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But that's not to say that realistic tactics don't pay off. This design decision makes the game play like a typical RTS rather than a classic wargame. As a result, you won't have battles where Tigers hold off swarms of Shermans at long range. All units are restricted to a maximum view range of a few map inches, which might correspond to 100 yards or so of real terrain. Most notably is the fact that Sudden Strike does not make any significant attempt to be a realistic game. There are a number of features that set Sudden Strike apart from Close Combat in the real-time stakes. However, each campaign will likely take a good few evenings each, so there's plenty of play in the game as is. The customisable "skirmish" creator in Close Combat was a feature I made heavy use of, and its exclusion here may deter gamers looking for long-term value. However, longevity is not all it may be as while you can go online for Internet opponents once you've completed the campaigns, there's no mission editor or battle builder included. With an additional 14 stand-alone scenarios Sudden Strike rounds out at a healthy 50 missions.
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Three campaigns are featured, one each for the Allied, German and Russian forces spanning 12 missions. Sudden Strike is not a realistic wargame (for that, turn to Close Combat 5 or Combat Mission) but it is a very well-presented, enjoyable game that has a lot going for it. So it's good to see that CDV's new WWII RTS Sudden Strike, while remaining a tactical game bereft of typical RTS base-building and harvesting, manages to at last meet the bill. It's thus quite surprising that while Westwood has just released its eleventh Dune 2 RTS derivative, no-one's managed as yet to produce a decent WWII RTS.
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And even then, that's a game which puts its emphasis squarely on small-scale tactical action. If you mention the words "WWII" and "RTS" in the same sentence, little springs to mind with the exception of Close Combat.