier... And there is still a lot I still don't really understand. So while this isn't the deepest strategy game out there, there is certainly more to it that I've been able to discover in my 3 sit-downs so far. It certainly won't ever really compete with EU or Dom3 in terms of longevity and replayability, but I feel it will, for me, outlive strategy games like Reign: CON, Shattered Union, or Supreme Ruler (which, now that I think about it, is a very similar game, if lacking in production values!).
And while Hearts of Iron 3 may have Storm beat in terms of strategic depth and mechanical complexity, this game is much easier to get into and ignores some of the things that really bog HOI down. I'd certainly suggest this game for the middling wargamer. It's not deep enough for die-hard paradox or Dominions players, but it's step or two above the entry titles in wargaming.
And hell, it is very rare these days that we see a turn based or otherwise "retro" strategy release that isn't hugely flawed in some way. This is a game that doesn't really make many mistakes, and isn't riddled with bugs. That alone sets this game apart from its peers of the last half-decade, and it's pretty fun to boot.
Thank you for sharing your thoughts louist!
Do you see long term support for it? i.e. DLC or expansion packs or even patches?...Is each country different form one and another? i.e. Russia and say Britain do they have different play styles?
Also is the gameplay like Advance Wars?
I can't speak to support, as before this I'd never heard of the developer (it may well be their first game), and the producers have only a small catalog of indie games to their credit. A lot of good and well supported strategy games have come out of northern an eastern Europe, but there are a number of bad apples as well--think JoWood, who have run good games into the ground. So it's a real toss up, and only time will tell.
The countries are different, if only in size and starting conditions. Germany, for instance, starts off with no completed research, but with a number of troops who have some upgrades, giving them a more powerful army to start. They are also surrounded by a number of small nations, inviting some easy conquest. Russia, on the other hand, starts with very basic units and a poor income, but has almost the entire nuclear tree completed, meaning they can start using dirty bombs and nuclear missiles right from the get-go. Though I haven't played the UK yet, the fact that they're on an island demands that they be played as a strong naval force... But otherwise, there are no built in modifiers that would cause you to play one nation differently than another. All countries get access to the same units, and have the same research ceilings as all others.
Advance Wars and Storm are really only alike in the ways that all turn based strategies are alike. Advance Wars focuses on tactical combat with highly specialized units in very simple rock-paper-scissors combat mechanics, while Storm goes for a more general approach where just about all units can be a threat to all others. Storm also features a strategic level that Advance Wars lacks, which is really the focus here. I can't really call them similar, as AW has no diplomacy, espionage, much simpler production, and no wider world beyond the tactical set-piece battles.
Thanks for the info...humm...im still in doubt though....still dont know if it is worth $34.99. It looks interesting though!
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