Review Steel Division Normandy 44 - Second Wave

Steel Division: Normandy '44 accomplishes one of the virtually hard feats in strategy gaming: it'south a historical wargame where the fun of the game and the accurateness of the history are intertwined, instead of at odds. Programmer Eugen Systems has had success with real-fourth dimension wargames before (with its cleverly titled Wargame series) just with Steel Sectionalisation information technology's escalated both the production values and tactical complication, with remarkable success.Unlike the stereotypical Globe War 2 strategy sim, Steel Division isn't most pushing counters across a map and waiting for some dice rolls to turn out in your favor. It's a great-looking game, for one, with lush, detailed maps and units. Controlling it feels expert too – any real-time strategy veteran should almost immediately feel at home with its interface. There is a significant learning curve in terms of how to play Steel Division well, only it'south attractive and enjoyable enough to go started with that information technology's hard not to want to play more.Conceptually, Steel Partitioning works like a stone-paper-scissors game with 10 unlike options instead of three. Infantry can hold well-nigh defensive positions, but motion slowly and are hands pinned down in the open. Tanks are the nearly versatile offensive unit, but well-positioned anti-tank guns and enemy tanks tin can knock them out with ease. Anti-tank guns tin be negated by artillery, but both are susceptible to bombers, which can be deterred or destroyed past fighters and anti-air. Information technology's a complicated trip the light fantastic, and information technology can be punishingly difficult if y'all don't become it right. Defence force is easier to grasp than crime, so even if y'all're losing you tin still pin down opponents and experience similar you've accomplished something

This complication is what makes Steel Division special.

Notwithstanding this complication is what makes Steel Division special. Information technology never feels like there'due south a layer of abstraction betwixt the tactical choices you lot might make and the historical simulation of the wargame. The relatively simple interface and clear, bang-up-looking graphics brand it like shooting fish in a barrel to tell what's happening in an date while an incredibly detailed simulation runs nether the hood. Information technology'southward non like a wargame that'south more nearly figuring out how the spreadsheet underneath works, nor is it like a real-fourth dimension strategy game that requires deploying skills and special moves at the right fourth dimension. It'southward the complexity of the former with the accessibility and excitement of the latter. Preparing to attack.

Preparing to attack.

What makes Steel Partitioning fifty-fifty neater is that the tactical gainsay of private tanks and airplanes likewise matches the thou strategic goals of Earth War II; success comes from pinning down an enemy with infantry and artillery, then flanking with tanks and vehicles. At both the macro and the micro levels, Steel Sectionalization is a superb WWII wargame.

Eugen used bodily Royal Air Strength recon photos to create the maps.

This is reinforced by the chosen setting of Normandy, France, in 1944. Eugen Systems used actual Royal Air Force recon photos of northern France to create the maps, which include some of the virtually famous battles of the campaign, such equally Hill 112. Simply every map (at that place are over a dozen) has certain features of the Normandy campaign, most notably the hedgerows and treelines that gave the area its nickname "Hedgerow Hell." These features give each map its own very specific tactical choices – at Colombelles, for instance, there's a long, direct road budgeted the main battleground that'due south a perfect place for an anti-tank gun – but an enemy who knows that will consistently pound that spot with artillery

Very specific quirks like that requite Steel Division more depth, as veteran players can cease up engaging in a poker-like set of bluffs and counter-bluffs. Some matches are brutal, World State of war I-style slugfests of infantry constantly being thrown into the meat grinder, while others have long, deadening feeling-out processes where 2 players may non even significantly appoint with one some other straight and try to find victory by focusing on other regions of the map. The Beute Firefly: devastator of multiplayer matches.

The Beute Firefly: Devastator of multiplayer matches.

That'south possible because every map in Steel Partition is designed for up to 4v4 matches, except for a couple of gigantic 10v10 battlegrounds (which are far more impressive in theory than practice, as they tend to be won past whichever team has the fewest disconnects). 6 or eight players is Steel Division's sweet spot. It can be overwhelming to endeavor to manage every aspect of a battlefield every bit a single histrion, only with teammates (either as AI in Skirmish mode or human in multi) the ebb and flow of the battle becomes far more manageable as players cover each others' flanks or focus on different aspects of the battle to overcome weaknesses, like a plane-heavy division providing air support to an infantry battle.

It's seriously imposing for people who aren't WWII buffs.

In fact, Steel Division'south biggest weakness, especially for new players, is that in that location is so much detail that it tin can feel overwhelming. In addition to that bevy of maps with their nooks and crannies, it besides has 18 different historical divisions from both sides of the war with a huge diversity of different units in each, and it asks you to not only pick between them but likewise to create "Battlegroups" (somewhat like decks of cards) from the different units within them. This means, for case, picking between multiple fast-moving mortar arms units or a unmarried long-range howitzer. This level of customization can exist great in one case you've gotten a skilful feel for how the maps and combat work, but a lack of straightforward description of what makes each unit unlike makes information technology seriously imposing for people who aren't WWII buffs and don't know the difference between each kind of tank, for example.

Nonetheless in one case you practice get deeper into Steel Partition, that level of variety and customization can turn into another strength. Each division has its own personality and unit quirks: the American 101st Airborne, for example, is heavy on air power but light on tanks, while the Scottish 15th Infantry tin can overflowing the field with elite foot squads but has very picayune air support. Steel Segmentation is detailed enough that a unmarried unit can totally alter an see – such every bit how the High german "Hitlerjugend" division can deploy an elite Beute (captured) Firefly tank in a match's earliest stage. Lines of sight: they're a little bit important.

Lines of sight: they're a little bit important.

While Steel Segmentation has a great engine, interface, and maps for World War Two gainsay, the construction of its matches can feel arbitrary. Each match is divided into three phases – A, B, and C – with a certain set of units available in each. Phase A has largely recon, infantry, and outdated/cheap tanks and airplanes, B has the bulk of conventional units, and C has the elite and high-tech units. Every few minutes, each player is granted a certain number of points to purchase units which then drive up to their deployment spot (at that place's no resource gathering of whatsoever kind). This does do a expert job of making certain that a wide diversity of different units are used, but information technology likewise feels somewhat over-rigid in terms of the internal narrative of each battle.

Steel Segmentation is entirely focused on constant and fair tactical gainsay.

Likewise, the victory conditions in the skirmish and multiplayer modes are mildly unsatisfying. At that place are 2: Conquest, where victory is won by having more than command over the map; and Devastation, where victory is accomplished by destroying a certain amount of enemy units. What'southward unsatisfying most each may exist self-axiomatic: Conquest doesn't have casualties into account, while Destruction doesn't factor in map control. On the other paw, information technology'due south hard to meet how Eugen could take done amend – thank you to the balance of divisions and lack of resource-gathering, Steel Sectionalization is entirely focused on constant and fair tactical combat, which doesn't lend itself an obvious endgame.

At that place are a set up of unmarried-role player campaigns which are cleverly put-together, but they are non Steel Sectionalization's chief selling point. Each campaign follows a single division through four battles in the Normandy campaign. For case, in the offset scenario of the easiest entrada, every bit the 101st Airborne, you lot land behind German lines and take out their artillery so the troops from the beaches can progress inland. Each of the missions in the campaign is around a half-hour each, so it'due south possible to complete i in a single sitting if you're winning. Defending a town in the campaign.

Defending a town in the campaign.

What the campaigns exercise manage to do (specially the offset American 1) is introduce Steel Division's concepts in a more controlled manner than the skirmish fashion. First you acquire deployment and defense, and then recon and criminal offense. The adjacent mission trains you to apply forests to embrace infantry units while as well pointing out great points to place anti-tank units for long sightlines down key roads, which is probably the unmarried most important tactical concept new players needs to acquire.

The campaigns are helpful for learning at the planning level as well. The Battlegroups y'all put together are much smaller and more manageable initially, and helpfully introduce new tactical choices slowly over fourth dimension – the 101st Airborne, for instance, doesn't have tanks and airplanes available initially, but gets them after a couple missions where you lot have to show you lot know how to use infantry and artillery. There's also a narrator who explains the strengths and weaknesses of specific units, a characteristic unfortunately missing from the residual of Steel Partition.

Steel Partitioning: Normandy '44 succeeds both at being an entertaining existent-fourth dimension tactics game and a compelling simulation of historical combat, which is a remarkable combination. Not to get ahead of things, but playing this fantabulous World State of war II game makes it difficult not to get excited about the potential of Steel Sectionalisation: Stalingrad '42 or Rome '43. Future games or expansions might even shine out Normandy '44's small drawbacks, specifically its occasionally overwhelming amount of particular and lack of context to its huge number of options, simply its successes wildly outweigh its failures.

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Source: https://www.ign.com/articles/2017/05/25/steel-division-normandy-44-review

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