If there's one aspect I appreciate being added to Company of Heroes 3, it's something taken from a few real-time tactics titles: a tactical pause system. It also lets you use the same building after ejecting the enemy. It's an excellent new feature representing how troops assaulted structures in the war during the brutal street-to-street fights. Now you have the breach option for specific units, letting them lob a grenade in and take the building. One may remember that an excellent tactic for units was to hide in a building it helped limit how much they were damaged when it came to regular units, though a tank would make quick work of the surrounding masonry. Neither are your units if they're next to a falling building - bricks hurt. No shrub, horse cart, wall or building is safe from the destruction of war. It also applies to everything in the battle. Rather than buildings (and the floor) having a few different states of collapse, every shell has a unique impact based on range and trajectory, even if it deflects. One of the things Company of Heroes first brought in was destruction, which is an area that Company of Heroes 3 expands. Every battle you do will follow the same squad-based real-time strategy action, with the usual mixture of missions where you have a base to those with a limited selection of units. That's precisely what Relic Entertainment has done with Company of Heroes 3. The core RTS hasn't changed in the past seventeen years, and you don't fix what isn't broken. If you don't know by now, Company of Heroes is a real-time strategy game with base-building but on a more focused scale. I can't help but think Relic have been looking at the homework of another SEGA-owned strategy developer, Creative Assembly. In addition to moving south and seeing where they could use this terrain change, Italy has a new way to play Company of Heroes. In addition, a brand new grand campaign covers the Allies' push through Italy. Having covered the western and eastern European fronts, Relic has now moved to the south, with a series of missions covering the actions of The Desert Fox, Erwin Rommel, as he led the Deutsches Afrikakorps. Following the second release in 2013, we've had a reasonable delay which has seen Relic working on Dawn of War III and Age of Empires IV and focusing on where they could move the series next with Company of Heroes 3. This includes titles that should be far more up-close and personal. The first, released seventeen years ago (I'm starting to feel old), revolutionised real-time strategy and captured elements of World War 2 in a way that very few games had ever managed. More of a focus on bunkers and emplacements potentially too.Company of Heroes is an undeniable tower of the strategy genre despite only having two mainline entries. Typically infantry focused, with limited air and naval support call ins, typically not much in the way of medium to heavy (HID being the exception since IRL a lot of their best stuff was kept for the defence of the home islands). Japan potentially, split into Army p, Navy/Marines/Amphibious forces, and Home Island Defenders. As a mixed force, with decisions to pick eg: Hungarian Armour, Croatian Infiltrators etc. Italy as a new main nation, infantry, mechanized (tankettes for days), etcĪxis minors: Romania, Hungary, Bulgaria, Austria, Croatia, Bosnia, etc. Potentially China, if they were really daring, but unlikely.Īxis: Germany split into Western Europe, Eastern Europe/Soviet Front, Afrika Korps. Eg: Northern (Leningrad) with bonuses to snow, or difficult terrain. Maybe with unique buffs depending on a “front” picked at the start of a battle. Soviet Union I would split into Infantry, Armoured, Motorised, and Partizans. US split into Infantry/Airborne/Armour/Marinesīritish split into Infantry/Armour/Commando-Resistance/Commonwealth (Canada, S.Africa, Anzac, India, and other colonial infantry units)įrance, as a new main faction, split between Early war/before the fall of France, with mostly French equipment, French Resistance, using captured/allied supplied weapons with random Armour call ins (like when they raided the Germans to steal vehicles, tanks, etc) and Free French, those who fought with British/American equipment under De Gaulle. Commanders feel largely irrelevant since some are way too good to pass up, and others unlock things that should be basic (like the ability to dig/build a trench… I would do this: Allies: I’d like to go back to a system similar to CoH 1 for picking your army and unit selection.
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