The people here are the ones that still play the game and care enough to stay updated on these subjects. I know you are smart enough to understand this and it is literally your job to deal with questions and concerns from the community, so I, along with many people here, would greatly appreciate it if you treated people who payed money for your product to try and help us understand your perspective. That being said, there are probably a lot of people that would like an answer to this question, and people like me that are new to the forums aren't going to go back and look through hundreds of threads here or on Reddit to read all of your historical responses, and not to mention that Wargame and Steel Division only has like a 50% overlap of community (probably much less now) which means to get this answer on their own many would have to go and read posts on a forum for a game they have never played. Almost like if that was a job, a type of "community manager" maybe. Multiplayer plays at regular speed.But your job is still to deal with the community at large, to "manage" the "community" if you will. RD has variable speeds for skirmishes and the campaigns. The joy of winning is to play well, to surprise the enemy, to fight fluidly, and to win titanic struggles. Most people who play real-time strategy games (at least once youre past the age of 7-8 years old and crushing the AI) enjoy action, maneuverability, and dynamic campaigns. EE and ALB all have one speed while playing. A guide to the Imminent Apocalypse map in 'Wargame: Red Dragon'. They do use structures well in ALB and RD (getting defensive bonuses and going into close quarters combat when enemy units occupy the same urban zone). Infantry in EE does not properly utilize urban structures. Also It would be cool to have some Middle East maps. There are a few major differences between the games: Why there is no maps with european terrain in this game I think It is very important to have some new maps with european architecture and nature especially in WG:Red Dragon, because there is too much nations and customizable decks. The random events and strategic actions are replaced by scripted events throughout the courses of the campaigns, such as the Chinese attempting to exfiltrate the Kims from North Korea during one campaign. The forces you control are smaller and more specialized so that you can focus more on maneuvering your counters more effectively. Red Dragon has campaigns on strategic maps and tactical skirmishes, as well. You have to deal with random events, such as storms in the North Sea shutting down some operational options, and you can purchase strategic layer actions that affect the tactical game, such as providing theater-scale air cover over a battle improving your tactical air situation. You control the pace of the war on the strategic map. However these tools have been designed to be simple, quick and fun to use while automating as much of the tedious stuff as possible without compromising on user control. The forces you use are large in size and composition. Dragon Map Maker doesn’t have a Make Map Button you still have to draw out Rooms, choose Object Themes and paint Biomes and Heights. You get to unlock more units as you perform different tasks in the missions.ĪirLand Battle has campaigns with strategic maps and tactical skirmishes. From a single player perspective, the three games have different experiences.Įuropean Escalation has scripted campaigns that develop linearly - finish one mission move on to the next.
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