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Commander: The Great War

Commander – The Great War is upon us. After an extensive period of beta testing this latest entry in the Commander series of turn-based strategy games has The Lordz Games Studio endeavouring, as usual, to provide us with a quality release.

 

There's a lot to look forward to here, such as:

 

• 5 Grand Campaigns, each starting in a different year of the war, at the start of a historical offensive: 1914 The Great War, 1915 Ypres – Artois, 1916 The Battle of Verdun, 1917 The Nivelle Offensive and 1918 The Kaiserschlacht.

 

• Detailed and realistic combat that models supply, morale, terrain, leadership, equipment, training and fog of war.

 

• 18 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains, Cruisers, Submarines and Battleships, Fighters, Bombers and Airships. Each has its own strengths and weaknesses, based on their historical performance in the various theatres throughout the war.

 

• Over 40 unique historical and "what-if" events triggered by conditions on the campaignmap.

 

Beyond these there are many other new features and a brand new engine under the hood which even supports widescreen resolutions for maximum hex coverage. Multiplayer is also present, with Slitherine's special PBEM++ system in place.

 

Also, about 94 years ago hostilities ended in World War I, with the red Flemish Poppy and Le Bleuet de France as the symbol for Remembrance Day and, in memory of the date, themed wallpapers were deposited for download here (direct link).

 

The game is available for purchase in digital format now, from Matrix Games and Slitherine, while physical copies are expected to start shipping on the 22nd of November.

 

If you'd like to hear a little more about this title and how it plays you can do so by having a look at Strategy Prime's recent preview here.

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I think FA couldn't have put it any better than he did.

 

What changes is essentially the focus towards the strategic or the tactical aspects of conducting a war. Broader or narrower in that sense, and not necessarily just tied with larger hex counts.

 

Your appointed role in the game is different as a direct reflex of that.

 

What are you charged with handling? How to soften up and then flank enemy armour with the forces you have in your approach to a victory location, or can you put a stranglehold on enemy progress in a given front of the war effort by economical or political maneuvering too?

 

::

 

Basically, SV, the tools you are supplied with will show you what's expected of you in a given game and at what level you'll be operating.

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