History VideoGame / WargameEuropeanEscalation

8th Aug '15 2:30:34 AM msq
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* RoaringRampageOfRevenge: More or less the premise of Wasteland [[spoiler:in addition to being set AfterTheEnd. Following the ending of Able Archer resulting in nuclear war, a group of former NATO and Warsaw Pact soldiers united in their hatred for those responsible for said war tear through warlord-plagued Europe before attempting to disrupt peace negotiations between the still-relatively intact USSR and USA.]]
14th May '15 10:54:15 AM Morgenthaler
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* BritsWithBattleships: The British Forces in continental Europe have the best tanks in NATO, and the easiest access to dedicated infantry units and some lower-tier helicopters (especially transport and recon).
* UsefulNotes/CanucksWithChinooks: Appear in ''[=AirLand=] Battle''. They get the unique [=ADATS=] vehicle, whose missiles are both anti-tank and anti-air.
* The UsefulNotes/ColdWar: The setting of the game.



* GaulsWithGrenades: The French are one of the NATO nations whose units are available.



* UsefulNotes/PolesWithPoleaxes: Poland is a playable Warsaw Pact faction.
* RedsWithRockets: The USSR is undisputably the major player in the Warsaw Pact faction.
** And they didn't forget to bring the rockets.



* UsefulNotes/WeAreNotTheWehrmacht: West Germany one of the NATO faction armed with modern weapons such as the Leopard 1 tank.
* WorldWarII: The Warsaw Pact side realistically uses several surplus World War 2-era vehicles as second-line units, such as the T-34/85 tank and the SU-85 tank destroyer.



* YanksWithTanks: The USA has some of the best tanks in the game (such as the Abrams tank and the only NATO tanks with [=ATGMs=]) and by far the best helicopters.

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* YanksWithTanks: The USA has some of the best tanks in the game (such as the Abrams tank and the only NATO tanks with [=ATGMs=]) and by far the best helicopters.----
14th May '15 10:53:07 AM Morgenthaler
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* [[spoiler: AfterTheEnd]]: [[spoiler: Most of the campaigns are disconnected from each other, with the exception of the last two, Able Archer and Wasteland. Specifically: the first mission of Wasteland starts somewhere between two and three months after the final mission of Able Archer... which ended with [[TheUltimateResistance French nuclear missiles]] getting fired at the Warsaw Pact. No points for guessing [[FromBadToWorse what happened after that]]...]]

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* [[spoiler: AfterTheEnd]]: AfterTheEnd: [[spoiler: Most of the campaigns are disconnected from each other, with the exception of the last two, Able Archer and Wasteland. Specifically: the first mission of Wasteland starts somewhere between two and three months after the final mission of Able Archer... which ended with [[TheUltimateResistance French nuclear missiles]] getting fired at the Warsaw Pact. No points for guessing [[FromBadToWorse what happened after that]]...]]



* [[spoiler: NukeEm]]: [[spoiler: What happens at the end of final Warsaw Pact campaign.]]

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* [[spoiler: NukeEm]]: NukeEm: [[spoiler: What happens at the end of final Warsaw Pact campaign.]]
20th Apr '15 1:15:49 PM nombretomado
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* The ColdWar: The setting of the game.

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* The ColdWar: UsefulNotes/ColdWar: The setting of the game.
14th Apr '15 4:26:08 PM delta1
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* EasyLogistics: Averted. Your units need fuel and ammo. You'll need supply truck or forward operation base to support them. This makes destroying enemy convoy viable.
** On the other hand, all supply is handled via generic "fuel" which can turn into ammunition for any weapon in your arsenal or even reinforce troops. Also, supply trucks and supply helicopters never run out of fuel.[[labelnote:note]]Supply vehicles have a limited capacity for resupplying forces, but they uniquely don't consume any supply in movement.[[/labelnote]]
* EnemyExchangeProgram: If you leave supply units or a forward operating base (FOB) unguarded, then enemy units can just walk up and capture them and take the supplies for their own use. Oddly enough in a case of EasyLogistics (see above), NATO supplies can be used to replenish ammo for Warsaw Pact units and vice versa.

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* EasyLogistics: Averted. Your units need have limited fuel and ammo. You'll ammo, and need supply truck or forward operation base to support them. This makes destroying enemy convoy viable.
** On the other hand, all supply is handled via generic "fuel" which can turn into ammunition
be resupplied in order to continue fighting. Although, perhaps for any weapon in your arsenal or even reinforce troops. Also, simplicity's sake, supply trucks and supply helicopters never run out of fuel.[[labelnote:note]]Supply vehicles helos themselves don't have a limited capacity for resupplying forces, but they uniquely fuel gauge, don't consume any supply in movement.[[/labelnote]]
fuel, and they basically have unlimited range.
* EnemyExchangeProgram: If you leave supply units Supply trucks or a forward operating base (FOB) unguarded, then enemy units that are left unguarded can just walk be captured by enemies simply walking up and capture them and take the to them. Any supplies for their own use. Oddly enough in a case of EasyLogistics (see above), NATO supplies remaining can then be used by the enemy to replenish ammo for Warsaw Pact units refuel and vice versa.rearm his units. See UniversalAmmunition below.


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* UniversalAmmunition: Although EasyLogistics is mostly averted, you'll notice that this generic "fuel" substance carried by your supply vehicles can turn into ammunition for any weapon in your arsenal or even replace dead troops. And if you manage to capture supplies belonging to the enemy, then somehow the enemy's supplies can be used to reload your side's tank guns, anti-aircraft missiles, etc.
21st Feb '15 6:30:52 PM VutherA
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* CriticalExistenceFailure: Played straight, receiving damage will not reduce the effectiveness of the unit, though vehicles are liable to receive a "critical" randomly that will hamper then. ''Infantry'' squads, however, basically get the ConservationOfNinjitsu compensating for them as they take damage and losses because their damage output won't get hurt from it.

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* CriticalExistenceFailure: Played straight, receiving damage will not reduce the effectiveness of the unit, though vehicles are liable to receive a "critical" randomly that will hamper then. ''Infantry'' squads, however, basically get the ConservationOfNinjitsu compensating for them as they take damage and losses because their damage output won't get hurt from it. Players thinking about this are liable to joke the last man standing becomes some sort of WalkingArmory HollywoodActionHero.
21st Feb '15 8:18:19 AM VutherA
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Added DiffLines:

* CriticalExistenceFailure: Played straight, receiving damage will not reduce the effectiveness of the unit, though vehicles are liable to receive a "critical" randomly that will hamper then. ''Infantry'' squads, however, basically get the ConservationOfNinjitsu compensating for them as they take damage and losses because their damage output won't get hurt from it.
4th Feb '15 2:29:25 AM mvm900
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** Anti-tank guided missiles: [=ATGMs=] tend to be incredibly powerful with even heavily armoured tanks only able to take two to three hits at most, far outrange small arms and even some main tank cannons. However, this game is set well before the most modern fire and forget weapons like the Javelin came into use for vehicle and infantry troops. Like real life they will go off course at the slightest provocation, have long travel time, most vehicles have limited ammunition.

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** Anti-tank guided missiles: [=ATGMs=] tend to be incredibly powerful with even heavily armoured tanks only able to take two to three hits at most, far outrange small arms and even some main tank cannons. However, this game is set well before the most modern fire and forget weapons like the Javelin came into use for vehicle and infantry troops. Like real life they will go off course at the slightest provocation, have long travel time, and most vehicles have limited ammunition.
4th Feb '15 2:28:41 AM mvm900
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** Anti-tank guided missiles: [=ATGMs=] tend to be incredibly powerful with even heavily armoured tanks only able to take two to three hits at most, far outrange small arms and even some main tank cannon. However, this game is set well before the most modern fire and forget weapons like the Javelin came into use for vehicle and infantry troops. Like real life they will go off course at the slightest provocation, have long travel time, most vehicles have limited ammunition.

to:

** Anti-tank guided missiles: [=ATGMs=] tend to be incredibly powerful with even heavily armoured tanks only able to take two to three hits at most, far outrange small arms and even some main tank cannon.cannons. However, this game is set well before the most modern fire and forget weapons like the Javelin came into use for vehicle and infantry troops. Like real life they will go off course at the slightest provocation, have long travel time, most vehicles have limited ammunition.
1st Jan '15 11:05:53 AM Mandolin
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* JustForPun: Czechoslovakia is a playable REDFOR faction, and players tend to go for any and every possible "Czech" pun they can with deck names.
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