![]() In the regular world, red means danger, green means good. Myriads of icons, shades of colours all vital, but minimal explanation. Oh, and eventually you figure out the battle UI, but for me, it's the Operational map ui that is worst of all. Inconsistent use of colours, inscrutable icons, things not moving and no clear explanation why not (this is the downside of the "giving orders" mentioned above - often, they don't do what you wanted and it's so hard to figure out why not). It has so many basic problems, could write a book on it, it's like a "how not to design a UI". And is always the reason I give up on them, in the end. On the GUI, this is, for many, me included, a huge problem with Graviteam. CM sorely lacks "formation moves" - every tank has to be moved individually, it's awkward when they are the same speed, trying to get several tanks of different speeds down a road in a realistic column.well, many have tried and failed! So moving to Graviteam, the first time I selected a unit of 4 tanks, gave them the order to head way across the map "using the roads", then watching them, all by themselves, form an orderly column and indeed, drive down several roads, taking side turns along the way, it was like a miracle! And all with one click. I think you can try it in the free Red Thunder demo - Tankovyi Desant. They collide, get stuck, go off the road. One noticable difference, having played CM first, I struggle to get tanks to move down a road in in orderly column. In CM, the same 1 hour battle could easily take upwards of 5 or 6 hours. Which leads to another contrast between the two: In Graviteam, with speeding up of time when little is happening, a 1 hour battle can take 30 minutes. ![]() In CM, you "physically move" every unit, step by step, pretty much. They decide the details of exactly how to move. On the tactical battles, Graviteam feels like you are a brigade/divisional commander "giving orders" to the companies/squads/platoons under you. CM has a linked set of hardcoded scenarios for campaigns. To the point where each is best at things the other is bad at - if only they would merge the best of each!For example, Mius has operational campaigns that generate different tactical battles (Total War style main map generating the tactical battles, basically). Much the same equipment in both, yet the games feel very different to play. Compare the Eastern Front operations of Mius Front with Combat Mission Red Thunder, because these are the main overlap. Having plenty of hours in both, it is really interesting how very different their takes on much the same thing are. Inset image from Piercing Fortress Europa by Frank Hunter of Adanac Command Studiesįooter image from Decisive Campaigns: Barbarossa by Victor Reijkersz of VRDesigns Header image from World War II Europe by Ron Dockal of Schwerpunkt Games Related Subreddits: /r/wargames /r/hexandcounter /r/StrategyGames /r/digitaltabletop /r/paradoxplaza /r/totalwar /r/CMANO /r/WarBlog /r/wargame/ /r/MilitaryHistory/ The miniatures are virtual, rulesets/opponents are often handled by the AI! Touching history with digital Hex and chits. A computer based wargaming community for the appreciation of historical wargames.
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