What you spawn as determines your role in the great melee: armor is the king of the battlefield, and is used as the main shock force on offense, or the anvil of any defense. AT weapons are used for fire support while aircraft roam overhead clearing the skies of enemy aircraft and strafing/bombing targets of opportunity. Infantry, the weakest and most vulnerable of all, are nevertheless given a critical role: it is only infantry that can actually trigger control change of the ‘flag points’ that are the denominators of territorial control (and ultimately victory). Tanks can easily blow away everything except each other, aircraft are terrifying as they stoop to devastate troops and vehicles, and the AT guns can reach out an obliterate a target at 2000m; without infantry to actually turn the flag point from enemy to friendly, it’s all just a wasted effort. In the biggest change from current online fare, the map is HUGE. There is no quickly-memorized rotation of limited maps here. You learn the terrain by playing it. Like real life, hard-fought experience in a region pays off with a familiarity with the terrain. I’d estimate that 80-90% of Belgium is mapped and playable, as well as a chunk of Northern France, all at half-scale in a concession to playability. Want to spawn up a tank and drive from St. Vith to Amsterdam? Go ahead, although given the priority CRS has placed on ultra-accurate simulation of systems, I wouldn’t be a bit surprised if you ran out of gas on the way. (Personally, I’ve never survived long enough to notice if my fuel gauge was dropping…)In deze feature word nog eens bekeken wat de hele game nou is, en wat het precies inhoudt. Tweede deel van deze feature is een groot interview met Chris Sherland en Rodney Hodge, van Cornered Rat Software. Het idee achter deze game is, zoals gezegd, heel goed, en nu er een flink aantal patches zijn uitgekomen werkt deze game vrij goed en zal hij veel plezier opleveren. Reden genoeg dus om deze grote feature eens te bekijken.