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Company Of Heroes (2.0)
If anyone asks, I made this one because the first one didn't turn out right.
I bought COH in December but since it wouldn't work, I put it on the shelf and forgot all about it. But now (after a reformat) it works like a charm and since I've got nothing else to do, here's the review: Story: There's nothing really good about the story, since it's your typical WW2 strategy game that stars the Americans VS Germans (again) in the battles that happened back then. 2/5 http://www.codinghorror.com/blog/ima...screenshot.jpg Gameplay: The gameplay has very few additions to it, and they all aren't that innovative, featuring Control Points (Warhammer 40K fans should know what this is) and 3 resources: Manpower, Munitions, and Fuel. All in all, it just feels like playing Warhammer again. 3/5 Difficulty: The difficulty is hard because while Manpower regenerates quickly, Munitions and Fuel regenerate very slowly and can take ages to build up. Add the tough AI and you've got one hard game. 2/5 http://www.armchairempire.com/images...y-heroes-4.jpg Graphics: Now, heres where COH reveals its strongest point: Graphics. The environment looks good (even on my old 6600!) and almost all of it is destructible! :nuts: 5/5 http://gotymedia.gamespy.com/2006/im..._of_heroes.jpg Overall: I think COH is an all overall good game that hits some bumps on the road. I think it was definitely worth the $40 I spent for it. 4/5 RECOMMENDED! :idea: |
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But in the tabletop wargame there is no control points giving you resources... actually, no resources to begin with! ;) |
How do you play it?
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The armies are selected before the game, up to a pre-arranged points quota. From there, each player uses his or her "Codex" (consider it a sourcebook for the given army) to select units, characters and upgrades he/she will use.
In addition to the points value (and a cap on maximum value of equipment a single character can use) those choices are also restricted by a "force organization chart" which puts restrictions on maximum number of units of each class and pre-requisite number of units from specific classes that must be used. Then there is the actual game, in which there are several types of scenarios, with varying special rules and victory conditions. In some at the end of the game (either after a pre-defined or random number of turns) the player who kills more of enemy units in terms of their points value is victorious. In others it's based on controlling table quarters or specific objective markers, which are the closest thing to the control points in the system (except there aren't normally any more than six of them - usually as few as three, actually). Others yet base the victory on controlling a specific terrain feature. And so on. There's a bunch of examples at http://macragge.uk.games-workshop.co...os/default.htm , if you like. (Can't pass an opportunity to convert another unbeliever to the way of The Hobby, can I? :laugh:) |
Sounds boring. *yawn*
But the units look nice. |
No USSR in WW2 game = 1/3 of the fun.
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Also, WW3 isn't complete without Russia too, right? |
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Or they also got anihilated? Meh, I think it was the first choice. Anyway - we are going off-topic. |
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