If Assault Squad was an MG 42 it would need a barrel change about every three minutes. ‘Ferocious’ doesn’t begin to describe the bloody bullet ballets served-up by this semimarvellous semi-sequel.
Instead of sending our favourite WWII tactics title in years back to the front with a conventional campaign in its kit bag, Digitalmindsoft have equipped it with something called ‘Skirmish’. There’s still a heap of singleplayer missions (16), but now all scenarios rely on the same push-push-PUSH! play mechanism.
You start at one end of a long battlefield with a knot of infantry under your wing. By pushing forward and seizing the control flags that dot the terrain, reinforcement points are earned, and new force types unlocked. A gain might release a new armoured car or infantry flavour. It may also trigger a brutal counter-attack. These retaliatory thrusts, combined with the fact the AI is usually dug-in deeper than an agoraphobic tin miner, mean victories sometimes take hours to secure. Even on ‘easy’ you’ll need stamina and skill to prevail.
What lovely war
Though the enemy never stops trying to regain lost flags, there are usually sufficient lulls in the lead storm to enjoy MoW’s trademark intricacy. A click here sends a sergeant scampering across a lane to pick up an abandoned anti-tank rifle. A click there sends a sniper slithering surreptitiously down the flank. Behind the church, two unhorsed tankers jog forward to begin repairs on a knocked out StuG. By the bridge, engineers start stringing barbed wire and laying mines, and grenadiers clamber back into a halftrack in readiness for the next nerve-shredding, pulse-propelling phase of the assault.
Instead of sending our favourite WWII tactics title in years back to the front with a conventional campaign in its kit bag, Digitalmindsoft have equipped it with something called ‘Skirmish’. There’s still a heap of singleplayer missions (16), but now all scenarios rely on the same push-push-PUSH! play mechanism.
You start at one end of a long battlefield with a knot of infantry under your wing. By pushing forward and seizing the control flags that dot the terrain, reinforcement points are earned, and new force types unlocked. A gain might release a new armoured car or infantry flavour. It may also trigger a brutal counter-attack. These retaliatory thrusts, combined with the fact the AI is usually dug-in deeper than an agoraphobic tin miner, mean victories sometimes take hours to secure. Even on ‘easy’ you’ll need stamina and skill to prevail.
What lovely war
Though the enemy never stops trying to regain lost flags, there are usually sufficient lulls in the lead storm to enjoy MoW’s trademark intricacy. A click here sends a sergeant scampering across a lane to pick up an abandoned anti-tank rifle. A click there sends a sniper slithering surreptitiously down the flank. Behind the church, two unhorsed tankers jog forward to begin repairs on a knocked out StuG. By the bridge, engineers start stringing barbed wire and laying mines, and grenadiers clamber back into a halftrack in readiness for the next nerve-shredding, pulse-propelling phase of the assault.