![]() ![]() Every unit costs a certain number of points, and gives that certain number of points to the enemy score when they're destroyed. And so a solid position turns into a useless patch of ground in an instant. Delta Squads can fly in on Chinooks the long way around, hot dropping into forests and creeping up on your vulnerable UAZ Jeep. If you don't create a visibility screen around your front line, making sure you know exactly where your enemy is coming from, you become incredibly vulnerable to flanking maneuvers and sneak attacks. Which, again, ties back to the necessity for knowledge. So you hide them well, and you do a lot of praying. These are painfully expensive, and by and large extremely vulnerable they're often just one tank shell or wayward missile away from being a tactical disaster. There's a wide selection of maps, all filled with recognizably European fields.īut controlling these zones isn't just about having troops in them each one requires a command unit to set up within its borders. And that's the only resource you have to manage, and the only way you can call in new troops to reinforce those being battered at the front lines. Control of these is what dictates the pace of the battle, as each one is assigned a point value that increases the rate at which you gain deployment points. Each map is divided into zones, usually centered around towns and notable bits of geography such as hills or islands. This scale and variety of terrain is important, because it means that the flow of information becomes ever more essential. Fields, towns and giant, turgid rivers all break up the landscape, offering a mix of cover, insurmountable terrain and a sense of terrifying agoraphobia. You're set in the hypothetical world of the Cold War gone hot, and provided with a battle-map whose size is daunting at first. Wargame's from Eugen Systems, the makers of Act of War and RUSE, and it takes the latter's macro approach to the RTS. But with a recon helicopter flying overhead relaying enemy positions they become deadly cannons, blasting expensive tanks into burnt-out husks. ![]() Knowing where your enemy is, and what company they're keeping, is tantamount to victory - provided you know how to act on that information.Ī tank without a recon unit nearby is all but blind, their poor optics barely making out a squadron of T-72s in an empty field let alone the Marden Tank Destroyers hiding in the tree line a kilometre away. Wargame: European Escalation prioritises information over all else on its battlefield. ![]()
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