A splendid idea gone down the toilet:
The strategic system in Tow 3 Korea boils down to choose where to attack. I've played 10 turns out of 30 (it seems) and fought over 20 battles, but never could I decide to order more troop, new material o reinforcemente. You have to stuck with what you're given in the beginning, three corps, each one with vehicles and reserves fixed. Even the additional support is kind of a joke: you can choose two (fighter, artillery, mortars or bombers), but the support appear late in the battle whene you are already winning and don't need them (because you need winning point to order support). Cm'on! Artillery and bombers are used prior to the battle, non in the end.
For the rest Tow 3 Korea is identical to Kursk or Africa, same goods, same bads: same stupid behavior of tanks and infantry, same overpowered anti-tank guns (able to destroy a tank with a single shot, as soon as it appears in the line of sight miles away, and even able to hit a single prone soldier a mile away just in the middle of his eyes). The only difference is in the maps and sometimes you play on the same map even when you change province (did they have shortage of designers?) But overall, if you like the Tow series (which, more ore less I do, believe me) is not bad.
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