![]() ![]() ![]() Units are modelled on the scale of individual tanks and squads of infantry, and the whole thing is very slow and very micro-light the outcome of a firefight will rely far more on your units’ positioning and line of sight when you started it than it will your ability to issue orders to those units in the heat of the moment. The conceit of the series is that various Cold War militaries are fighting it out over battlefields measuring several dozen square kilometres, and that the way the game represents this combat strikes a good compromise between grognardy realism and actually being able to finish a game inside of half an hour without your squishy human brain imploding under the sheer weight of all the numbers. I won’t bore you too much with the nitty-gritty of how Wargame works, since I already went into it in excruciating detail in my reviews of European Escalation and Airland Battle. It’s already as good as it can be, and so Red Dragon instead needs to concentrate on framing those core mechanics in new and interesting ways. After Airland Battle already raised the bar to a point pretty close to where I suspect the ceiling is for the Wargame franchise, Red Dragon was going to have to do something pretty damn special in order to warrant filching yet another £23 from my pocket – and unfortunately for Red Dragon, thanks to that ceiling there doesn’t seem to be any more latitude to refine the series any further in terms of the core mechanics. Eugen are releasing these things like clockwork, but while last year’s Airland Battle was a massively polished and improved version of European Escalation that more than justified a cheeky release of something that looked like practically the same game just one year later, the simple fact that it was so good has created some problems for Red Dragon.
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