The Good: Streamlined rules and a smaller
size for relatively quick games, sides alternate moves for constant play and
faster reaction, tactical commander points can enhance attack or movement
capabilities, action cards grant special abilities, map and scenario editor,
choose between classic board game or more computer-specific rules, online
multiplayer
The Not So Good: Inconsistent AI, no
campaign mode, can't choose starting units on all maps, graphics could be
better
What say you? A very approachable wargame
with expedited battles and comprehensible rules: 7/8
MY POORLY WRITTEN INTRODUCTION
Wargames originally appeared as physical board games, where
players had to keep track of tons of coded stats on tiny cardboard squares. It
was hard work, made more so by inevitably losing a lot of the pieces required
to play the game. As computers have become more powerful, we’ve been able to
let the zeroes and ones do the calculating and keep track of game progress,
leaving the humans just the strategic decisions to worry about. Conflict of
Heroes: Awakening the Bear! (you can tell it’s exciting because there is an
exclamation point in the title) is a computer adaptation of the award-winning
board game, adding an AI opponent and multiplayer matchmaking to the existing
squad-sized turn-based strategy game, set on the Eastern Front of computer gaming’s
favorite conflict, World War II. Does Conflict of Heroes provide a good
computer version of solid game mechanics? Will I be able to go the entire
review without calling it Company of Heroes?
GRAPHICS AND SOUND
Compan…I mean Conflict of Heroes accentuates
the 2-D board game with 3-D graphics for both the maps and the units, if
desired. You can play the game from a traditional overhead 2-D view with unit
chits, but I preferred using the 3-D view with chits as it allowed you to look
at more of the battlefield and simply felt “better” to look at. I did not find
the 3-D unit models to be effective: they were hard to spot (especially
clustered infantry units) and the sporadically animated models didn’t add to
the immersion of the game. The subtle movement units exhibit when idle and
falling over during death were underwhelming, and battle effects consisted of
simple lines and smoke trails traversing across the map. The chits were much
more informative (with unit information clearly displayed on them, once you
learn the layout) and easier to find on the game map, so I much preferred using
them over 3-D models. The maps are disappointing, as they consist of blurry,
muddled ground textures and poorly detailed buildings. It is also sometimes
hard to tell the difference between light woods and heavy woods, which is a
significant tactical aspect to the game. The interface is good for a wargame,
granting quick access to game components, including game length, turn history,
statistics, camera view, unit representation, command action points, and action
cards. The game also displays the chance of a successful attack when an enemy
unit is moused over (handy if you forget what two divided by twelve is) and how
many action points each unit has is indicated directly above their icon. When a
unit is selected, you can also see all of the squares that are in line of sight
(in yellow). Overall, I did not encounter any significant shortcomings in the
interface that inhibited my ability to play the game in an efficient manner. The
sound design consists of very dramatic background music, very loud battle
effects, and some voice work that occurs when rallies happen and units are
destroyed (I recognized some specific words from Red
Orchestra 2). While Conflict of Heroes could definitely look and
sound better, most wargamers will be able to look past the generally functional
visuals.
ET AL.
Conflict of Heroes: Awakening the Bear! takes place on the Eastern
Front of World War II during 1941 and 1942 (“the Bear” being awakened is the
Russian bear, the most dangerous bear known to man). The game features only Germans
and Russians, which is honestly fine with me since units of the same type behave
generally the same way (plus, the rest of the Conflict of Heroes board game
versions no doubt will eventually make their way to the computer). Three
tutorials pop-up hints during three of the scenarios; while they are useful
when learning the game, more guided instruction (click here, move this) would
be better. Conflict of Heroes imports ten scenarios from the board game and
introduces ten additional missions, plus five others played on sections of a
large map. While the latter option sort of plays out like a campaign (although
specific units don’t carry over), Conflict of Heroes does lack a campaign mode
(scripted, dynamic, or otherwise) that ties the scenarios together, for those
that like that sort of structure. The game includes one point-based mission
where you can choose your own units (this can also be done on the five
large-map scenarios), but I’d like to have the ability to choose your units on
every available map to increase replay value. Conflict of Heroes comes with
three difficulty levels; “normal” gives the AI a couple more units and 25% more
command action points, which is seemingly compensating for low-quality computer
opponents. If twenty-six battles aren’t enough, the somewhat unwieldy scenario
editor will allow you to create more, including initial unit placement, terrain
features, and AI strategy scripting. For easier map creation, the game can
import a simple image file with color-coded hexes. Multiplayer is available, in
hotseat, LAN, and online configurations. Internet play includes a lobby, a system that works well,
allowing you to chat with prospective opponents and set up games efficiently.
There is no play by e-mail, but it would be really tedious since you only move
one unit and then it’s the other person’s turn. As a trade-off, you can save multiplayer games and resume them later, which is pretty cool. Finally, Conflict of Heroes
allows you to upload your game results, which is an interesting way to help the
developers improve the game AI.
Conflict of Heroes is a turn-based wargame, but it has one
significant innovation to the usual formula: you perform one action with one
unit (move, attack, entrench, play a card, et cetera), then the opponent makes
a move. The action alternates back and forth until both sides are out of action
points and pass their turns. This results in a significantly faster pace with
quicker games and more interesting strategy: you able to react to enemy
movement instead of having to sit and wait for them to move the rest of their
units. It’s a pretty brilliant adaptation of typical turn-based fare, and it feels
a lot less tedious since you only have to move one unit per turn. You have the
option to use the classic board game rules or choose more computer-oriented
options. These include fog of war (which I always turn on, but is obviously
impossible for a board game), randomized action points, and random unit
quality. In addition, the board game required you to use all of the action
points for a specific unit before switching control to another unit (probably
for easier tracking). This computer version lets you freely switch between
units each turn, which I found to be more flexible by allowing for opportunity
fire and quicker response to enemy action. Of course, the classic action points
model forces you to stick with a particular unit until all of its action points
are expended, which in turn allows the enemy to either directly engage that
unit (since they know it’s going to be the only one moving the next several
turns) or choose another unit and spring an attack on somebody you can’t
counter with. Another option is the ability to roll dice in front of a webcam
and then use the results in the game; I am clearly not nerdy enough to use this
feature. Overall, the well-developed game mechanics of Conflict of Heroes make
it interesting to play on both offense and defense.
Conflict of Heroes includes a smattering of units from the
time period, including rifle squads, machine guns, anti-tank emplacements,
mortars, trucks, armored cars, and various tanks. Each unit is given a set of
attributes, displayed on the unit counter and the pop-up information display
when a unit is moused over: attack cost, soft attack, armored attack, range,
forward defense, flank defense, and movement cost. Units can also be given a
quality rating (from green through veteran to elite) that gives slight bonuses
to these stock values. By default, each unit is given seven action points that
can be spent doing various things: moving, shooting, rallying damage, hiding,
constructing defenses, entering or exiting a structure, and loading or
unloading from a vehicle. Unit facing is an important concept in the game
(because of the lowered defense towards flank attacks), so thankfully choosing
your facing after movement is handled very well with clear arrows showing the
result. Conflict of Heroes does not have any unit stacking limits, but all
units in a hex will receive a single attack, so I tried to avoid stacking at
all times. Units that are adjacent to each other can be grouped, which allows
you to move all of the units in a group before your opponent gets a turn (great
for reducing tedious advancing when you know the enemy is nowhere nearby), and
also grants a small bonus when a group attacks. The game maps include varied
terrain that should be used strategically: trees, hills, marsh, roads, barbed
wire, minefields, bunkers, and buildings. While being behind
buildings and trees does obscure line of sight (preventing direct attacks even
if fog of war is off), being in buildings and trees only
provides a defensive bonus. I found that the unit attributes and associated
game mechanics in Conflict of Heroes were easy to understand and not as
confusing as other tabletop wargame systems.
So, you want your enemy to die. Damage calculations in
Conflict of Heroes are relatively simple: you start with the target’s defensive
rating (either forward or flanking, if you are behind them), add any terrain
bonus or adjustment for a long range or close combat attack, and then subtract
the attack rating of the aggressor. Then, the attacker has to roll (using two
dice) equal to or higher than that number. It’s that easy! Thankfully, the game
handles all of the specifics for you, and displays a simple percentage over
prospective targets to make your tactical decisions easier. If an attack is
successful, the target is marked as damaged and receives a randomized penalty,
such as the inability to move or shoot. If a damaged unit is hit again (or if an
attack roll exceeds the target number plus four), it is removed from play. In
all, the way damage is handled makes sense and it’s easy to track, with bright
red-and-yellow icons denoting troubled units.
Two important game mechanics remain to be discussed. The
first is command action points, which can be used to add action points to a
unit or add to a dice roll attack. You only have a limited number of these per
round and they do not carry over, so careful planning and use at the right time
can break stalemates between units. Both sides also get a random assortment of
special action cards, including the ability to take one action at no cost, gain
random action points, a free rally attempt, reveal hidden units, making the enemy
skip a turn, and (everyone’s favorite) remove all the action points from an
enemy unit. Together with the command points, the action cards give Conflict of
Heroes some added depth and additional strategy that can be used. Some
scenarios include the ability to call in scripted reinforcements and place
artillery attacks. Victory is earned by capturing victory locations and
destroying enemy units, and most of the scenarios require the attacker to
constantly be on the move towards the goal, or run out of time.
The AI in Conflict of Heroes is a mixed bag. It does utilize
a number of scripted strategies, especially on the larger maps where variation
is more noticeable. The AI is also good at using command points, action cards,
and long-range units like mortars. The computer will
occasionally throw out some interesting tactic you weren’t expecting, and the
generally unbalanced nature of the scenarios (“normal” or higher difficulty
gives the AI extra units) provides a degree of challenge. Overall, the AI is
better on defense where it doesn't have to move units much, as movement is
where most of the problems lie. The AI does not use large-scale flanking
maneuvers frequently (although it does attempt to flank units in close
proximity), instead heading straight towards an objective along the most linear
path. The computer does not move fast enough when on the attack and routinely
runs out of time, which is a significant problem since most of the scenarios
require the offensive player to move and move quickly. The AI gets easily
distracted by unimportant units it doesn't need to kill in order to achieve the
objectives and doesn't like to pivot units when needed, making it easier to
flank them. The AI sometimes fails to engage vulnerable units, doesn’t always
move towards cover that provides defensive bonuses, and I've never seen it use
group orders. The AI also occasionally does some really stupid things, like
moving units into exposed positions where they can be instantly flanked. When
the AI is put on even footing with the human player, without the benefit of
extra units and command points, most scenarios in Conflict of Heroes become
very easy. On the "normal" setting where the computer is given more
units than a human opponent would, it can use those extra forces to cover up
some of its tactical blemishes. The AI certainly isn't totally inept, but there
is definitely some room for improvement.
IN CLOSING
Conflict of Heroes: Awakening the Bear! takes a solid board
game foundation and creates a compelling computer wargame adaptation. Starting
off, I really like how the game alternates control after each move: it makes
the pace faster and allows you to react to enemy movement instantly, instead of
waiting for the opponent to move all of their units and you not being able to
do anything about it. The games may not actually last shorter than other
wargames, but it sure feels like it, since you’re not sitting there for ten
minutes waiting for the enemy to tediously move all of their units. Conflict of
Heroes also has easy to understand unit attributes, with simple numerical
values for attack, defense, movement, and cost to fire. The game also displays
the damage probabilities, and the dice-based damage calculations are simple to
comprehend. Units can be issued one order before control is passed to your
opponent; these include moving, attacking, rallying to recover damage, or
constructing defenses. Nearby units can also be grouped together so multiple
units can move or shoot before the enemy has a chance to react. Significant
tactical decisions are made regarding the use of command action points, which
can allow units more actions or improve dice rolls, and special action cards
that can provide other bonuses. Conflict of Heroes supports the use of the
classic board game rules, or you can introduce computer gaming mechanics like
fog of war, unit quality, and preserving action points. The interface allows
for easy access to unit attributes, line of sight, and action point counts. My
default view is 3-D terrain with chits, which gives easily accessible unit
detail and a better presentation. The twenty-six maps cover a wide range of
battle sizes, although I’d like to choose my starting units for every scenario.
An editor is also included to expand the game even further. The AI is
inconsistent enough to be noticeable (moving units into vulnerable positions,
or failing to eliminate wounded or nearby enemies, for example), but does
defend well and takes advantage of its extra units on “normal” and higher
difficulty levels. You can also join a
multiplayer match through the game’s matchmaking software that provides forums
for discussion about how awesome you are. And, of course, we must mention the
dice camera that allows you to use a webcam to capture actual dice rolls to
compute game results: the ultimate in nerd. Overall, Conflict of Heroes
benefits from the simplicity required for a board game, and the computer version
is definitely approachable and appropriate for novices
and veterans alike.