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Red Army |
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Long, long time ago Nemo & Alex
took an old scenario by Mike Nilsson about the second world war: "2194
Days of war", and modified it, creating a real classic. Even better,
using similar mechanics, they created other fantastic Civ2 scenarios,
including "Red Front": probably the best 2WW Civ2 Scenario ever. The
last version they released was v1.4 (and we have used it to write this
review), though they allowed Colwyn to update it to a v1.5 version. |
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| THE TIME AND
THE PLACE |
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The scenario starts in Summer 1941, when Germany
was about to start "Barbarossa" operation, i.e., the invasion of the
Soviet Union. With France beaten and divided, Britain alone and under
constant pressure by the Luftwaffe and the USA inmersed in
isolationist policies, Hitler considered himself invincible.
Meanwhile, in the Soviet Union, Stalin trusted so
much in Molotov-Ribbentropp pact that he purged the theoretically
almighty Red Army of its better officers, replacing them with totally
addict men... but mostly inept officers.
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The Sovietic Forces: Partisans, Naval Infantry, NKVD, Cossacks, Siberian
Troops and the Red Guard |
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The German Forces: Wehrmacht, Waffen-SS, Einsatz-Gruppen, Romanian
Allies and Wolksturm. |
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The poor Soviet static defense was, as the
Battle of France had proved, totally inefficient to stop the german
Blitzkrieg, and the Wehrmacht crossed the border like a knife enters
in the butter... or more accurately, as a wave passes over a sand
castle.
Your duty, as the highest Soviet Commander, is to
stop the german invasion and expel them from the sacred soil of the
Rodina (homeland). Good luck, you're going to need it. |
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| STRATEGY |
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First of all, when you start the
game (only with Soviets, of course), you'll feel yourself as being
devored by a hungry lion. The mighty german units will advance crushing
all opposition. In the first german turn, even before you start moving,
you're going to lose more than 140 units. Germans will suffer almost no
damage.
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Your starting positions (north - south). As you see the germans have destroyed the first line of your defences. |
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When you've played the first turn,
you'll be frightened: your units are quite worse than gernans'. These
seems to be no chances for the poor soviet forces.
But Russia has two powerful
allies: the Time and the Climate. Don't try to resist in the first
turns: retreat as much as you can, make only local minor counterattacks
to cause them as much casualties as you can... and wait for winter. When
winter stars, the scenario will change drastically. Your units will be
better and german units will be stopped (but be careful in the north:
you're at war with Finland too, and finnish infantry is deadly when
fighting in the snow). Try to take as much advantage as you can, and use
the cities in siberia to create more units. Research tank technology,
and when you've built a huge army, when the US has entered the war and
you've received help enough from your allies, crush the invaders and
take Berlin.
There are apparently an unuseful
unit: refugees. They are civilians who try to flee from german advance.
They are much more important than you could think: if they survive until
winter 1941, they'll turn into laborers (with settler abilities) and
will be a great help for you. But if the germans capture them, they'll
become slave workers and will work for the germans. Try to keep them
alive.
I can't tell you a winning strategy: just don't
try to fight when you can't win, make them as much damage as possible
minimizing the risks and wait for better times... they'll come. There
will come a day when a lot of german units will be Volksturm: this will
be the signal of your upcoming victory.
Oh, and make a good use of incoming convoys from
the UK... use them to rush-build units and wonders or to get money. They
have to survive the travel from the UK to Murmansk (and don't lose
Murmansk, otherwise you'll have to receive supplies from Iran). |
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| THE GOOD THINGS |
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The well-documented and
historically true events. The graphics. The differences between summer
or winter. The well-balanced techtree and investigation times. The great
variety of units. The unit obsolescence process, really good
implemented. The AI: if I didn't know this is impossible, I'd bet that
Nemo and Alex have re-programmed the game AI because it's much better.
And the feeling you experience when you finally put your flag over the
Reichstag. The re-playability: try playing with finnish, it's even
better! The sound effects. The scenario itself. |
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| THE NOT-SO-GOOD
THINGS |
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When you unzip the scenario, you'll
see there are nine events files, nine rules files and (guess how many?)
nine units files. Every six months, you have to save the game, get out
of Civ2, run the BAT file to change the scenario parameters (summer of
winter, and the year) and go back to the game to keep on playing. This
allows the huge variety of units and events, but there's a problem: it's
boring and people can make mistakes.
Another problem is that the
scenario is too big. Too many cities that will make the micromanagement
a nightmare, and too many units that will make the turns almost
eternals. In the first turn, you have to see how germans destroy more
than 140 of your beloved units... it will last four minutes, and you
won't be able to do anything at all! It's quite frustrating. |
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| CONCLUSIONS |
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If you like complex scenarios,
this is for you. As I said before, it is probably the best WW2 Civ2
scenario, and people love it. But if you suffer a headache everytime you
see more than 100 units moving simultaneously, try any other scenario. A
great artjob, impressive script and really well betatested, so very
well-balanced.. |
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