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Category >> Theatre of War

Everything in war is very simple. But the simplest thing is difficult.
Karl Von Clausewitz, 1830



The basic principles of warfare have been known since ancient times and are simple enough for anyone to understand. Some examples of these would be:

  • Concentrating attacks on a single, most important target;
  • maneuvering and flanking;
  • “divide and conquer” tactics;
  • balancing offense and defense;
  • coordination of different arms.

And yet making war is far from simple. With two sides each stopping at nothing to bring the other down, and ever changing battle conditions that require constant thinking over every subsequent step, these basic principles evolve into something much more intricate. To pull off even the easiest of maneuvers in practice, a tactician must have vast and diverse knowledge, from psychology to ballistics, and a wide range of instruments (not necessarily limited to war machines) at his disposal.




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We finally made it! A full year of intensive work, sifting through tons of historical materials and working lots of interesting features. You can see the result of all that for yourself  in the demo-version of Theatre of War 2: Africa 1943.

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Just a brief update in the new year! Theatre of War 2: Africa 1943 is now on the final stage of development. Closed beta testing will be finished soon. A big thank you to the beta testers for their input and dedication!

Currently we are making final corrections, are finetuning the interface and preparing the first actual release candidate! We are creating the English version of the game for Battlefront.com as well as the Polish language version at the same time. We do hope that a public demo version of Theatre of War 2: Africa 1943 will be available soon to you all.

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In the upcoming wargame, Theatre of War 2: Africa 1943, special attention is paid to the vehicle damage model. The models we created are simulated in such a dateil, it would even be sufficient for a tank simulation game. You already know from the previous game that tanks and vehicles in Theatre of War have no "health bars"; instead, their strength to withstand enemy fire depends solely on the thickness of their armor covering the various critical parts of the vehicle and the disposition of the crew inside.

 

This means that even one successful hit can destroy a tank or any other type of vehicle.

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Most of the battles you will encounter in Theatre of War 2: Africa 1943 are taking place in mountainous terrain with scattered vegetation. The terrain, houses and vegetation can all be used as cover from enemy fire. But what other options exist when soldiers need to cross open space where the enemy has an unobstructed field of fire? In these circumstances, players can use a new tactical feature of the game: smoke screens.

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Battles inside buildings are undoubtedly one of the most highly anticipated features in Theatre of War 2: North Africa 1943. It's no surprise because fighting in built-up areads highlights many fascinating capabilities of the infantry. For instance, combat in Stalingrad and Berlin demonstrated that a group of daredevils with grenade launchers can destroy an armored column without infantry support. Urban combat is a very intriguing experience in a World War II setting. But there are very few games where the soldiers' behavior looks realistic.

 

Enemies are approaching, the Germans take cover inside a building!

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As you already know, while developing strategy games we pay much attention to historical details. That is why in Theatre of War 2: North Africa 1943 you will be able to command not just generic tank battalions and companies, but units and troops which existed in reality. Every single unit in North Africa 1943 will haveits proper unit designation, tactical symbols and insignia.

 
One of the first Tiger tanks in Tunisia, 1943

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While working on North Africa 1943, we paid a lot of  attention to the historical details of the time period and studied a lot of historical documents. Since we attempt to simulate real military operations, we attempted to create game maps that are as close to reality as possible while providing challenging gameplay.

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