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Strategic Command WWII: World at War

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Asid:
Changes from other titles in the series
By Hubert Cater


Thanks for the query and if you are new to the SC3 engine and haven't played SC3 Europe at War then there will be quite a few changes, fixes and enhancements from the previous release of Global Conflict.  Some of these changes include the following:

A Return to Hexes

Our aim with the Strategic Command series is to make attractive, playable and historical games. Our aim for this release is to make a game that will provide one of the best strategic level re-creations of 20th century warfare, while also being a whole lot of fun to play.
The first and possibly biggest decision for us was to return the series to using hexes rather than tiles. There are pros and cons to both, but it was clear that the majority of those who expressed a preference, preferred hexes, and we didn't disagree. So hexes are back!


Enhanced Decisions

On the European side of the World at War players will now be able to consider the following:

•   Both Germany and the USSR get to negotiate carving up of Poland. The subsequent borders will therefore not necessarily follow their historic path.
•   An Anglo-French Expedition can be sent to support Finland during the Winter War.
•   France can reincorporate Vichy territories following her liberation.
•   The UK and USSR can carve up Persia between them, and the USA can then choose whether to send supplies via Persia to the USSR. This can provide a real boost to the Soviet War Effort!

Players can also minimize the Decision box to examine the map further prior to making their final decision and many decisions have additional notes providing any necessary historical context as needed.


Dynamic Movement

A major change that players of our previous titles will immediately notice is the introduction of Dynamic Movement.
Dynamic Movement allows units that haven't used up all their Action Points to continue to move until they have done so, even if de-selected and re-selected again later. It applies to most unit types, and takes much of the pressure out of trying to plan your moves. Just click and play!
Air units can also now attack and then move a portion of their normal move distance. This can be especially useful when on the offensive, or alternatively when conducting a fighting retreat. Again, it provides more flexibility than in the past when air units could only either move, or attack.


Enhanced Fog of War

We have introduced enhanced Fog of War, a shroud over the map, which makes it possible at a glance to see exactly how far your own units can see. While this might sound very simple, it wasn't in our previous releases, and at the same time we have also introduced a specified graphical Front Line that updates dynamically showing clearly who controls what.


Time your Offensives

We now have two types of road, paved and unpaved. The latter predominate in Eastern Europe and provide no bonuses in bad weather, so when the ground is muddy, offensives will slow.


New Research Concepts

One thing we decided to do with the Research feature is to expand it beyond just enhancing unit Attack and Defense values, and increasing economic output.
So we have introduced new research areas that represent improvements in command systems, unit training, military doctrine and logistics. These can for example increase unit morale, spotting ranges, command abilities and allow units to launch extra attacks.


Naval Cruise and other Naval Enhancements

We've introduced two very significant improvements to naval operations.
The first is to speed up naval movement through the introduction of a new movement mode: Naval Cruise.
This enables naval units to travel double their normal movement distance for a strategic move. The penalty being that they lose 1 supply point when doing so, and cruising units cannot attack enemy vessels.
Players of our previous releases will be familiar with Subs having two modes, Hunt and Silent, and Subs can only Cruise when they are in Hunt mode.
The second big change is that we've added a second category of Amphibious Transport for landings on enemy held shores. This new unit type is specifically designed to be used when planning operations against distant shores like Operation Torch, as now amphibious units can sail across the Atlantic from the USA and land in North Africa.
This new unit type, called Amphibious Transport (Long Range), is only available in limited numbers to select countries like the UK and USA, though the number of units available can be increased through researching Amphibious Warfare.


Diplomacy

It is now possible to block diplomacy towards some countries, e.g. the USSR cannot attempt to influence Franco's Spain. We have also introduced the ability to limit investment towards historically neutral countries, so that, for example, only a small diplomatic effort can be made to swing Switzerland towards one side or the other.


Improved AI

The AI has been extensively overhauled, something we do for every release, and especially for Amphibious Assaults which is especially important in Strategic Command WWII - World at War when considering not only Torch, D-Day but also the island hopping campaigns of the Pacific.


Improved Interface

Not only will the game return to hexes and include new and sharper NATO and 3D unit counters, the interface has been overhauled as well to provide a smoother and more intuitive game play experience while optimizing the amount of the game play area on the screen.


Rule Changes

A number of rule changes and game engine enhancements as well as fixes have been made to again improve the overall game play experience.  This is possible as each release builds on all of our previous releases and even the fix/change list from SC3 Europe to SC3 World at War (built on the same game engine) will have over 70 fixes/changes included.


Hope this helps,
Hubert

Asid:
Strategic Command WWII: World at War has been released!



1939. The sand is slipping fast through the hourglass and the clouds of war are gathering all around the globe. While in Europe Germany is ready to finally challenge the order established with the Versailles Treaty and Italy is eager to expand its colonial dominion, in the Far East the Empire of Japan – already embroiled in a bitter war against China – has already proved to be a formidable adversary and soon it will have to face the rising American hostility.

Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force?

Strategic Command WWII: World at War has been released!



Are you eager to see the game in action? Join us today on our official Twitch Channel at 6 PM GMT!



Strategic Command WWII: World at War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe.

Building on the success of Strategic Command WWII: War in Europe, this new turn-based game will provide even more opportunities to try out different strategies, maximizing re-playability to the utmost!

Both experienced wargamers and newcomers will find much to love in this beautiful WWII wargame!

Grab the game now

Selva:
Any good soul up for a review?

IMAO, since HOI and GG:WitE and GG:WitW, ww2 geo strategy game developers need really to put some effort to make something impressionable, or, at least, decent.

Asid:

--- Quote from: Selva on December 10, 2018, 05:34:39 PM ---Any good soul up for a review?


--- End quote ---

My PC is not feeling well at the moment  :cry2  ...I do have the game though...Sorry 

Asid:
v1.01.00 – December 14, 2018


Change History:

v1.01.00 – December 14, 2018

Game Engine Changes/Fixes
• Fixed an error that allowed escorts to fly from bad weather hexes.
• Fixed an error that allowed land units to amphibiously embark from any position as this should have been limited to Special Forces only.
• Fixed several AI GUARD script errors and other AI optimizations.

All Campaigns
• Trigger position for the National Morale script USSR Morale Boosted From Allied Landings In France amended (Mithrilotter).
• Text removed from a Belligerence script when China surrenders, and an additional script added so Italian units could enter a surrendered China (Bryan Hawkins).
• Makassar port in the Celebes moves (Fishbreath).
• San Juan on Puerto Rico’s name corrected (dwrobel).
• Resource.txt files updated for Hunters Point, Bushehr and San Juan (PDL).

1939 World at War & 1939-45 Race to Victory
• Mobilization_2 script for when the Axis seize Kuwait corrected (Bryan Hawkins).
• Increased the per turn chance in the War Entry script for South Africa joining the Allies from 25 to 50% (Xwormwood).
• Reduced the swing for Persia and Turkey when Persia is declared war on from 50-75% to 20-35% towards the other side (Philippe).

1942 Axis High Tide & 1942-45 Race to Victory
• Nauru now starts the campaign in Japanese hands (Mithrilotter).
• India now starts with a chit invested in Mobility research (Mithrilotter).

1943 Allies Turn The Tide & 1943-45 Race to Victory
• India now starts level 1 in Mobility research (Mithrilotter).


v1.00.00 – December 06, 2018
• Initial Release.

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