Bradylama
So Old I'm Losing Radiation Signs

As some of you may know, Timegate Studios is developing an RTS based on the Axis & Allies boardgame. It appears that the WW2 mode is going to be like Conquer the World in Rise of Nations, only with the Axis & Allies map.
In any case, the demo features only the Germans and Russians, and so far there are only minimal differences between the two. Eventually the Germans can build King Tiger tanks, and Goliath remote bombs, while the Russians can build conscript regiments, but so far that seems to be it.
Basically this is a Rise of Nations meets WW2 with the Generals Engine (and with General abilities). Where the game makes itself original, however, is how units are organized and created.
All units are organized into regiment sized forces. One infantry unit is in fact, one regiment, composing 8 soldiers. As regiments lose men, they will flee battle to the nearest supply zone (the area within green circles) and rebuild their strength automatically without penalty to the player. In order to destroy a regiment, one must usually surround it and destroy it, or overwhelm it by routing and then switching to a faster formation.
All regiments are assigned to a Division Headquarters. Any unit built from a Division Headquarters is attached to it, and will receive supplies in supply sectors. Infantry HQs can support six regiments, while Mechanized HQs support 5, and Armored support 4.
The game does a good job of balancing the game towards mixed forces. Tanks, for instance, need infantry support so that they won't be overwhelmed by other infantry.
Normally I wouldn't care much for an RTS, but the way Axis & Allies is structured and implemented is enough to get me behind it.
The demo can be found here.
In any case, the demo features only the Germans and Russians, and so far there are only minimal differences between the two. Eventually the Germans can build King Tiger tanks, and Goliath remote bombs, while the Russians can build conscript regiments, but so far that seems to be it.
Basically this is a Rise of Nations meets WW2 with the Generals Engine (and with General abilities). Where the game makes itself original, however, is how units are organized and created.
All units are organized into regiment sized forces. One infantry unit is in fact, one regiment, composing 8 soldiers. As regiments lose men, they will flee battle to the nearest supply zone (the area within green circles) and rebuild their strength automatically without penalty to the player. In order to destroy a regiment, one must usually surround it and destroy it, or overwhelm it by routing and then switching to a faster formation.
All regiments are assigned to a Division Headquarters. Any unit built from a Division Headquarters is attached to it, and will receive supplies in supply sectors. Infantry HQs can support six regiments, while Mechanized HQs support 5, and Armored support 4.
The game does a good job of balancing the game towards mixed forces. Tanks, for instance, need infantry support so that they won't be overwhelmed by other infantry.
Normally I wouldn't care much for an RTS, but the way Axis & Allies is structured and implemented is enough to get me behind it.
The demo can be found here.