

Having three different capture points, all governing territories that are different shapes, creates a new level of strategy in all forms of the game. Maps often have larger amounts of certain types of resources making the way a mission progresses pretty unique. What's interesting is that the three resources can have pretty different applications: manpower is used in all unit and building construction, fuel is necessary to raise structures and purchase new vehicles, and ammunition is generally used to equip units with special weapons or activate special abilities on individual units like grenades or command tree abilities like air strikes. Those three resources are what keep an army functioning. Instead of simply grabbing generic resource points and constructing power generators, players will capture points (to raise their population cap and rate that manpower pours in), gather ammunition, and boost fuel supplies. The developers have simply improved on and adapted the rules of the previous game to fit the subject matter. Real-time strategy fans would do well to pay attention to this game and, if they're not already, to the development house at Relic.Īnyone who has played Relic's most recent RTS hit Warhammer 40,000: Dawn of War will understand the style of play here. A fulfilling campaign, addictive gameplay, detailed visuals, and powerful use of sound make up a complete experience with very few problems. Completely destructible environments are used to enhance gameplay and create some of the most satisfyingly war torn landscapes seen in video games.

Focusing on company level combat has allowed for lots of attention to detail, adaptable play, and fast action. Relic is at the top of their game here and have set the bar high for any future World War II strategy titles and RTS games in general.
