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Massive Assault
A Tanker's Dream
The units consist almost entirely of armored vehicles. There are a few units which aren't strictly armored vehicles: a defensive tower, amphibious and land transports, and also an air unit, but the majority consist of light and heavy armor or mobile artillery, with corresponding tradeoffs between mobility, firepower and survivability. Ground-pounders may be disappointed to learn that there isn't a foot soldier to be found, but I never missed them. The units appear to be well balanced and sometimes it's a difficult decision trying to decide which ones to purchase because they can all be useful.
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It may be a bit boxy, but the Rocket Launcher is one of my favorite
units.
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The Rocket Launcher in action.
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Units are purchased with income generated from the territories a player holds, which are referred to as countries. Some countries generate more income than others, and in an interesting twist, they only yield revenue for a limited number of turns. In larger games the player and his opponent have a fixed number of "allies" which are initially undisclosed to his opponent. As the game progresses, the player has the option at the start of each turn to disclose some or all of the countries under his control. Disclosure of an ally allows the player to purchase units in that country and place them on the map. Part of the strategic challenge of
Massive Assault is to determine when to disclose an ally; one of the twists of this component is that when a player invades a country it can field a small guerilla force. If the player happens to invade an undisclosed ally, the opponent has the option to disclose his ally and field not only a guerilla force, but also the full force of his ally, with all of the Ally's income at his disposal. The depth of decision making isn't particularly deep when compared to some strategy games, but it is crafted well enough to make
Massive Assault a subtly complex game that is a blast to play.
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I employed a pincer movement using amphibious transports to take this
island.
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One unit left to go...
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Play Two Games and Call Me in the Morning
Massive Assault's lightweight approach to strategy may not appeal to the
Hearts of Iron crowd, but for those seeking an "easy to learn, difficult to master" turn-based game it may be just what the doctor ordered. Again, it was only a beta version, but I found
Massive Assault to have a lot of great things going for it. And while that can always change before the final release, if Wargaming.net stays on track
Massive Assault looks like it has all the necessary ingredients to please fans of the turn-based strategy genre.
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Squashing a Light Tank with a Heavy Bot.
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Victory!
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System Requirements
| Author's Specs |
System Requirements |
Pentium IV 1.7 GHz
768 MB RAM
GeForce 4 Ti4600 w/128 MB RAM
Windows XP
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Pentium III 600 MHz
256 MB RAM
650 MB free hard drive space
32MB Directx 8.1 compatible video card
8x CD-ROM or DVD-ROM drive
Win98/2000/ME/XP
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About the Author
Jim Zabek is the Executive Editor for The Wargamer where he manages the content flow and publication dates for reviews and articles on the site. He has been a dedicated gamer since he was 10 years old. Beginning with Avalon Hill's
Panzer Blitz and Starship Troopers, he quickly expanded his gaming scope to more complex games such as
Dungeons & Dragons and Star Fleet Battles. He played early computer games on both Mac and PC platforms, though these days it's basically XP with the occasional boardgame thrown in to shake the cobwebs loose. Jim reads eclectically and occasionally even writes about some of the things he's reading or playing for The Wargamer. He is presently reading the following books:
Tournament of Shadows by Karl E. Meyer and Shareen Blair Brysac and Code of the Samurai translated by Thomas Cleary.
All screenshots captured exclusively with HyperSnap-DX by Hyperionics.
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