The Soviet regiment available in the playtest for example has access to tactical ballistic missile strikes and attached East German tank platoons (they have T72M1s and T55s which are inferior to the regiment´s own T64Bs and T80s, but can come in handy in situations when you don’t want to risk your own tanks, with upgrades they get access to mobile SAM launchers, which are actually great) from the start and can unlock various upgrades (additional off map arty, on map Grad MLRS units, replacement of T64Bs by T80s etc). Various regiments you can select (starting factions confirmed for release are East/West Germany, US, USSR and Belgium) have various characteristics that translate into possibilities in unit selection and tactical support options. What sets Regiments apart is more emphasis on RPG and even storyfag elements. There are three types of missions in the demo:īreakthrough (you must take points of interest on the other edge of the map)Ĭonquer (you must take and hold key points of interest for the duration of the mission)ĭefend (hold key points of interest by the end of the mission) Game is real time with pause and adjustable time compression.Įach map contains multiple “points of interest” that serve as resource points in CoH/DoW style RTS, ie once captured they provide you with some quantity of supplies and some get you victory points depending on the mission type. Infantry at close range will dominate any unit, while tanks do the same at longer ranges etc, though this mostly serves to motivate the player to use combined arms, instead of just spamming tanks. The units work in somewhat rock-paper-scissors fashion, ie. ![]() Logistics (resupply and repair other units, generally indispensable as they should be)Įach unit type of every faction has multiple variants (in the playtest USSR, FRG and US have 3-4 types of tanks for example) with different stats. Tank destroyers (good against vehicles if they get the first shot, fragile)Īrty (on and off map, on map arty is highly powerful and obviously fragile)ĪA (arty like Shilka and Vulcan is OK against air and light ground targets, SAMs are great against air, but helpless against anything else)Īir (helis function like normal units, airplanes are on call support, can be devastating if there is no AA) Tanks (generally rule at 2-3 km distance, highly vulnerable to air and inf at close range) (can embark/disembark from transports to maximise movement speed/firepower, but always operates together with transports as a single entity, highly effective against tanks and other vehicles at close range) Recon (stealthy and long detection range) You command platoon sized units on a fairly large map in the 1989 central Europe. If you played any of the Wargame titles (Wargame, Air-Land Battle, Red Dragon, there is also upcoming game called Warno from the same devs who were apparently jewed out of their franchise name by the publisher) you will have a pretty good idea about the basics of what Regiments offers. Played the current demo/playtest – I would characterise the game as a very competent Wargame clone with distinct storyfag flavour.
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