I dunno. I like to play various RTS games, like Total Annihilation, or the first Supreme Commander and it's expansions. Even StarCraft and the second one. But I don't have all that much tactical appreciation for them. It really does come down to "Build Mans, Spam Mans faster than other Mans, Stop other Mans from building Mans, etc." It's great for explosions, some strategy, and a good bit of fun, but when played competitively is doesn't really radiate strong tactical roots for me.
I honestly prefer tactical games, like MechCommander, or Sudden Strike (Resource War). These are games in which you get a finite amount of soldiers and vehicles (as well as planes and ships) to complete a given mission. Well, in the case of Sudden Strike. In MechCommander, don't let the 'mech' throw you off, this game is not generic mecha. It's got a lot of customization to it, and it plays more like a demi-realistic combat sim than a hack-n-slash 'em up in a glorified superfighter that kills pretty much everything but other superfighters in one hit. <- (Gross Oversimplification) If you get my drift. 'Mechs are just another element of an army that can be countered just as easily. So it makes for a great game.
So yeah, my advice would be;
MechCommander
Sudden Strike (Resource War)
Supreme Commander (First and Expansions)
The first two fall under RTT (Real-Time-Tactics) and the last one is a grand-scale RTS.
Spawning tanks like flies, having bunkers being built outta nowhere and range typically to view instead of large fields. My opinion is thats not that great.
' Wrote:Spawning tanks like flies, having bunkers being built outta nowhere and range typically to view instead of large fields. My opinion is thats not that great.
Not much different then current crop of RTS's and how you acquire units.
WiC did it right and showed where you got your units. They don't magically appear from a barrack or stable or factory in the middle of no where with no housing or supply lines for miles. All units are given from air drops from off field/view NPCs.
FOV is heavily influenced by unit FOV. Attack Range, Hills, Trees, obstacles, movement, ground deformation and height all play a factor. Makes for some interesting match ups, espceially Infantry against Air, Armor and Support and winning:D