New from Fireglow: SS2 resource war.
Game Review
By Trekie (J. Stalin)
It took me a while to decide how to sum up the follow up to the
game we all love and hate. ITS FAN Bl**DY TASTIC!
However like the first game it takes a lot of getting used to and
you have to wean yourself onto it. But once you get into it you'll
be addicted for life. Say goodbye to your free time SUDDEN STRIKE
2 HAS ARRIVED!
Released on the 31/8/02 both myself and my former clan-founder of
BB have been hooked ever since. For example on the saturday we played
for 14 hrs, until 4.30am.
This game is as if someone has gone back to sudden strike and been
able to re-release it all over again with so many issues addressed.
The best way to describe it is as a compromise between APRM's realism
and sudden strike's addictive gameplay.
For example, a t34 can barely scratch a king tiger or tiger 2's
front armour, but get behind it and its going down.
Tanks are now able to fire very large distances while having
smaller lines of sight. This has been addressed by having the ability
to have tank commanders sit out of their tanks in the turret while
not under fire to improve the LOS which is called march mode. They
also have the ability to carry troops on them, but the troops aboard
them cannot fight until deployed off the tank. However while aboard
they do improove LOS ( the tank officer combo often works well if
the combat is not too intense as men aboard tanks are very vulnerable).
Most tanks have 3 weapons now. A main gun, a coaxial machine gun,
and a hull mounted machine gun. This finally allows your tanks to
engage approaching troops ahead of them while fighting tanks or
troops using their turrets.
Officers have far better LOS than ordinary infantry, but
officers (as well as snipers) now come packed with binoculars that
improve their LOS, but makes defence a bit easier and more realistic
as a result.
Mines now come in 3 types: - ANTI-Tank - ANTI-Personnel -
Delayed action (this is the true implementation of those silly demolition
packs from SS forever which actually work well for tactical retreats
or taking out bridges)
However where mines differ from the original is that they can only
be placed by engineers, who while packing a rifle can plant
5 of any of the three types. However like the original they still
require managing and if you send your men through an anti-personnel
minefield oddly enough they will blow up!. Fortunately all troops
can defuse mines
Howitzers still come with their hugely useful ability to
fire with level sights and frequently much to the cost of enemy
heavy tanks i find myself using them as heavy AT Guns to take down
the heavy tanks such as the German elephant or isu152 or Tiger 1
or 2.
AT guns often lack the punch to take out heavy tanks, so
use them to overlook minefields or ambush the heavier tanks in their
rear quarters or use them to take out lighter tanks while your heavier
guns target other things.
Infantry has been improved greatly. The original types still
exist, but all infantry can now stand or crawl, however when crawling
they take less damage but move slower and their LOS is reduced.
All infantry have better LOS than first game. In addition troops
can now be made to enter buildings and you can decide as to their
distribution, with troops higher in buildings having better LOS
but being more vulnerable. The only two new types of troops available
not in the first game are commandos and crew. Crew are needed to
crew the many vehicles of the game or capture enemy vehicles abandoned
by their crews. Commandos are probably going to remain unique to
single player but are equipped with a rifle and flare gun and have
excellent LOS. The flare gun is used to signal reinforcements once
an area is cleared.
Ships come in 3 different types:
-Patrol ships are armed with machine guns and can take 2
extra men as gunners on board, ie you can load 2 panzerfausts on
board or an officer to give it more firepower or improove its LOS.
-Landing Craft are unarmed and while unable to carry tanks
can carry up to 25 men.
-Cruisers, Battleships, Destroyers and Scout ships all have
a mixture of long ranged artillery and close in cannons or AA. However
these cannot move over shallow water and can only be moved along
a straight line axis that they start on, and with a huge intial
ammo supply can pound targets for at least an hour of battle before
running out of ammo, which i assume they cannot be replenished by
ammo trucks.