Wargame 1942 is a new strategy/empire building browser game that is set in World War II. The game gives players the opportunity to build up their base, research and develop different tech, and build up their army in order to survive and fight against enemies. If your version of fighting is with words, then build up your allies and defend each other against enemy attacks, and crush those who oppose you.
The game is actually the successor to Playzo's first attempt of releasing Wargame 1942 in 2006, and the new and improved version came out this year and is currently being published by Looki Publishing.
Wait, isn't this where I would pick a nation or something?
Something that did catch me a bit off-guard and I wasn't too thrilled about is the creation process of your character in the game. You don't do the normal bit of selecting a preset avatar, picking a nation you want to represent, and all of the other options that normally go along with the beginning of the game. Instead, after you're done creating your account, you're thrust into the world with nay an option of your own in sight; until you actually get in the game.
This may sound trivial, but the reason this does bother me is that your base is located in an actual continent, this isn't like the fantasy world that most empire builders take people to. Some people, like me, would like the option to be able to choose the continent we are based in, but here you are put on a random one of the games choosing.
No real tutorial, but something a bit better
The game does not have the normal tutorial that you tend to see in most games, some character that is meant to guide you in your start in the world and get you off in the right step. The closest thing to it in game is the quests you get which set you to achieve certain goals in game, or to answer various questions about the game, which it tells you were to look. This is good for the basic introductory for the game, since it tends to get you a bit more involved and actively trying to remember those random bits of information that is normally tossed at you in dialogue bubbles you may have not read.
But that isn't the better part of the deal that they have for players, instead they have already set up various sources filled with the information you need in game. The producers have set up a wiki page which already showcases most all of the information you are looking for from what certain weather readings mean to the complete stats of a unit you're looking to buy. I don't normally see these for browser games, and this was a special treat which I enjoyed and helped me a lot in getting started.
And so we wait.
Empire building games are aimed primarily at the casual gaming audience. It is apparent in how they are played, that they're not for those who wish to sit a few hours a day playing it. This is no exception, in fact it did feel at times that the waiting was a bit more than you would normally have. To elaborate, in about two days of normal play I was actually able to start my attack on some other bases. This was of course while I was building straight to the objectives in order to unlock the basic GI Soldiers for the attack. Now, these are just the basic soldiers, who are fairly weak compared to the other troops and vehicles that you can unlock. This was due to some of the build time's early one which one even exceeded around seven hours.
One thing that could make matters possibly worse is that you are limited in how many things you can construct at one time. At present you can construct one building, do one research, and train one set of troops at a time. Upgrades to buildings are counted towards the construction phase. Now initially I found this to be a horrible thing. Typically in these games you're given three to five slots for queuing up your buildings. It lets you progress a little bit faster, and just set up a lot of things to build while you go off and wait for more resources to build. But after diving into it a bit more, I figured out why that wasn't such a big deal.
See, while the game limits you to building one type at a time, you can build as many of that type as you can afford, as long as the total doesn't exceed the cap amount of that building type. It is also actually more productive to build more of one building type at a time than it is building single one. So say you want to improve your income and decided to build up your factories. The normal duration for building one factory is 51 minutes, and the price goes up by 20% for each one you construct. So, say you want to build ten of them. Instead of being eight in a half hours to build them, instead it only takes around an hour and eighteen minutes. Now this still has the same sort of limitation that other games of this type have, but allows you to progress in a way, a bit quicker than some.
Surprising depth in some areas.
The game does surprisingly well in that it does have a bit more depth than a standard empire builder that you would run across. This tends to make you think out your actions and the order of which you will build things, more than trying to build a million low class units to take out someone else, because frankly this won't work and you will be stuck with zero units and an empty resource pool.
Unfortunately in the game it does lack an actual battle sequence when you send your units off to attack or defend. The game will give you the time of the attack and the outcome, but you have no real control over the battle. Instead of that however, you are given ways to play a more strategic way than you would with other games. Typically in a lot of the more generic empire builders, numbers can win over all, which is unfortunate. Fortunately though, the same is not the case with this game as that strategy would fall flat on its face. They set in place and actually have a chart to demonstrate, the relationship between units. Using the two lower tier units the GIs and the Snipers as an example; GIs can attack other GIs but cannot attack Snipers, but Snipers can attack other Snipers and GIs. This continues on throughout the rest of the unit types and gives you a bit more planning on how you may want to attack and with whom.
Battling with others also has its own unique pros and cons. In most all of the empire builders I have played, when you send off your troops you have two goals, to crush them and to jack their resources. This game shares the first goal, but the second goal is a bit different. Instead of taking their actual resources like money, oil, or gold; you instead take their buildings or can actually lose your own. Yes, you can actually lose your own building by attacking someone and losing. So this makes you plan out a bit more who you're going to attack and with what. This is actually possible through the spy system they have in place in game. You're able to make Agents and Storks (a plane unit used for spying) to spy on different aspects of who you're going or may be going against. They can be used to show you the units' defense, attack units, and resources. So it is very advisable and useful to do this before attacking anyone.
The game also features a rather impressive tech tree for different units for you to invest in. The amount of buildings you will have may total around 15, and does not include how you multiply each one, but when it comes to developing units and defensive capabilities, it gets a bit impressive. You can develop over eight types of units each category of ground, water, air, and defense. This gives you a lot to work with for different attacks, and when you do mix that with the contingency table which shows you the relationship between units, you do have a lot to play around with.
Okay, so now I'm broke.
Something that really stood out as odd for me in the game is that is that once you recruit troops, the only ways to get rid of them are to either send them off to be killed, or sell them off in the trade center. So say you got a little crazy with recruiting troops without calculating how much they would actively cost as part of your army, you could in effect actually go into the red in your budget. The odd thing is, that even if you are in the red, the ramifications seem to only be that you cannot build further; you still keep that troop count, and continuously get further down into the red. So if that does happen, it can make it very hard for you to recover from that, since you wouldn't be able to recruit troops or even do anything else but attack and defend till you're back in the green. It would have been nice to actually discharge units, even at the loss of the unit and no return of the resource.
This game is definitely not for everybody, this is the type of game you may play in a few burst a day, but not spend all day or even a few hours staring at. This is for the casual gamer who wants something rather involved but not have to spend a lot of time to do it. What it does present for its target market, it does fairly well with and is a good entry into the Empire building genre, and is also well worth the try for World War II buffs.
|In depth tech tree||Doesn't have much to do once you build|
|Game that works well for those who only want to invest a little bit of time each day||Battles feel hollow|
|Wide variety of units to build||No way to get rid of units unless they die or someone buys them|
|Detailed manual and in game guides that give you all the information you need|
Self Introduction From Author:
|I have been playing mmos since about 1999, and haven't stopped since, and I cannot even remember when I started console/pc gaming. I'm an avid gamer who does dive back into the real world from time to time. My all time goal is to start my own business, but that is taking a side step as I am going through college.|
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