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OrkHammer007 Blog

Expansionitis in Extremis: My Love/Hate Relationship with Soulstorm

Have you ever been in a situation, owned something, or watched/listened to something that you had clearly divided feelings about? One part of you loves what it is, or represents, or how it makes you feel, while the other part wants to rage against it, tear it to pieces, or run as far away from it as you can.

It's a feeling I've had before: When Star Wars Episode II: Attack of the Clones came out, I was excited, and ran out to see it as quickly as I could. I sat through the movie with the xpectation that it would thrill and astound me all at once.

It ddn't work out like that. In fact, it managed to both thrill me (the action scenes with Obi-Wan; the battles; the special effects) and disgust me (watching the robotic interaction between Amadala and Anaikin made me wonder if snail mating rituals were more thrilling) at once. I've watched it several times since, and I just wonder what Lucas was thinking (other than $$$) when he cast the two most pivotal parts of that tragedy.

In much the same way, I'm equally torn over Warhammer 40,000: Dawn of War- Soulstorm. I'm a serious fan of the RTS (duh... :lol: ) but even I have to admit: it's not the game it used to be.

DoW won multiple gaming awards (such as GotY and RTS of the year from several publications), and it deserved them. It's one of the best RTSs I've played in recent years, it has a rich background, and it has some of the best mechanics of any strategy game in recent memory. Its campaign was pretty good, too: a story of deception and betrayal, pitting the Space Marines against the other three palyable races (Chaos, Orkz, and Eldar) in a series of missions I've played many times to date.

Winter Assault... not so good. It had two parallel storylines, with 4 playable races in two campaigns, with 4 possible endings. It was also extremely difficult to reach even one ending, with mission designs concieved by Lucifer himself. The one added race (the Imperial Guard) was underpowered until late game... if you let them get that far, you were probably not paying attention and deserved to lose.

Dark Crusade has been (for me) the best entry to date. A huge non-linear campaign, two new races, better balance, tweaks to make it much more strategic... I played through with each race once, and again with my favorites (Orkz, SM, and Tau), and it's been one of my fall-back skirmish options all year long. The only problem I had was with the Necrons (the very definition of "overpowered"), but once I got the hang of them, I figured out how best to defeat them ("Know your enemy," right?).

When Soulstorm was announced, I was excited (more units! two new races!) and disappointed (no "DoW2?") but I knew I would enjoy it.

I enjoy it, all right... and I also want to track down Iron Lore and beat some sense into them. They've closed down, but left a poor legacy in their wake.

What Soulstorm gives you in sheer size (9 playable races, an enormous non-linear campaign) it takes away in sheer sloppyness (bugs, slowdowns, long load times). The Sisters of Battle ("nuns with guns") are fun to play with, but the Dark Eldar (WH40K's answer to drow) are almost worse than the Eldar.

IL introduced "air units." Basically all they did was take vehicles and moved their "footprints" up in the air. They get stuck on walls (I read one account where, instead of flying over a river, a squadron of Hell Talons moved along the bank to a bridge, and crossed there, before moving on). I've shot down Fighta-Bombas with flamethrowers, if you can believe it.

The Chaos forces are Alpha Legion in the instructions... but Iron Lore got lazy in a lot of spots.

Did I mention that the Tau base is a near-carbon-copy of the Death Star? :shock:

Who says EA has a monopoly on bad expansions? I can at least count my blessings that I get a lot more content than just the ability to give my commanders new clothes, or pets, or have them go on vacation.

It also leaves the fans in a dilemma: Do we beg and scream for patches for the most egregious errors (knowing it will pull the devs from working on Dawn of War 2) or do we suck it up, deal with the fact that we dropped our hard earned money on a 1/2 finished game, and just throw insults at Relic for letting Iron Lore tarnish a once-proud franchise?

All I know is, now I feel like watching Attack of the Clones again. Maybe watching the horrible chemistry between Natalie Portman and Hayden Christensen will put everything n perspective for me. :D

The Art Of (Real-Time) War: Offensive Timing and Tactics

(Back to Chapter 7)

"Attack in an unsuspected manner, knowing (your opponent's) metre and modulation and the appropriate timing." Miyamoto Musahi, "The Book of Five Rings."

Chapter 8: Strike the Enemy (Level: Advanced)

Ultimately, the only way win is to defeat the enemy in battle. The only way to defeat the enemy is to attack. Everything else builds towards the final attack; when the moment is right, you must strike.

Timing: There are several times when it may be advantageous to attack. Each carries its own rewards... and its own risks.

The first chance is at the beginning of the game, before the enemy can set up their defenses. A sudden appearance of a beginning-level unit at the start of combat can tilt the battle straight into the end-game, if it's the proper unit, and the proper place.

The risk is that the enemy may have anticipated this, and have the proper counter to your attacking force. Be prepared for your initial attack to fail, if you choose this course of action.

The second chance is after the opponent has unsuccessfully attacked you. Their forces will be weakened in the attack, and if they miscalculated and committed too much to the assault without a thought to defense, they will be vulnerable to counter-attack.

The risk is if they did prepare a defense for you, you may be walking into an ambush. Be prepared for this, by allowing for a desperate defense.

The final chance is if you have prepared as best you can for an all-out offensive on the opponent. Building what you feel is the superior force, prepared for any possible opposition, and taking it into an enemy's base is nearly fool-proof.

The risk is in waiting too long to build such a force, and having the adversary strike before you are prepared. Be prepared for this, by making compromises in terms of quantity, and using superior tactics to defeat the adversary instead of sheer numbers.

A proper attacking force should consist of units capable of destroying the enemy structures, and units to protect those units. Just because you are on the offensive, do not abandon your defense.

Your strongest units should be in the center of your formation, with faster units on the wings. This will allow you to surround any army coming out to meet you in the field as quickly as possible.

"In large-scale strategy it is important to cause loss of balance. Attack without warning where the enemy is not expecting it, and while his spirit is undecided follow up your advantage and, having the lead, defeat him." Miyamoto Musashi, "The Book of Five Rings."

One way to catch an opponent off-balance is to attack while the enemy is attacking. If you slip a substantal force around the enemy's attacking force, you can possibly attack an undefended base and cause an incredible amout of damage to him while he is otherwise occupied. It's risky to split your forces at any time, and especially while your own infrastructure is in peril, but it may force an opponent to break off his attack and try to forestall his own demise.

Another way is to attack from an unexpected vector. If the enemy has fortified a section of their base against you, choose a different route. If they have left any point of their base undefended, use that to open the way for other forces to enter the base.

Yet another possible way is to attack from multiple vectors. Spliting your forces, again, is dangerous, but if you split them to attack the same target, you can force the enemy to split his own forces in response. Whichever prong of your attack they may focus on, the other may cause too much damage to recover from.

Finally, never attack from the same vector twice in a row.If you strike in the same place, the enemy will build that area up, and make that direction more difficult to approach, costing you more units than necessary. Attacking multiple points in succession forces the opponent to spread his defenses, making it much easier to penetrate from any point around his base.

Tactics: This is where you will win or lose. If you simply point your army in the direction of the enemy and let them make the attacks, the effect will be diffused, and the attack will not be as successful. Take charge of the attack, and array your forces effectively. Ensure they attack the proper targets at the proper times, and the enemy may not be able to stop you.

Probe the enemy's base and defenses first. This should be done with units that will not be needed for the main assault, as you will likely lose them in the process. Take note of the stronger entries to the base, and possible flaws in their defenses.

Probing the defenses can also draw defenders out of the base and allow you to take them on ground more favorable to you. This is where defensive tactics can come in handy. Using defense to make your offense easier cannot be overlooked.

Keep artillery back as far as possible. Their first task should be to remove any obstacles (such as turrets and walls) from your army's path. Protecting them should be your priority.

Once the defenses have been breached, your army should immediately target unit-production structures, followed by economic structures, with everything else left for last. If it doesn't contribute to the enemy's direct defense, it is no danger.

You will lose units during a prolonged assault. Make sure that you replace them back at your base as they mount, and channel them in groups into the attack, if possible. If the enemy is down, do not let him back up.

If you have super-weapons to use, use them. Saving them for later can prolong combat, and allow your enemy to rebuild and repulse your offensive.

Conclusion: Once it is time to attack, it must be done with the same care and planning that you have excercised to this point in all things. Once commited to attack, you must be prepared to eliminate your opponent without mercy.

(Next- Chapter 9: Single/Multi-player)

Make it stop...

I'm down right now... just feeling miserable in general.

I didn't get the position at work that I interviewed for. Back to search I go... and it's pretty thin around here, despite the large emphasis on technology and the announcement of a new AMD chip factory going up nearby. I really don't want to look; I love the people I work with, love what I'm doing... it's inevitable that I'll have to move on, though. :(

The weather is horrendous as usual. The end of February buried us in snow. The beginning of March is drowning us in freezing rain. It's drab, it's dreary and I haven't seen the sun in a week (the irony isn't lost on me; 6 months ago I wanted to crawl under a rock and embrace my nocturnal nature :lol: ). My apologies to my Australian friends, but I want winter to end.

Gaming... I haven't really been feeling the gaming thing recently. I downloaded "Peggle" from the Orange Box and have been dabbling in it a bit, simply to keep myself from rusting up and losing my reflexes. It's pretty good, actually... I think I feel an editorial about it when I'm not feeling like the walking soulless dead.

Speaking of which... I lit into someone who I feel totally deserves it, and I'm reasonably sure they feel they didn't deserve it. It's a question of honor and loyalty: when someone gives me their word (or gives their word to a friend) and goes back on it, it sends me into a rage.

Anger tends to take me over, but not in a berserker attack-all-adversaries-and-allies way, but in a coldly aggressive way where logic becomes my weapon. I go for blood in this mood. It's a side of me I don't like, but accept, or else I'd go mad.

If anyone who witnessed this was offended by it: I am truly sorry. If the person who it was directed at reads this this: I meant every word. Liars do not deserve my loyalty or respect.

Finally, two people who's contributions to my life have passed on. I never met either of them in person, but both made a difference:

Without Jeff Healy's inspiration, I wouldn't have made it through the toughest time of my life: In the military, I suffered a crippling eye injury. In one moment's time, I lost 70% of the vision in one eye. For a long time, I was ready to wrap it all up and dive off of a nearby bridge. Then I saw "Roadhouse" (OK, not the cinematic triumph of the 20th century... :P ) and saw Healy play. At that moment (I know this will sound corny, cliched, and cheesy) I realized if he could not only overcome, but triumph, then so could I. I'll miss him...

...and E.Gary Gygax, as well. I still have fond memories of weekends (and sometimes, entire weeks) of too much junk food and soda, too many oddly-shaped dice, and piles upon piles of rulebooks, clawing my way through batallions of orcs, goblins, and the occasional dragon, in an attempt to reach that critical next level and the extra combat bonuses... all thanks to THE Ultimate Dungeon Master. I made friends, discovered depths of imagination I never knew I had, and had a blast doing it.

I'm going to lay low for a few days, and get my head back on straight. If you don't see me, know that all I need is some time to sit back, be alone in my thoughts, and hopefully see some sunlight.

Peace.

The Art Of (Real-Time) War: Defensive Tactics

(Back to Chapter 6)

"He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces. He will win whose army is animated by the same spirit throughout all its ranks. He will win who, prepared himself, waits to take the enemy unprepared." -Sun Tzu, "The Art of War."

Chapter 7: Defend Yourself Properly (Level: Advanced)

How you manage your army is only a part of the equation; effectively sending them into battle is the other half. Simply sending them towards the enemy without proper direction can lead to unfocused battles, which leads to inefficient combat and unnecessary losses. Avoiding this is of paramount importance to achieving victory in battle.

The first part of tactics is learning how to defend. It does no good to be an effective attacker if your opponent can exploit your defense and defeat you while you attack. This does not mean offense is not important, but that defense is a key component of tactics, without which offense cannot succeed.

Acceptable Losses: One of the first things to realize is you will lose units in battle. This is inevitable. You will not prevent losses, only minimize them.

The idea is to make those losses count for something. If there is no way to save the units in question, do everything you can to make their sacrifice count. If they can self-destruct, use it, and damage everything you can in the process.

Base defense: As stated earlier, your static defenses are not meant to hold the enemy out of your base; rather, they are meant to slow the enemy down long enough for your army to stop or even defeat them.

A light cavalry force stationed in or near your base can be tasked to draw forces away from a base assault through flanking and rear attacks. Moving them into attack range, hitting them hard enough to damage them, and moving away can leech units from the main thrust of the attack, weakening it, and allowing you to better defend your key structures.

A primary target for these strike groups should be artillery units. A group of artillery can level base defenses, but are generally weaker armored, and if left unprotected, fall quickly to a focused attack. Denying them to an enemy can turn a battle before it even begins.

Two such groups, striking at separate times from separate directions, is even better.

Also, infantry in cover can be used to set traps for incoming forces at the entrance of your base, slowing them down even further.

Leaving a significant force inside the base itself is a wise move. This can act as a deterrent to an opponent unsure of his own attack.

Above all, keep control over your forces as much as possible. Letting the game's AI decide the next target to fire on will only work if there are few enemy units in the attacking force.

For a larger engagement, focus all your units' fire on one target at a time. One bullet each on five separate targets does much less damage than 5 bullets on one target.

Focus on smaller units first. In the time it may take to eliminate one larger unit, you can eliminate 5 smaller units, and reduce the total volume of fire at you significantly.

Using special abilities to eliminate an attacker may be percieved as "lacking styIe" If it helps you defeat an opponent, however, then by all means, drop a nuclear warhead in the midst of his attacking force, and let him rant about the "unfairness" while you roll into his base and defeat him: victory is much more valuable than "styIe."

In the Field: Meeting the enemy head-on in the field is a concept that evokes visions of feats of derring, romantic ideas of heroism and has generated epic tales, poems and songs to stir the heart.

It's also an incredibly bad idea.

In a face-to-face battle, skill means nothing. Only numbers and the relative strength of the units will determine victory. If you are commanding a massing army, and your opponent a quality one, even numbers may not tilt the scales in your favor.

On open ground, maneuvering is key to surviving the battle. Having the ability to move your army out of the battle, and back in at a different location, is more important than the damage of the units themselves.

Slower units that can't be moved around easily can be left in place to provide a focus for the adversary. This can act as an anvil, while your faster units move about and hammer the flanks and rear of the opposing army.

A hit-and-run force of sufficient strength can also force your enemy to split his forces to react to the threat. Use this to your advantage, and lure the smaller groups to more favorable ground... or into an ambush... or a minefield.

If the battle turns against you, do not, under any circumstance, turn away and run with your entire army. A rout is the worst kind of retreat, and almost always costs a general more of his army than he can afford. Instead, a fighting retreat is preferable: leave some forces to hold off the enemy (if units can be healed or repaired, use your least damaged for this task) while the remainder moves back to a better location. This can be your base, but it can also be a better-defended (and more defensible) area.

Retreating can also be used as a ploy to lure your opponent into an ambush.

On the Offensive: If you are the attacking army, you should also be prepared to defend against the tactics discussed. Defend your artillery against sudden attacks; be aware of the forces that move in and out of combat; know the terrain, and where the adversary is likely to set an ambush. Having this awareness will allow you to fully concentrate on the best methods to counter them, to know when an opponent is baiting you into foolish action.

Conclusion: Defense is the best way to keep vital units and structures from being unnecessarily lost or destroyed. Knowing the best tactics to defend your army, and your base, will take you a long way to ultimate victory.

(Next- Chapter 8: Offensive Tactics and Timing)

The Art Of (Real-Time) War: Command and Control

(Back to Chapter 5)

"Fighting with a large army under your command is nowise different from fighting with a small one: it is merely a question of instituting signs and signals."- Sun Tzu, The Art of War

Chapter 6: Command Your Army Well (Level: Advanced)

In battle, the movements of your troops should be careful yet confident; any delay in issuing orders can cost you troops you may find it difficult to replace. It is also vitally important that the troop movements have a purpose: moving an army without considering where it is going can delay or possibly ruin any plans you may have for that army.

Controls: Learning the controls for a game is crucial. Being able to quickly and confidently control your army not only increases your chance of winning, but also gives you a more complete feel for the tides of battle.

The most important control you have is your keyboard. Every modern RTS has "hotkeys" that are mapped to certain actions, such as building, movement, or formations. Learning these commands will increase the speed at which you can issue orders, and give you much better control over the actions of your army.

If the keys are inconveniently located, it is possible in many cases to re-map them to your liking. Having them in the right place for you can go a long way to making you more comfortable with command, and further increasing your chances for victory.

Your mouse is important as well; ensure that it is set for just the right sensitivity for your needs. Being able to put the cursor exactly where you need it will help enormously.

Set the scroll speed as high as you are comfortable with: while most games allow you to click on a mini-map to put your view where you need it, it is still good practice to know how to scroll the view, especially if the place you wish to view is close by.

Above all, practice the key combinations you need the most. The more you practice, the more naturally they'll come to you. In the thick of a fierce battle, the difference between victory and defeat is decisive action; if you have the combinations you need at your fingertips quickly, you will have the edge over your opponent.

Control groups: These are a valuable tool that allow you to group several units that may be recalled with a single keystroke. Once selected, the units can then be moved as a team to wherever you need them, giving you safety in numbers. They can also create problems if they are misused.

The best practice is to group units with a similar type (infantry, cavalry, etc.) and purpose (anti-armor, anti-infantry, etc.). If, for example, you come across a group of infantry, selecting the groups that counter them will be much easier, allowing the rest of your army to continue on to their ultimate destination.

It will also allow you to set up formations of units much easier: moving a group of heavy armored units into a staging area, for example, while stacking up lighter units behind them, is much simpler if all the armor is in one group.

That doesn't mean you should put all the armor in one control group, however: spreading your deployments across two or more groups allows more flexibility for tactics and strategy. A pincer attack using one control group would be awkward, as you would have to manually select each group before sending them to the next area; having two (or more) groups totally independent of each other saves actions, and makes coordinating these type of strikes much simpler.

One of the better habits to acquire is using the same number for the same type of unit each time you start a new battle(for example, if you use Ctrl+1 for anti-armor infantry). It takes away an element of uncertainty, and gives you something you can always rely on instinctively in a fierce battle.

Waypoints: Another excellent way to route your troops to their destination is waypoints; this will allow you to set a pre-determined path to your target. It can also be used to shuttle reinforcements to a battle, by setting your unit production structures to deliver newly-trained and -built units too the beginning of a path automatically.

One of the ways to do this is setting a route that takes you to a lightly-defended part of the enemy base, by an indirect route. It may take longer to reach the objective, but the chances of being intercepted (the first time) are slim. Once the opponent figures out your path, however, it is wise to abandon that route and create a new one.

Conclusion: Commanding an army is a difficult task under the best of circumstances... and war is far from the best conditions. Using the tools provided by the game's controls will make this task much easier, and take you much further on your way to victory.

(Next: Chapter 7- Defensive Tactics)

Just Some Random Scribblings...

I feel kind of "blah" right now, so I thought I'd cheer myself up a bit from the mid-winter blues with... stuff. I'm just going to Vonnegut my way through simply because I can. :lol:

OK. It's official: cabin fever has set in. After 2 months of cold weather, lousy driving conditions, and hard work, I'm ready to crawl out of my skin. I can only really drive back and forth from work, and only because the driving then is marginally better than when the roads are empty. I've also about Ruby'd myself out... it's a simle language, but so radically different from my "native" Java that I'm still trying to ++i even though it's not supported.

It's also affecting my game shopping: I saw "Two Worlds" for $12.50 for the PC, and dove on it despite the fact that a.) GS warned me not to and b.) it runs extremely poorly on my PC... despite meeting the minimum requirements. I blame the physics software it installed (who the **** thought an RPG needed real-time physics?!?). At least I had the presence of mind not to pick up "Kane and Lynch" instead (same price, same store... much bigger warning against it :lol: ).

I'm not all negative, though: I saw "Sins of a Solar Empire" and dove on it like a starving cat on a chicken bone. I must say, it's one of the most involved RTSs I've ever played; I will definitely need another chapter for it in the Real-Time War series. (Also, thank you, raven, for the recommendation... I wouldn't have bought it without it. :) )

Lunar Eclipse

I am fortunate, as well, to be in a wonderful position to see the lunar eclipse tonight. It's very awe-inspiring (and humbling) to watch such a quietly spectacular natural event. I've seen a few of them in the past, and it never gets old.

I was also fortunate enough to witness a near-total eclipse in May of 1994. It's something you never really forget... no wonder ancient humanity regarded them as events of great portent (for good or ill).

The US has just announced that they have shot down the dying satellite over the Pacific Ocean. Crisis averted (one hopes).

I was also fortunate enough to join the Monkeys Writing Shakespeare Union (link may be found in the image at the top of this blog). It's a splinter group from a dying union, poised to recognize the fine writing talent GS has to offer... I just wish I had writing talent... :lol:

(So I'm a bit proud of my writing... in truth, it's something I once dreamed of doing professionally, and several people have praised my work, so I must be doing something right. Ironically, I do write professionally... programmers may make lousy story-tellers, but a fair story-teller, in my experience, would make an outstanding programmer: our grasp of syntax tranlates very well to high-level languages.)

*brutally beats ego back into its cage with a 5-foot salami*

OK... back on track. *massages bruised ego*

I still haven't resigned from the other union yet... but it's not as if it misses us. In fact, if you were to visit now, you would see that it looks as if no one has been there since mid-January. I think someone's upset with the decision to leave, and has nearly eradicated all trace of us from their forum (along with all the articles that once graced the front page). Maybe this weekend.

Finally: look for the next chapter of the RTS series this weekend. I put off this chapter partly due to the Monkey Rebellion, but mostly because it needed some extra attention and care, and with so many people tracking it (and a link in the RTS GU! Wow!) I felt that a half-done article would taint the entire work. It will be out by Friday at the latest; again, editorial suggestions and comments are encouraged (and, in many cases, implemented in the final product :) ).

Fianally: Castro quit. Retired. Resigned. Stepped down. Not much longer now, and the Cubans who have fled to Florida may be able to take their country back from the Communists. I'm keeping an eye on this to see how it plays out.

Enjoy yourselves, neighbors friends and comrades. In the immortal words of the Bard himself:

"To be, or not to be
That is the question...
That, and 'Where do I get my bananas?'
"

Continued Unneccessary Fallout and The Meaning of Community (Updated! New Info!)

It's been several months now since the Gerstman firing, and the subsequent fiasco that followed. In that time, a couple of other notable staff members have followed. Things have been very very quiet around these parts.

It's really very depressing: several very active members of GS have withdrawn "in protest" and several others have just evaporated without warning. Those who have replaced them aren't doing us any favors (in fact, several of my favorite boards have been near-overrun by inexperienced posters who feel insulting is preferable to debating).

And now, this week, a union, which I have tried to be a productive and active member of for the past few months, despite the apathy of several of its original members, must be dismantled. The reason? Its leader (whom I will not mention by name, nor will I name the union: the remnants wish to make a clean start, without any negative feelings) will not pass leadership to another, on the grounds that GS's users condone the firing of Gerstman, and the use of this leader's "brainchild" is no longer appropriate.

Let's put this in perspective, just so there is no misunderstanding: I am not, nor was I ever, here for Jeff. I could care less what happened, and since it's done and over with, I see no real reason to dwell on it. While I am perfectly willing to move on, and accept a fresh start, I feel I need to say something more on the subject.

I'm not here for Jeff, or Alex, or any of the GS staff; I'm here to discuss games and game-related topics with like-minded individuals. I stay, in short, for the community. There are a lot more people in this community who's opinions I care about much more than I ever did the reviewers'.

To me, community is much bigger than one man. If the person is perceived as bigger than the whole, then there's a problem... especially when it's not even clear why the person was dismissed.

...and that presents its own set of mysteries. Since CNET is barred by law from commenting, and Gerstman himself won't talk, everything bandied about is pure speculation. If he was fired for one bad review, given the microscope many current members have put on tracking his every move we should have heard something: a lawsuit for unlawful dismissal, a rant on another website... anything.

If he was fired for other reasons, however, I would expect exactly what we've heard: nothing. Nada. Zero.

And, for fun's sake, let's entertain a third possibility: that he engineered his own firing to accomplish exactly what has happened: a divided community, a lot of unwarranted dislocation... and, when his newest venture is revealed, an increased readership, stolen from his old employer. (Machiavelli isn't just for college political science majors, people.)

So what's the real truth? No one but CNET and Gerstman know; more than likely, no one will ever know outside of those involved. As a community, however, we should (MUST) move beyond it. It's time to start talking video games again, friends and neighbors. It is called "GameSpot", after all. It's time to let the community be bigger than one person again.

**********************************************************************

A couple of things of interest, in case you're interested:

1. No matter what the truth is about the now-infamous review, I sincerely doubt it could have saved "Kane and Lynch." A recent issue of Games for Windows magazine rated it even lower; in fact, if you go to metacritic.com's list of reviews for K&L you'll see that the review is right in line with other reviewers.

(In a funny-yet-ironic turn, I was at Target yesterday with our oldest son, looking for a microphone for a school project. We were poking through the clearance merchandise, and there, buried under a dozen or so copies of "The Golden Compass" PC game were 3 copies of "K&L" (PC version) priced at $12.50. That says more about it than I can put in words.)

2. As to advertising dollars affecting reviews: the same magazine ran several double-page ads for "Universe at War" (which I still feel got a second-rate treatment from GS) and an advertorial (a mix of advertisement and editorial), both of which must have cost Sega some serious cash... and it didn't stop GFW from handing UaW a 7 out of 10.

The Art Of (Real-Time) War: Factions, Abilities and Basic Strategies

(Back to Chapter 4)

"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle." -Sun Tzu, The Art of War

Chapter 5: Know Your Army's Abilities (Level: Intermediate)

No two factions in a modern RTS are exactly alike. Each has strengths and weaknesses that make them unique, strong... and, in the wrong hands, very vulnerable. The challenge is not only knowing each faction and what they're capable of, but also what they are not capable of, and how to exploit that weakness should the time come.

Faction types: There are 4 basic types which, singly or mixed, define all factions in all modern RTS games. By knowing what faction type you play, you will best know how to use them when battle occurs. These types are as follows:

Massers: These factions rely on the sheer volume of cheap units to overwhelm a foe. Facing this faction can be tricky, as they will be able to mount an offense very quickly, and can win a game almost before it has fully begun. The biggest weakness of this faction is its units' fragility: each unit on its own would fall quickly in combat.

If you are playing this faction, establish a very quick economy (just enough to bring in some resources as you attck), build up some troops, and send them into the field to find your opponent before he knows what's coming and can prepare. Even as they are attacking, continue building up: it's never guaranteed the first wave will succeed.

If you face such a faction, the key is to build defenses as quickly as possible. Even one turret with a few troops can turn the initial attack and give you enough space to stay ahead of them. Never try to match numbers with them; ugrade existing units to withstand your foe instead.

High Quality: This faction relies on expensive yet durable units to fight. They are slow to produce, but very tough to eliminate, which can make this a tough faction to face. Their expense, however, is their biggest weakness: it can take much more time to build enough units to mount a proper and successful offense because the economy must be built up to levels capable of supporting their manufacture, which takes time.

If you are playing this faction, defense is your only realistic early option. Taking enough territory to support a solid economy will be difficult, but must be done. If you balance defense with territorial acquisition, it is possible to gain just enough of an upper hand to win, but it will take time.

If you face such a faction, early attacks and economy harassment are your best options. You absolutely cannot allow your opponent to gain a strong enough economy to support steady reinforcements. If you continue to press this advantage, it is possible to build up enough to eliminate your enemy without much trouble.

Fast Attack: This faction relies on speed and surprise to harass an opponent. They rely on fast units, stealth, and raiding-type tactics to wear away at an opponent and keep them off balance. The disadvantages of this faction are the durability of its units (on their own, they fall quickly to a determined opponent) and the level of skill needed to manage their tactics (it takes a lot of practice to hit and fade with minimal loss of units).

If you are playing this faction, be prepared to advance and retreat at a moment's notice. Speed and timing will win, not brute force. Hit economic targets, and disappear quickly. Never strike in the same place twice in a row; keep your enemy guessing, and make sure he's always two steps behind you.

If you play aganst this faction, patience is the key. Taking and defending key points on the map will be critical; expansion and map control will allow you be in position to eventually corner an enemy and destroy him. Forcing the enemy to defend their own structures will also distract them from offense, giving you much needed breathing room.

Defensive: Also known as a "turtle" faction, the key to this army is strong defense. The units are slow but extremely powerful, and base structures will be hidden behind very destructive defenses. A turtle is difficult to pry from its shell; so, too, is a defensive faction. This also works against this army, as a proper offense can be very difficult to muster and sustain.

If you are playing this faction, be prepared for a very long game. Your units won't be moving very fast, and will need time to build. Concentrate on building your "shell" as tough as possible. Your best offensive chance will be in counter-attacking; if the chance arises, move in force and sweep all the opponent's troops before you.

If you play against this faction, artillery will be the key to victory. Using inexpensive units, or units with a long sight range, to spot for them can allow you to crack the shell with minimal losses. If patience isn't your styIe, hitting early before the walls go up may give you enough time to cripple the enemy's production, setting them back and giving you a weak spot or two to exploit.

Technologies: Each game comes with a chart laying out which buildings are needed to upgrade, build, and produce your army. Also known as a "tech tree," this is a roadmap for your faction... and the other factions in the game,as well. Study all the tech trees in the game; if possible, memorize what is needed to build the bigger units... and, on the other side, what you need to target to deny those high-tier units to your enemy.

This is particularly important for turtling and high-quality factions; buiding to the higher tiers of the tree are how you will win the game. The faster you reach those tiers, the harder it will be to eliminate you.

Abilities: Another thing to be aware of are abilities that can tilt battles in your favor. These range from instant reinforcements delivered where you direct them, to devastating super-weapons that can remove large chunks of an opponents strength.

The thing to remember about super-weapons is they cost resources to acquire (generally, a building at the top tier of your tech tree) and are generally a priority target for attackers. They are good to have, but relying on them as a primary offensive weapon is not wise.

Other abilities, however, are generally less spectacular, butmuch more important. Defensive enhancements are always welcome, followed very closely by offense. Stealth is an excellent ability for fast attck factions, as are stealth detection for defensive factions.

The Rule of Balance: If you have access to an ability, it will have a counter. Use the abilities you have, but do not rely exclusively on them

Skirmish Games: This is the single most important tool at your disposal. Although the AI has weaknesses (to be discussed later) the experience you gain with each faction will allow you not only to learn how to play an army, but also how to play against it. Study each faction as closely as possible; know what it can and cannot do. When the time comes, this knowledge will allow you to exploit every weakness and use every strength available.

Conclusion: Knowing not only the faction you are playing, but the faction you are playing agains, are very important tools to acquire. Knowing how to play the factions in your game will help you a long way towards victory.

(Next: Chapter 6: Command and Control)

Next Chapter Delayed

Yes, you've read that right: I seriously did not have time this week to relly put a proper chapter together.

The reason? I'm trying to learn a new programming language (Ruby) for the test automation that's coming to my job, so I can get a permanent job as a QA analyst. With my bizarre approach to testing ("What does this button do... especially since I sort of 'accidentally' put it there?" :lol: ) I'm hoping that I can stay on; I like the workplace, and working with computers is the most fun I've had (with my clothes on, that is ;) ).

I need to sit down this weekend and give the next part serious thought. I did start to write it, but I scrapped it after a half hour because, quite simply, it didn't have the same quality as the previous chapters, and I felt you, the loyal readers, deserve a much better effort.

Meanwhile: I picked up "Prey" for $5 for the PC. I should definitely get my money's worth at that price.

I also found a box set from an '80s thrash band caled Hallows Eve called "History of Terror." It's not Anthrax-caliber metal, but it's definitely catchy (I can't get "Speed Freak" out of my head... it'll more than likely get me pulled over in the same way "Aces High" has :P ). Three disks, with all 3 of their albums and an hour and a half of live bootlegs, plus a DVD of live video footage = one happy metal-head. \m/

That's it. Again, I apologize for the delay, but as a QA tester, it's more important to get it right than get it out right now. Keep looking for the next chapter: the absolute latest it will be released is Tuesday.

Cheers!

The Art Of (Real-Time) War: Phases of Battle, Armies and Army Composition

(Back to Chapter 3)

"Regard your soldiers as your children, and they will follow you into the deepest valleys. Look on them as your own beloved sons, and they will stand by you even unto death!"- Sun Tzu, the Art of War

Chapter 4: Recruit the Proper Army (Level: Intermediate)

Armies are what win battles in real-time strategy. Without an army, no proper defense can be mounted, no scouting can occur, and attack is impossible. A proper army will win the battle effortlessly, while a poorly-planned army will be defeated easily. Therefore, proper planning must be made in recruiting an effective fighting force.

Phases of Battle: For you to better plan your recruiting efforts, it's vital to know how the flow of battle works. There are 3 parts to every battle:

Early Game: This runs from the very beginning of battle. In this phase, reconnaissance, the bulk of your building, and some small-scale fighting will occur. This is also the prime time to harass emerging economies, before proper defenses are raised.The first units you build will fit in this phase as scouts and skirmishers, and are generally used to hold ground vital to later parts of the battle until stronger units are available.

Middle Game: This is the most variable in length, where the bulk of your fighting will be done. Probing attacks, battles for desirable terrain, and full-scale economic attacks occur in this phase; this is where the game is won... or lost. Every unit possible will needed to get through this phase of the game, but your most useful will be fast units capable of hit-and-fade maneuvers and units capable of repairing/healing your combatants.

End Game: This phase begins when one combatant has the capability to overwhelm and annihilate the other. If this power isn't exercised immediately, the opponent can hold off long enough to extend the end game. If you hold this power, do not hesitate: attack in force. Use everything you have, and hold nothing back.

Before you win, however, you must know the best way to build your army to achieve that victory. To do that, you must know how your army is composed.

There are 4 basic combat unit types:

Infantry: These are the most basic units you have. Slower than most of your army, and much more fragile, they nevertheless are some of your most important units: they hold terrain, capture critical structures and areas, and provide an important cover for other units such as artillery.

Light Armor/Cavalry: Better armored and faster than your infantry, cavalry units are very useful for harassing economic gatherers and enemy flanks, and extended scouting operations. These could very well be the difference between victory and defeat, due to their ability to turn a battle. (Strike fighter air units and quicker naval units are light cavalry.)

Heavy Armor: These are the front line assault units or any army, capable of withstanding and dealing large amounts of damage. They are slower than most units, and require a great deal of protection to get them where you they need to be. They are best used as a screen for other, more vulnerable units needed to crack base defenses.

Artillery: These are long-range offensive units most useful against base structures and walls. They generally rely on other units to spot targets for them in order to attack, and are much more lightly armored and much more defenseless than most of your units. With proper protection and positioning, these can win the game for you in short order. (In games with air units, bombers are a form of artillery; in games with naval units, any unit capable of shore bombardment is counted as artillery.)

Two other unit types should be noted as well:

Support units do just that: support your efforts for your army. These range from repairing and healing combatant units, to specialized scouting, to capturing enemy structures and sabotage. Mostly, they are incapable of self-defense; special care is needed to ensure they are able to do their jobs.

Special/Hero Units: The most powerful units you will have... and the most misunderstood. While capable of providing devastating attacks and turning battles in your favor, they are also favored targets for a wise opponent. Relying on them to do the entire job for you is irresponsible at best; at worst, it can cost you the game.

The Two Prime Rules of Army Recruitment:

1. Never (EVER) rely on one type of unit to fill your army. Every unit has a counter. There are hard counters (dedicated anti-infantry, anti-armor, etc.) and soft counters (units capable of fighting several types of unit). If you rely one type of unit, a cunning opponent will see this and build enough counters to eliminate your army. Spread your unit choices accordingly.

2. Each unit has a specific purpose. If you ignore this fact and leave a unit type out, it can hinder (even cripple) your push to victory. Therefore, include every unit you can in your planning.

Unit caps/Population caps: The last thing to take into account is a population cap. This limits the overall number of units in your army, making it more important to plan out your army. Not all units count equally towards the cap; more powerful units may count more than weaker ones.

Also, there may be a limit on a certain type of unit, usually a more powerful unit in your army, making it more important to rely on other units for the bulk of your army.

General Guidelines: The early game is mostly for infantry and early light cavalry units. Build more of them sooner in the game, and replace them with more powerful units as the inevitable losses occur.

The middle game is dominated by cavalry and armor, but don't dismiss infantry units yet, as many are good armor counters and useful for defending critical areas of the map. It's also a wise idea to begin building your artillery and planning the late game army.

The late game will be armor and artillery. Infantry can be useful, but mostly to mop up stragglers.

Conclusion: Your army is your means of achieving victory in battle. Building your army properly, spreading your choices for recruitment among all types of units, and recognizing when they are most useful will take you a long way towards that victory.

(Next: Chapter 5: Factions)