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Battle Worlds: Kronos harkens back to games such as Battle Isle and a time when turn-based strategy ruled the PC. Funded through Kickstarter, it puts players in control of the forces of either the Yerla or the Rebels as they wind their way through two campaigns with over 30 hours of play.

Although the game is set in the far future, its units will feel familiar to historical and fantasy gamers alike. They include transports, recon vehicles, heavy and light tanks, and armored and unarmored infantry. Several varieties of artillery can attack from afar, and the game even includes naval forces and hovercraft.

During each turn, units take two actions; however, the actions are different for each unit. For example, a Cerberus heavy tank can move and then attack, while a MULE transport may only move and then move again. “Joker” actions make the gameplay even more interesting by giving units added flexibility.

The missions in Battle Worlds: Kronos are exciting and well crafted – a nice balance of rescue, convoy protection, head-on attack, amphibious assault and more. They also are quite difficult, even for seasoned gamers.

Once players finish the solo campaign, a robust multiplayer community awaits them online. There, gamers can test their skills against one another during live (via Internet or hot seat) or asynchronous (similar to play by email) multiplayer battles.

A strong effort by the folks at King Art Games, Battle Worlds: Kronos is a top-notch way for gamers to scratch their turn-based itch.

 

Wargame: AirLand Battle is a strategy game in which players command NATO or Warsaw Pact forces as they work their way through a dynamic solo campaign or fight against others online. Although the battles unfold in real time, the game feels like a thoughtful turn-based affair.

The game features units from several countries, including Russia, France, Germany, Great Britain and the United States. Moreover, the units are as realistic as they are numerous: U.S. M1 Abrams can attack Soviet T-72s and Polish T-55AMs from a greater distance than Warsaw Pact tanks can return fire; infantrymen are vulnerable in the open but deadly in the city; attack helicopters are lethal yet fragile; and fixed-wing air support can be devastating.

Logistics and resource management are simple and painless. The game tracks ammunition expenditure, and when units run low they return to forward operating bases or supply vehicles for replenishment. New units can be “built” during play and purchased with accumulated points, so there is no need to construct special buildings or gather resources.

In the single-player campaign, the ability to grasp the “big picture” is as important as tactical acumen. In a manner similar to that in Total War games, players choose an area to attack and then that choice affects future play. For example, attacking a port or industrial center opens strategic options whereas capturing a capital has political ramifications.

Wargame: AirLand Battle is an excellent game that seamlessly integrates the excitement of real-time strategy with the tactics of a serious simulation.

 

 Mark H. Walker is a retired U.S. Navy commander and the author of over 40 books, including three novels. Read his insight into gaming, writing and living at overdaedge.blogspot.com or markhwalker.com.

Originally published in the July 2014 issue of Armchair General.