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In 1944, the German High Command made the decision to hang onto
one of their last strongholds in Russia, at all costs. However,
Stalin had other ideas and ordered his Generals to repulse the invaders
at the earliest possible opportunity. The bitter conflict that ensued
was in a town with an airfield called Korsun and is seen as one
of the decisive battles of World War II. How nice of Matrix Games,
then, to re-create the drama in Korsun Pocket, a turn based strategic
combat game rumoured to be one of the most intelligent and stimulating
of it's type for quite some time.
This
is quite a remarkable rumour when you discover that the game is
of the old-school hexagonal grid type strategy affair, which became
very popular throughout the Eighties on board games and computers
alike. Is a return to this type of gaming a step forward or a step
back? Well, initially I found the game fairly simple in its point
and click 'my turn, your turn' approach to movement and the plainly
laid out icons that represent various troops, artillery, supplies
and armoured vehicles. However, as I read through the eight lessons
provided in the manual I found I was looking at something much deeper,
which surely would appeal to fans of this genre.
First
of all, I found that right clicking various hexes displayed a lot
of very useful information. I was given a breakdown of the type
of terrain, the troops, movement penalties, alerts, victory points
and all kinds of other info. This was my first hint that I was looking
at something quite absorbing. Left clicking on various units then
show such things as unit strength and movement. These two actions
are very important when placing troops and armoured vehicles, as
one turn is broken down into two sections - either a move and an
action (such as combat) or a move and then extending the move that
bit further. If you extend your move you can't act though, so if
you stretch yourself and come up against enemy forces, you have
to wait the next round before you can do anything. Mind you, if
you have a few trucks around then troop movement can be extended
even further. Anyway, these allowances on action and movement are
represented on the left side of the screen after left clicking each
unit icon.
Of
course, these movements are also determined by the type of terrain
you wish to traverse. If it is road, you're pretty much sorted as
all types of units can use those. However, if you want to go cross
country then you're going to have to watch out for mud, trees and
hilly areas, as some of these aren't traversable except by infantry
on foot. Also, keep an eye on the weather, as this affects the terrain.
Cold weather is great, as frozen ground is almost as good as a road
to move over, but watch out for rain, where your mechanised forces
may have traversed freely a few turns ago could now become a boggy
mire where movement is either restricted or stopped altogether.
Besides
movements there are a variety of other options available, depending
on the units you're using. These include bridge construction, repair
and destruction, entrenching and creating detachments. All have
key roles in any combat situation you're entering into, or leaving.
If you're trying to funnel enemy movement in a particular direction,
laying waste to all but one bridge is a great option. Similarly,
if you have to make tactical retreats, repairing bridges you've
blown can be necessary to get you out of trouble. Similarly, entrenching
can be used for advance or retreat. Entrenching can consolidate
your position during an advance but it can also take out great swathes
of enemy if used during a carefully considered retreat.
The
units in combat couldn't be simpler, they just need to march up
to an adjacent hex and take each other on! Certain units do have
certain advantages though. For example, tanks have a kind of shock
aspect, although this can be offset with anti-tank units. You have
to keep constant watch on which units have been weakened, which
have fresh supplies and ammo, and which are most likely to pull
off an attack against opposition units. If you don't keep an eye
on these things you could end up sending weakened units to the front
to be slaughtered by similar looking but much stronger enemy tanks
or infantry. Also, if you're out of ammo and don't realise it, rolling
up to an adjacent hex could be completely fruitless and leave your
boys impotent, immobile and totally vulnerable.
I
found myself getting a bit swamped and bogged down by detail when
it came to taking on the Soviet forces. Quite often I'd neglect
to check out the exact type of terrain, the strength of nearby enemy
forces or the supply status of my own. I soon discovered the 'Combat
Advisor' though, a powerful little tool that helped me identify
the most vulnerable targets. Green represents the best chances I
have, orange for more dubious possibilities and red for areas where
I'd be completely wiped out. However, while the Combat Advisor gives
you plenty of info and breakdowns of the weakest point of the enemy,
this is only a fleeting snapshot of a particular section of battle
and by no means guarantees you success. It did make the game that
little more user-friendly though, just another of those nice little
touches that gives you the information at your fingertips instead
of having to pile through several pages of stats to get what you
need.
The
visuals are kept fairly simple, which is good for this type of game.
Cluttered pieces in strategy games lead to confusion and frustration
all too often. The decals from each piece are made obvious and the
stats are carefully represented. Troop damage is represented with
skull and crossbones, movement is represented by a running figure
in green if the hex is all clear, orange if there's no more room
on the area for troops and red again if it's an absolute no go.
The hexes themselves can be toggled to graphically represent a wide
variety of things. Along the bottom and sides the icons for movement
allowances, reconnaissance, battalion selections and suchlike are
well laid out and simple to navigate. What has the most attention
to detail are the painstakingly clear, and achingly well crafted
maps upon which you fight. The roads, hills, lakes, rivers, trees
and towns are so well represented you can't go stumbling into an
area without realising what it is first. The top down view does
look like a direct aerial photograph, made all the clearer by the
splashes of colour usually missing from WWII aerial shots. Also,
the designers have allowed you to add or remove the hexes as you
see fit, so you can appreciate the subtleties of the terrain all
the more. Sweet!
There
isn't that much to say about the sound. It's pretty basic rumbling
of tanks, tromping of feet, typical gun and other combat noises
- you get the idea. However, while sound effects are thin on the
ground and not particularly spectacular, this doesn't detract from
the game in any fashion. I get the impression it was breezed over
in the creation of the game, but it's not really missed.
This
game will keep you occupied for a long time, even if you are an
old pro at strategy games and WWII re-enactments. The minutiae of
the engagements at Korsun will involve you to an unexpected level
and you'll see hours disappear without a trace. To keep you occupied
once you finally finish the Korsun Pocket scenario, Matrix Games
have also kindly included a new and improved version of SSG's Ardennes
Offensive, which recreates the Battle of the Bulge. This is superb
if you've never come across it before - you're really getting two
scenarios for the price of one! Besides this, once you've beaten
the computer AI you can turn to the web and play by email. A quick
Google search will find loads of micro sites and personal sites
for Korsun Pocket, the members of which usually seem keen to take
you on. Playing against the computer is one thing, but playing against
a canny and unpredictable human adds yet another layer to an already
multi-faceted game.
Ultimately,
Decisive Battles of WWII Vol 2: Korsun Pocket is a game for strategy
enthusiasts who will welcome a return to the old hexagon grid with
a fresh, new approach. However, this is an incredibly giving game
and thanks to the accessible training manual it can be picked up
and played quite quickly. This should draw more players away from
other game genres and onto one that encourages exercising that big
grey muscle between the ears. Although the graphics and sound are
both fairly simple, (besides the beautiful maps) they certainly
do the job. However, this is one of those occasions where these
factors are secondary considerations and gameplay and lifespan come
first. So, I'm dug in, the artillery is placed, the supply routes
are clear, I've got some serious machinery backing me up and my
email servers are raring to go - come and have a go if you think
you're hard enough!
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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