I played all the way through, and found it grimly atmospheric. It's not high art, but it's compulsive, with the variety of maps demanding a little thought about what you actually need - you can conquer either by claiming territory or bleeding them dry Verdun-style. Oh - and there's all sorts of artillery on their own individual timers and an experience system for improving your troops across the campaign. So weighing up whether it's more important you have anything immediately or whether you can wait for something hefty is key. The key element is that actually selecting any unit re-sets all the timers. Every one of your unit types takes an increasing amount of time to recharge - so you can send out your soldiers rapidly, but a tank (or land-ship, as they're faithfully called) takes forever. The strategy is based on the actual timers. At which point they'll advance until they get to a trench, and then stop. You can tell each unit either to advance. And some analysis on it and WW1 games beneath the cut.Īs most webgames, it's working off a simple axis. ![]() I'd certainly recommend it more than walking slowly across no-man's land. He forwards me Warfare 1917, from ConArtists the maker of previous RPS-fave The Last Stand. Which with retrospect is an odd thing to do, as I'd already played History Lines 1914-1918 to death. University Comrade Hobbes and I used to have long debates about WW1 videogames, around their viability.
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