World War II hex-and-cheat strategies are easier than games Advanced Squad Head. It should have really good video game optimization. We’re probably not getting one, though The second lead Is a great option. Unlike many of its competitors, The second lead The actual is in 3D, and I finally got my mits on the Platest version for impressions.

The second lead There is no plot in the second paragraph that I can talk about. He has more than 200 vehicles and infantry to represent the forces of the US, Nazi Germany and the USSR at any stage of the war.

Build your own front

Trial version of five (technically six) missions The second lead There is proof of this. The two American expeditions are both set after Normandy (Desert and Pacific Wars will most likely be DLCs), but the German expeditions are from 1941 to 1944.

The second leadThe preview version of comes with both a map and a visual editor. The sixth mission is to download from the workshop and show you what you can do with those tools. And the editors are neat! In the absence of tutorials or documentation, I made a cute little map, and then – by Landscape Editor – created it with the right units for July 10, 1944.

All the horrible designs of the 1930s can be thrown at me.

Yes, Second Front Scenario Editor manages historical TO&E for you. This is also where you can set the battle seamlessly in the snow-covered version of the map, toggle the remains and so on. It’s good to see this at a very early stage where load screens still seem to be out of your first Unity tutorial.

Is leading from the front

But actually back to playing The second lead. The units you control are individual tanks and vehicles, squadrons, half squadrons, weapons crews, commanders and heroes. The latter are a style main. Basically every hex-and-cheat game I’ve played insists on creating a hero when the team rolls well on defense.

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The people on the left create nothing but stains on their pants.

The game is much milder when it comes to movement and command. It shows you the distance of the movement and informs you of the movement mode with simple symbols to understand. Infantry can be activated individually or in stacks. Having officers in the stack improves everything, including the distance of movement.

The vehicle simulation is detailed: the tanks have armor values ​​on the front, side and rear of both the hull and turret. Some weapons depend on whether the commander is pulling the head out of the hatch. Sticking the neck out increases accuracy and speed on the road. This makes your tank commanders slightly susceptible to bullets. But even when the bullets do not rotate over their heads, the accuracy of the vehicle depends on whether it is moving, and the fire arc of the main gun is tied to the front turret.

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Sure, you can do all of this and more in Advanced Squad Leader, but now I don’t have to worry about stacking seven cheats or measuring the angle of fire. Moreover, The second lead Tells me the potential for hits and injuries – and the factors that affect them. I am absolutely delighted with the outsourcing of the busy work of keeping the rules straight on the computer.

Rolling for initiative

Speaking of which, I assume the computer is rolling the dice behind the scenes. This can lead to bizarre effects, such as severe hits with mortars that kill all units in a single hex. On the other hand, a combo of dangerous dice and terrain mode punishes the attacker appropriately. Firing a reaction in the wrong terrain (or while running) can cause rapid damage. Move and disturb the units in bad condition, because after your movements and fire the enemy gets the stage of fire. Even if you are not completely in the dark, the danger is real. Even if you don’t know the exact structure, you always know where the enemy is.

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The exclamation mark indicates that the Soviet detachment is mildly concerned about being attacked by five Nazi detachments.

Most shootouts in The second lead Are actually less deadly. The target unit is more likely to be pinned or completely broken than to die (unless it is a tank war against tank). Broken units have their own stage of retreat and I think the officers go with them. It’s much easier to rally when you have a few butterbars screaming than to be alone with your frightened friends.

Kindly, unlike some games, units can auto-rally without such handholding, although it is very difficult to do.

He is the seer

I think I’ve said something “kindly” more than once in this impression article, and it’s true. The second lead There are already many quality-life features. Despite the tutorial message showing the desperate need for proofreading, the basics of the game are easy to understand. A lot of information is clearly displayed and the interface is easy.

Visual in The second lead Not too bad either. The models are aptly abstract for indie games, although a lot would have been saved without modeling the polygon nose. But it doesn’t make much difference, because you will spend most of your time in the sky commanding your army.

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Tank models also look good, even if the tracer is ridiculously large. Homes may be deserted, but the real fun comes when you light something. First comes the smoke, which spreads from hex to hex. Then houses and forests catch fire and go into flames, which can seriously affect the way you walk around the map.

The beginning of something

Overall, The second lead Even at this early stage it looks promising. Sure, it’s rough, but you can see the foundation is strong. With the basic features, we just have to wait for the polish and the rest of the features (like the campaign) to be applied. Then we can immediately and desperately threaten the studio to release the DLC.