i'm not great at RTS games in general, but this game is even more faster paced and, even though it has less units, requires more micromanagement. really different...
*there are no construction units and essentially no base units aside from your stronghold
*all base upgrades have been streamlined into 3 tiers of your stronghold
*there seem to be less types of units on each side
*everything is spawned out of your base
* there is a lot more focus on individual units and your commander in particular
*you can only have one commander type unit with a special ability not given by any other unit (such as healing or the construction of defense turrets)
*you can only reinforce if your unit is at your base or near a personnel carrying unit
*cover is more important, and you have suppression
*power is now generated by a "power node" around which you can build 3 power generators by spending requisition
*in standard type games, victory is obtained by increasing your victory score, generated by strategic points called "victory points"
So what you get is a game even more focused on capturing and holding land and even more fluid in the possession of territory. Zerging is no longer a viable strategy. Really, it's nothing like DoW. It's pretty intense, very promising, and probably a game I'll never be very good at.
Well, the one exception I should say to the above is that the insectoid Tyrands have, unsurprisingly, a rather Zerg-like strategy, with squads comprised of 12 or so units (as opposed to the 3 space marines per squad) and lots of little throw-away units.
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