Playtime:
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This is one of the worst excuses for a strategy game I have ever seen. I have only made it halfway through the campaign, and already I can make a final judgement. IT'S SHIT!!!
DO NOT BUY THIS!!!
Why?
Well, let's do a step by step review of the five battles I've played so far.
The first battle: Operation Krohcol
Actually, this battle is fairly good. All the first battles are at least decent. Three pronged assault on Thailand/Japanese controlled Malaya. Smash some strategically located cliffsides to cut off a road for a few months and kill some Thai and Japanese people. Good British fun! You control your core army in the center, a group of Australians to the right who arrive about 2 or 3 turns in, and then there is a group of Indian troops to your left. You can't control them. Their AI is incredibly dimwitted, by they can usually seize the Thai Checkpoint they've been assigned to capture. That said, it's a close call and you'll probably have to bail them out a bit. This is a small taste of the hell to come with your incompetent Indian troops. It doesn't seem so bad in this level, but I can assure you, you will come to hate the people of India by Sittang Bridge. But in all seriousness, if I were and Indian, I would feel insulted by my nation's portrayal in this pile of shit.
Second Battle: Task Force Z
Ah, more naval crap. This game doesn't do Navies very well. That said, this is really more of an Air Mission. The Royal Navy cannot be controlled, instead, you have to dispatch a large amount of aircraft (mostly fighters) to save what's left of Task Force Z from complete annihilation at the hands of the Japanese Army's aircraft. The battleships are scripted to sink, this was a major setback for the UK after all. But then there are the destroyers. Four to start with and two others that arrive later. Your job is to protect them. Which wouldn't be so bad, if the AI didn't get the bright idea to leave the air cover you've provided for them and sail under the Japanese planes that are trying to kill them. The worst part is that the Navy gets their move after you but before the Japanese. Meaning, that when the destroyers move there is absolutely nothing you can do. I can fight the enemy well enough, but my own retarded allies are another story. If they can't get the AI to work, then they should make the Navy units playable in this scenario, but that would involve this game being made by someone competent. Hell, just have the destroyers stay where they are, just don't have them actively sail to the Japanese like they wish to commit suicide.
Mission 3: The Fall of Singapore
This level is the greatest historical defeat the British suffered in the Pacific Theater. It is somewhat frustrating, in the sense that you get overrun and outflanked. Once again, it actually happened so I can't complain. And yet, in practice this is one of the least frustrating levels because at least you get to control the Australians that are guarding your flanks. Without having to deal with bad allied AI, you can manage well enough for the most part. Still, you're going to take some casualties, and I wish that this game would allow for that by giving you more resources to work with. But I digress.
Mission 4: Kawkareik Pass
This is where my entire campaign fell apart (read, I took too many casualties and the game didn't give me nearly enough resources to rebuild my poor battered army). You have to defend a City with an optional (but highly recommended) option to extend your defensive line into a hilly area outside town to really give the Japanese a bloody nose. Alas, it then turns out that the Armies at your flanks have been routed and you have to retreat to avoid encirclement. This wouldn't be so bad if the non-controllable Indian AI that are defending your Army's flanks haven't been defeated, thus forcing you to withdraw and abandon your fortified city to recapture a town to the Northwest. On one hand, this failure of the Indians is practically scripted. But the Indian defenders in the city are still awful and make this battle harder for all the wrong reasons. But you won't hate Indians until the next battle.
Mission 5: Sittang Bridge
This battle seems fairly straightforward. Quickly retake the city of Sittang and it's rail bridge and help a group of Indian fighers escape. Except, once again you can't control the Indian unit (a whopping one unit of Colonial Infantry, the cheap cannon fodder unit your army uses). Said Indian unit starts out downright suicidal rushing at the Japanese defensive lines with reckless abandon. And if it dies, you lose. Because how could the Empire survive losing a small group of cannon fodder? Worse, the Indians go from suicidal to start with, to overly cautious and slow when they actually get near the rail bridge. Which is to say they won't cross unless you take the bridge yourself, even if it's undefended and the Indians could easily take it with some of their earlier aggression. You also have to seize some of the area across the bridge in order to form a line to the escape point. Earlier, they try and join the fight when I just want them to evacuate already. WHY CAN'T I CONTROL THIS STUPID UNIT. WHY DOES THE RETARDED AI HAVE TO CONTROL THESE GUYS. ACCORDING TO THE STORY, I AM THEIR COMMANDER. JUST LET ME CONTROL THIS UNIT. WHICH IDIOT THOUGHT THIS WOULD BE A GOOD IDEA. Make the mission harder if you think it's too easy. Don't just force me to use awful AI to arbitrarily increase the difficulty. And once you save them, another group of Indian stragglers arrives and needs to be rescued. Just as the Japanese launch a massive assault that cuts off Sittang from your starting point. Those Indians are basically dead. Now that I know this I might be able to plan my strategy more effectively and help shepherd the second group of Indians to safety. But still, the Empire is lost because I lost a handful of expendable troops? The British just give up in Asia altogether because of some Indian troops getting caught by the Japanese? Seriously, why can't I just blow the rail bridge and run away? Why MUST I save a small group of low quality troops? I just cannot get into this scenario. It is just too stupid and is only difficult because you have to babysit a unit of suicidal idiots.
At this point, I am done with the Burma Road campaign. We were promised Chindits and Australian displays of might and valor. We got Suicidal Indians and Suicidal Royal Navy Destroyers. The Australians are merely OK and only sometimes available. The special forces units are still fragile and gimmicky and require 10 resources to attack in a way that isn't completely terrible. I thought this would be like Morning Sun, the only DLC that I haven't regretted buying, and the only good campaign set in the Pacific Theater. But no, it's the US Marines DLC with the crappy amphibious element replaced with crappy escort missions instead. This game seems to just get worse with each new additions. Order of Battle World War 2 peaked over a year ago with Morning Sun and hasn't been worth your money ever since.
👍 : 42 |
😃 : 15