We're back again! The other day I made this post about one of my favourite RTSs, highlighting some wehrabooism in the unit information cards. This time, I decided to instead highlight some things in the campaign.
Two warnings: Firstly, complete spoilers for the campaign. Secondly, part of this I'm doing from memory because I have no desire to play it once more, so there might be (hopefully) minor mistakes. Look out, there's a lot of stuff here!
First of all, let's go over the good points. The campaign is essentially an extended tutorial, covering everything from how to ambush enemy tanks with infantry to call in bomber strikes on enemy bases. We follow an American soldier named Joe Sheridan as he starts from a Major commanding a minor strike force in Africa to somehow managing to be in command of every major event in the western offensive (yes, even commanding British paratroopers in Market-Garden) and ends up as a full General. Overall, I don't have anything to complain about here, as it's clearly for the benefit of the campaign.
Sheridan is bold, decisive and willing to take risks, while his British intelligence officer - Colonel Campbell - is, of course, cautious and always urging care.
So, let's get onto the meat of things. The vast majority of the campaign is pretty boring and, as I said, basically a tutorial. The weird thing happens with the last five levels or so: having won in the west, Sheridan's force fights its way to Torgau to a secret Nazi research base. Unfortunately, the Russians have got there first and so Sheridan needs to conduct a false flag operation utilising German POWs in a 'police action' against the forces still holding the research centre, which have refused to surrender. Now, this is fair at first, before it turns out that this force is equipped with King Tigers, Panthers, stuff like that. Obviously, this is for the benefit of the player, since by this point in time we've got most of the US arsenal. I do find it weird how the Russians (and Americans for that matter) ignore the full-scale war going on, but whatever.
Once Sheridan and Campbell reach the research base, they find a bunch of weapons including next-generation V2s that could have "changed the tide of the war". Because everyone knows Hitler's wonder weapons could have won if he had a little more time! In any case, the next mission is Sheridan defending the base as the Russians start to move in, to give his men enough time to wire up the research facility. After all, we don't want the Russians to get their hands on the Maus, it's clearly superior to anything they have.
As an aside, I actually quite like this level on a gameplay perspective. You can only use German's prototype units: the Maus, the Puma, the Wirblewind, and the Wurfrahmen 40. You also get the option to build a few planes, including the Me 262.
So, Sheridan successfully holds off the Russian forces with the advanced German units, and they blow up the base. Just before they do, they discover that an American intelligence officer has turned sides and joined the Russians, and despite blowing up the base, she and the Russian force she is with - the 8th Guards Army - have managed to track down and secure some missing V3s. This leads into the second to last mission.
So now Sheridan has to lead an assault on where the 8th Guards Army is amassing fuel so they can launch the V3s into Germany for... some unexplained reason. Revenge, I suppose? I don't think they explain. Anyway, it's around this time we find out the V3s are also fully-functional nukes. Yes, let me highlight that. Germany in 1945 invented and produced at least half a dozen working nuclear cruise missiles. Ubermensch has the best science, of course.
The only interesting part of this mission is that not only do you need to defeat the enemy forces, you also have to stop them amassing a certain amount of resources via blowing up supply trucks or taking out/over enemy supply depos. Moreover, instead of American we have access to one of four armies: American, British, German (Transition Army), or French. Obviously, the Germany army still have their heavy tanks and pretty much the rest of their tech. What could go wrong? Oh, and it's actually easiest if you choose German. You can mass heavy tanks and steamroll everything.
Like the previous mission, this is somewhat interesting from a gameplay standpoint, something I have to admire from the designers. Still, nothing important happens here other than Sheridan finding out where the turncoat's main base (and the missing V3s) are.
Which leads us onto the final mission. Nothing too exciting or out there, all you do is defend your base for ten minute until you're given a 155mm Long Tom that fires tactical nukes. All you need to do is get it in range of the turncoat's base, let it fire once at the HQ, and you win the campaign.
Something of note is that they manage to use two nuke V3s, each against a surrounding, NPC support base. I don't know the specs of the V2, but I was under the impression that they were lucky to hit the right county, let alone a small military base. But I suppose the Germans solved that too, what with being Ubermensch and all.
Anyway, I hope you enjoyed! I've probably forgotten anything, so if I have then let me know and I'll add it. I may also reformat this as I'm typing it at one in the morning.
TL;DR: Eugen is a stupid company that can't into history.
ここには何もないようです