Great idea, exceptional scale of warfare, but just lack of polish.

User Rating: 7 | Wargame: European Escalation PC
Its has been a long time for any good RTS that doesnt reskin the units to look like samurai and does not include the game that ends with "Craft". Wargame EE is made my Eugen system which previously made RUSE. RUSE itself was a great game but it was limited by lack of variety between faction and overall lacking strategy design.

I was hoping 2nd opportunity will improved over the predecessor, i was damn wrong.

Wargame EE feels like the designer is lost his way halfway through the game and not quite sure where do he want the game to be, Simulation based (total war) or traditional RTS (WIC & COH). The game is stuck in between with a lot of missing options to a point of asking "why are these options not included in the first place?" or "M1 challanger was owned by mg fire!! WTF how is this possible"

Pros:
1. Huge open battlefield - similiar to RUSE w/o Air2Air combat
2. Great graphics - 1 of the best technical graphics to date (Eat your heart out DICE)
3. Slightly better unit loadout and the tech tree is designed based on decks (unit loadouts/types) allow a varied customization option to your army.
4. Significant Faction unit specialty and variety.
5. A much realistic approach to unit deployment, supply lines, and vehicle movement

Cons:
1. Like i said previously, A lot of missing options for humans input and poor micromanagement that should be ingame. Horrendous/limited UI design
1a. Resupply option for FOB
1b. Supply chain to units and off-site supply (air) need to be automated
1c. limit Units in a deck (unit sizes are not customizable)
1d. Period of Deployment and reinforcement in design gameplay requires some afterthought
1e. Unit AIs are horrible - poor pathfinding and poor target priority make micromanagement extremely tedious.
1f. Poor UI for communication in Multiplayer
1g. Satellite view is under-utilized.
2. Very minor unit differences. Most vehicles are just reskin vehicles with slightly different stats. Most MBTs are multipurpose role that could engage anything resulting to total depend on 2-3 types of units.
3. Balance issues, Less tactical element and more Quantity vs variety - same as (2) could be fix in future patch.
4. Customized Deck is not polished enough to have any significant difference in Multiplayer where as all Commander has the same role.
5. No commander skill unlike the RUSE and specialty difference made MP totally lacking.


All been said, its a fair game for a pass time while waiting better RTS game that is not tainted (If this genre still alive). Maybe the next 3-5 yrs, (IF!!!) we will have another decent RTS game.

RANDOM THOUGHTS:

- IF deployment (period) forces to follow the players deck unit limit and reinforcement (period) has unlimited unit - prioritize the importance of holding "reinforcement zones"
- IF holding "reinforcement zones" allows players to resupply (by assigning supply trucks/chinhooks for off-site supply)
- IF allow players to set preset routes for supply lines / automated troops movement or "safe route" from being ambushed.
- IF unit AIs are smart enough to use google map to plan their best routes automatically.
- IF repair vehicles/medvac are included
- IF players deck able to customize unit quantity (60% tanks + 30% arty) and perks
- IF players able to customized player support option in deck customizion- (F15 or A10 for CAS), B52 for carpet run, paratrooper reinf. & supply via air without "reinf. zones", Sensor probe, long range arty strike, napalm run via F4, call air superiority fighters for air patrol.
- IF destructable enviroments made some significant impact to gameplay
- IF infantry were a lot tougher in cover vs tanks
- IF attack helos are tougher vs infantry rifle fire.
- IF holding "HOT combat" zone will grant +5 RP/s and "Safe Combat" zone grant +1 RP/s and "reinforcement" zone grant +0 as to default +1 RP/s.
- IF FOB could be resupply via holding "reinforcement zones" or by Air resupply that cost player some resource point (RP).
- IF commander vehicle have more uses than capturing zones. It could be use in frontlines are a morale boost and improve friendly units efficiency