And fortunately, crates of the stuff are to be found lying about the battlefields, which your troops can either grab for themselves or you can get a truck to haul it up to the front lines for them. Visually, despite many slight improvements to the engine, SS2 doesn't really look any different to how you remember its forerunner. The explosions may belch more fire and the buildings may be more varied and detailed, but to be blunt, it looks pretty much identical.
The map is still drawn from the isometric top-down viewpoint we're used to from the dawn of RTS gaming, covering everything from the winter snowscapes of Russia, to the dense forests of Northern Germany and the sandy beaches and lush jungles of South Pacific islands. The units are all fairly well drawn and remind you of those little plastic Airfix soldiers, tanks and planes we used to play with as kids.
And when the action kicks off, it's exactly the exciting maelstrom you imagined as you rolled marbles into the ranks of your little Matchbox men. Tanks spurting machine gun and cannon fire, artillery shells bursting all around, waves of infantry mown down by HMG emplacements as huge bombers drone overhead, pursued by the puffs of smoke sent up by your flak guns.
It's hardly going to stretch your graphics card, but it does the job nicely. Air units periodically become available, which you can use to drop bombs, paratroops and even propaganda leaflets to persuade your foe to pack it in and come over to your side.
Naval units appear in the form of troop transports and cruisers, and armoured trains make sporadic appearances when they're least expected. Sounds familiar. But there is a problem with all this. The men are damn small.
And often, finding the right guy at the nght time can be vital. There you are. One of them is your general. There is no hotkey to select him.
You can't tell what he looks like. He might be in a building. He might be taking cover behind a tree. Oh shit! He was in that clump of blokes you sent to attack that bunker. Now he's dead and it's game over. Considering the amount of micromanagement necessary to keep your troops alive, this miniaturisation is often less than welcome. Winning firefights can depend on you calling in your long-range artillery at the right time, getting your engineer to lay some mines before the enemy tanks arrive, ordering your truck to unload its anti-tank gun in time to fire or selecting your officer in time for him to spot the enemy bazookas with his binoculars.
It becomes so hard to lift your head from the intricate micromanagement necessary to keep your forces alive that when it comes to the bigger picture, you can't see the wood for the trees. Reinforcements are frequently available depending on you securing key objectives and enemy guns and vehicles can be captured and crewed by your own men. And boy do you need them. This, along with all the careful marshalling and micromanaging of your precious men, enforces a methodical approach on you, meaning the missions can run into hours as you inch across maps, sniffing out ammunition supplies and new equipment.
This isn't helped by the fact that working out what you have to do next can be a pain in the arse due to the lack of in the battles are nothing like the historical reality.
None of which is a bad thing. Play Match 3 games in Fishdom 3 and build your own aquarium! Barn Yarn: A Hidden Object game with an easygoing plot.
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