Follow TV Tropes

Following

History VideoGame / FireAndManeuver

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Irony}}: The Confederates are represented by a snake, which is double ironic, considering the snake was prominently featured in the anti-secession "join or die" print, alongside symbolizing the ''Union'' blocade.
Is there an issue? Send a MessageReason:
None


*** '''Tokugawa Shogunate''': An affordable melee-based faction. Shogunate units are all specialized in melee, giving them an edge in close combat in various offensive tactics. Their units are also surprisingly affordable, allowing large numbers of troops to overwhelm enemies with their charges. However, they access an extremely limited amount of breechloaders and are saddled with subpar artillery, forcing troops to fight with melee and risk being worn down by ranged damage or stick to a limited amounts of rifles and risk prolonging the fight.

to:

*** '''Tokugawa Shogunate''': An affordable melee-based faction. Shogunate units are all specialized in melee, giving them an edge in close combat in various offensive tactics. Their units are also surprisingly affordable, allowing large numbers of troops to overwhelm enemies with their charges. However, they access an extremely limited amount of breechloaders and are saddled with subpar artillery, forcing troops to fight with melee and risk being worn down by ranged damage or stick to a limited amounts of rifles and risk prolonging the fight.

Added: 261

Changed: 158

Is there an issue? Send a MessageReason:
None


* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, a lion for the British, a rooster for the French, and a bear for the Russians.

to:

* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, a lion for the British, a rooster for the French, and a bear for the Russians.cultures:
** Prussia: Black Eagle
** France: Rooster
** Russia: Bear
** Britain: Lion
** Ottoman Empire: Turkey
** Austria: Double-Headed Eagle
** Italy: Wolf
** United States: Bald Eagle
** Confederate States: Copperhead Snake
** Shogunate: Tiger
** Imperial Japanese Court: Crane



*** '''Austrian Empire/Austria-Hungary''': A versatile faction that focuses on long-range tactics. The Austrians utilize specialized skirmishers that diagonal paths of movement, with some melee-focused units in case things get uncomfortably close. However, this versatility makes them vulnerable to other specialized units, especially closed-ranged ones that can withstand their fire.
*** '''Kingdom of Italy''': A specialized faction that focuses on offensive tactics on rough terrain. Most Italian units are rugged, allowing them to pass through rough terrain unopposed. However, a good amount of units have low cohesion or are disorganized, making prolonged fights very risky.

to:

*** '''Austrian Empire/Austria-Hungary''': A versatile faction that focuses on long-range tactics. The Austrians utilize specialized skirmishers that use diagonal paths of movement, with some melee-focused units in case things get uncomfortably close. However, this versatility makes them vulnerable to other specialized units, especially closed-ranged ones that can withstand their fire.
*** '''Kingdom of Sardinia-Piedmont/Kingdom of Italy''': A specialized faction that focuses on offensive tactics on rough terrain. Most Italian units are rugged, allowing them to pass through rough terrain unopposed. However, a good amount of units have low cohesion or are disorganized, making prolonged fights very risky.

Changed: 1306

Removed: 405

Is there an issue? Send a MessageReason:
None


*** '''Russian Empire''': A quantity-focused faction that favors offensive close-ranged combat. A big disadvantage is that most Russian units are disorganized, making it difficult to sustain assaults under ranged fire. However, said units are cheap, allowing numbers to replace lost units. These units can also have a mêlée-based traits which reward close-range fights.
*** '''United Kingdom''': A quality-focused faction that favors long-ranged defensive tactics. Many British units deal increased ranged damage, easing the need to move constantly as long as their rifles can hit the enemy. However, they pay for it by being the most expensive units in the game, making it difficult to replace any losses.

to:

*** '''Russian Empire''': A quantity-focused faction that favors offensive close-ranged combat. A big disadvantage is that most Russian units are disorganized, making it difficult to sustain assaults under ranged fire. However, said units are cheap, allowing numbers to replace lost units. These units can also have a mêlée-based melee-based traits which reward close-range fights.
*** '''United Kingdom''': A quality-focused faction that favors long-ranged defensive tactics. Many British units deal increased ranged damage, easing the need to move constantly as long as their rifles can hit the enemy. However, they pay for it by being the most expensive units in the game, making it difficult to replace any losses.losses and engage larger numbers of enemies.



*** '''Austrian Empire/Austria-Hungary''': A versatile faction that focuses on long-range tactics. The Austrians utilize specialized skirmishers that open up new paths of movement, with some melee-focused units in case things get uncomfortably close. However, this versatility makes them vulnerable to other specialized units.
*** '''Kingdom of Italy''': A specialized faction that focuses on offensive tactics. Most Italian units are rugged, allowing them to pass through rough terrain unopposed. However, a good amount of units have low cohesion or are disorganized, making prolonged fights very risky.

to:

*** '''Austrian Empire/Austria-Hungary''': A versatile faction that focuses on long-range tactics. The Austrians utilize specialized skirmishers that open up new diagonal paths of movement, with some melee-focused units in case things get uncomfortably close. However, this versatility makes them vulnerable to other specialized units.
units, especially closed-ranged ones that can withstand their fire.
*** '''Kingdom of Italy''': A specialized faction that focuses on offensive tactics.tactics on rough terrain. Most Italian units are rugged, allowing them to pass through rough terrain unopposed. However, a good amount of units have low cohesion or are disorganized, making prolonged fights very risky.



** Compared to the American and European factions, the Japanese ones have a greater emphasis on melee and morale-breaking. For instance:

*** '''Tokugawa Shogunate''': An affordable mêlée-based faction. Shogunate units all are specialized in mêlée, giving them an edge in close combat in various offensive tactics. Their units are also surprisingly affordable, allowing large numbers of troops to overwhelm enemies with their charges. However, they access an extremely limited amount of ranged weapons, forcing troops to fight close-range and risk ranged damage.
*** '''Satchō Alliance/Imperial Court''': A versatile faction based on offensive tactics. Imperial Japanese units are specialized in a mix of various European skills, as well as having units based on Shogunate troops. However, most of these units suffer from being disorganized or having low cohesion, making it important to achieve decisive victories to reduce prolonged combat and the risk of attrition.

to:

** Compared to the American and European factions, the Japanese ones have a greater emphasis on melee and morale-breaking. These factions also have access to a melee-only option for their infantry. For instance:

instance:
*** '''Tokugawa Shogunate''': An affordable mêlée-based melee-based faction. Shogunate units are all are specialized in mêlée, melee, giving them an edge in close combat in various offensive tactics. Their units are also surprisingly affordable, allowing large numbers of troops to overwhelm enemies with their charges. However, they access an extremely limited amount of ranged weapons, breechloaders and are saddled with subpar artillery, forcing troops to fight close-range with melee and risk being worn down by ranged damage.
damage or stick to a limited amounts of rifles and risk prolonging the fight.
*** '''Satchō Alliance/Imperial Court''': A versatile faction based on offensive tactics. Imperial Japanese units are specialized in a mix of various European skills, as well as having some units based on Shogunate troops. However, most of these units suffer from being disorganized or and having relatively low cohesion, cohesion and health making it important to achieve decisive victories to reduce prolonged combat and the risk of attrition.

Added: 101

Changed: 103

Is there an issue? Send a MessageReason:
None


* BilingualBonus: Each faction's units, and even their advisors, speak in their respective languages.



* PointOfNoReturn: The moment you issue orders to your troops, they are ''final''. Units will follow them to the letter, and by the ''sequence'' said orders are issued. There's no way to belay them once sent, especially should things backfire.

to:

* PointOfNoReturn: The moment you issue orders to your troops, they are ''final''. Units will not only follow them to the letter, and but also by the ''sequence'' said orders are issued. There's no way to belay them once sent, especially should things backfire. This forces the player to think even more carefully before committing to any action.

Added: 13

Changed: 14

Is there an issue? Send a MessageReason:
None


** Playable nations generally share broadly similar unit rosters, but that's about all they have in common. In addition to unique cosmetics, each faction has distinct perks and strengths, while even individual units can have significant differences based on training and equipment. For specifics:

to:

** Playable nations generally share broadly similar unit rosters, but that's about all they have in common. In addition to unique cosmetics, each faction has distinct perks and strengths, while even individual units can have significant differences based on training and equipment. For specifics:
** In detail:

Added: 3860

Changed: 350

Is there an issue? Send a MessageReason:
None


** Playable nations generally share broadly similar unit rosters, but that's about all they have in common. In addition to unique cosmetics, each faction has distinct perks and strengths, while even individual units can have significant differences based on training and equipment.
** Compared to the American and European factions, the Japanese ones have a greater emphasis on melee and morale-breaking.

to:

** Playable nations generally share broadly similar unit rosters, but that's about all they have in common. In addition to unique cosmetics, each faction has distinct perks and strengths, while even individual units can have significant differences based on training and equipment.
equipment. For specifics:
*** '''Second French Empire''': A versatile faction with a strong infantry emphasis. Uniquely, French infantry units can access an unlimited amount of rifled breechloaders in the "Age of Rifles". However, their artillery is lackluster compared to other specialized nations.
*** '''Kingdom of Prussia/North German Confederation''': A mobility-based faction with strong artillery that favors offensive strategies. Prussian infantry units are efficient, allowing for mobile strategies to keep up the offensive. Their artillery are also mostly breechloaders, allowing them to constantly suppress and damage enemies from range. However, they lack effective long-range rifles, forcing them to close the distance and risk receiving ranged damage.
*** '''Russian Empire''': A quantity-focused faction that favors offensive close-ranged combat. A big disadvantage is that most Russian units are disorganized, making it difficult to sustain assaults under ranged fire. However, said units are cheap, allowing numbers to replace lost units. These units can also have a mêlée-based traits which reward close-range fights.
*** '''United Kingdom''': A quality-focused faction that favors long-ranged defensive tactics. Many British units deal increased ranged damage, easing the need to move constantly as long as their rifles can hit the enemy. However, they pay for it by being the most expensive units in the game, making it difficult to replace any losses.
*** '''Ottoman Empire''': Another quantity-focused faction focusing on offensive tactics. Ottoman units are basically exaggerated Russian units, also suffering from disorganized and breakable troops that are cheap to recruit and recover losses.
*** '''Austrian Empire/Austria-Hungary''': A versatile faction that focuses on long-range tactics. The Austrians utilize specialized skirmishers that open up new paths of movement, with some melee-focused units in case things get uncomfortably close. However, this versatility makes them vulnerable to other specialized units.
*** '''Kingdom of Italy''': A specialized faction that focuses on offensive tactics. Most Italian units are rugged, allowing them to pass through rough terrain unopposed. However, a good amount of units have low cohesion or are disorganized, making prolonged fights very risky.
** American units are unique in that they lack any heavy infantry or cavalry in their line-ups. To wit:
*** '''United States of America''': A versatile and quantitative faction. Union units are affordable and have various specializations, allowing relatively large numbers of specialized units to fight on the battlefield. However, most units have low cohesion, making prolonged fighting a big risk for such a large force.
*** '''Confederate States of America''': A specialized faction focusing on offensive tactics. Confederate units are expensive compared to other units, and are still saddled with low cohesion which can jeopardize offensive maneuvers. They are also extremely limited in accessing rifles in the "Age of Glory", making ranged attacks a near impossibility. However, these units are efficient and are supported by aggressive cavalry that can allow quick victory.
** Compared to the American and European factions, the Japanese ones have a greater emphasis on melee and morale-breaking. For instance:

*** '''Tokugawa Shogunate''': An affordable mêlée-based faction. Shogunate units all are specialized in mêlée, giving them an edge in close combat in various offensive tactics. Their units are also surprisingly affordable, allowing large numbers of troops to overwhelm enemies with their charges. However, they access an extremely limited amount of ranged weapons, forcing troops to fight close-range and risk ranged damage.
*** '''Satchō Alliance/Imperial Court''': A versatile faction based on offensive tactics. Imperial Japanese units are specialized in a mix of various European skills, as well as having units based on Shogunate troops. However, most of these units suffer from being disorganized or having low cohesion, making it important to achieve decisive victories to reduce prolonged combat and the risk of attrition.

Added: 350

Changed: 356

Is there an issue? Send a MessageReason:
None


* MoreDakka: In addition to self-explanatory gatling guns, the "Age of Rifles" grants access to breechloaders, allowing infantry units equipped with them to fire twice in the same turn.

to:

* LifeMeter: A unique case. Each unit has a blue cohesion bar and a green health bar. An important trait of this system is that when the cohesion bar is empty, health will be lost when a unit moves to another tile, which can be detrimental to plans that require constant movement.
* MoreDakka: In addition to self-explanatory gatling guns, the "Age of Rifles" grants both eras grant access to breechloaders, allowing infantry units equipped with them to fire twice in the same turn. The "Age of Rifles" introduces expensive ''[[InfinityPlusOneSword rifled]]'' [[InfinityPlusOneSword breechloaders]] that allow said units to fire twice with ''greater'' range.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

A sequel, ''Imperial Dawn'', is in development.


Added DiffLines:

* TrialAndErrorGameplay: The game can comes across like this for newcomers. Even with the tutorials, it can take time to get used to the controls and mechanics, resulting in many early battles ending in crushing defeats.

Added: 197

Changed: 53

Is there an issue? Send a MessageReason:
None


It could be best described as a mix between Eugen's ''Wargame'' series and a turn-based ''Total War'', but with something extra on the side. On top of featuring historically accurate units and equipment, the game features an innovative “simultaneous turn system." Instead of passively waiting to react to a move already made, players must actively consider all possibilities, deciding which tactical choice their opponent is most likely to make… and which they can accept not responding to. The choice is ultimately yours, [[PointOfNoReturn and your orders are final]].

to:

It could be best described as a mix between Eugen's ''Wargame'' series and a turn-based ''Total War'', ''VideoGame/TotalWar'', but with something extra on the side. On top of featuring historically accurate units and equipment, the game features an innovative “simultaneous turn system." Instead of passively waiting to react to a move already made, players must actively consider all possibilities, deciding which tactical choice their opponent is most likely to make… and which they can accept not responding to. The choice is ultimately yours, [[PointOfNoReturn and your orders are final]].



* IndyPloy: As initial battle plans fall apart the further you are into a skirmish, you're forced to make decisions on the spot based on intel that may become unreliable the moment orders are sent.



* PropagandaMachine: Subverted. Setting up telegraphs lines and allowing [[IntrepidReporter embedded journalists]] in the campaigns can provide additional resources and morale boosts. On the other hand, they could the exact opposite, ''especially'' if you lose battles and news of the resulting carnage spreads to the rest of your army.

to:

* PropagandaMachine: Subverted. Setting up telegraphs lines and allowing [[IntrepidReporter embedded journalists]] in the campaigns can provide additional resources and morale boosts. boosts to your forces. On the other hand, they could run the risk of having the exact opposite, opposite effect, ''especially'' if you lose battles and as news of the resulting carnage spreads to the rest of your army.

Added: 446

Changed: 2

Is there an issue? Send a MessageReason:
None


* EasyLogistics: Subverted. Supply lines in campaigns are vital to keep armies healthy and in fighting order, while in the battlefield, it becomes progressively harder to coordinate troops the more units you have in play. On the other hand, there's enough ammo around that it's a non-issue, with morale and unit cohesion playing much larger role.

to:

* EasyLogistics: Subverted. Supply lines in campaigns are vital to keep armies healthy and in fighting order, while in the battlefield, it becomes progressively harder to coordinate troops the more units you have in play. On the other hand, there's enough ammo around that it's a non-issue, with morale and unit cohesion playing a much larger role.


Added DiffLines:

* PropagandaMachine: Subverted. Setting up telegraphs lines and allowing [[IntrepidReporter embedded journalists]] in the campaigns can provide additional resources and morale boosts. On the other hand, they could the exact opposite, ''especially'' if you lose battles and news of the resulting carnage spreads to the rest of your army.


Added DiffLines:

* TakeCover: Forests, towns and farmsteads can provide valuable cover for your troops, reducing ranged damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_4792.jpeg]]
[[caption-width-right:350:''No plan survives first contact with the enemy.'']]

Changed: 21

Is there an issue? Send a MessageReason:
None


* PointOfNoReturn: The moment you issue orders to your troops, they will follow them to the letter, and by the ''sequence'' said orders are issued. There's no way to belay them once sent, especially should things backfire.

to:

* PointOfNoReturn: The moment you issue orders to your troops, they are ''final''. Units will follow them to the letter, and by the ''sequence'' said orders are issued. There's no way to belay them once sent, especially should things backfire.

Added: 532

Changed: 112

Is there an issue? Send a MessageReason:
None


** Battles set in the late-game "Age of Rifles" (roughly the late 19th Century) are noticeably bloodier and are more likely to devolve into Pyrrhic struggles, if not drawn-out skirmishes. Giving a small taste of the tactics used during the First World War.

to:

** Battles set in the late-game "Age of Rifles" (roughly the late 19th Century) are noticeably bloodier and are more likely to devolve into Pyrrhic struggles, if not drawn-out skirmishes. skirmishes which can in turn, lead to Pyrrhic outcomes. Giving a small taste of the tactics used during the First World War.War.
* EasyLogistics: Subverted. Supply lines in campaigns are vital to keep armies healthy and in fighting order, while in the battlefield, it becomes progressively harder to coordinate troops the more units you have in play. On the other hand, there's enough ammo around that it's a non-issue, with morale and unit cohesion playing much larger role.



* MoreDakka: In addition to self-explanatory gatling guns, the "Age of Rifles" grants access to breechloaders, allowing infantry units equipped with them to fire twice in the same turn.



* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the sequence of orders issued per unit important, but that those ordered last would have the ''least'' reliable intel available. This can potentially lead to your troops walking right into enemy fire if you're too reckless.

to:

* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the sequence of orders issued per unit important, but that those ordered last would have the ''least'' reliable intel available. This can potentially lead to your troops walking right into enemy fire if you're too reckless.reckless, or failing to capture a key position in time.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Artillery have tremendous range, capable of shattering advancing enemies long before contact if enough are on hand...until they ''do'' make contact.

Added: 362

Changed: 366

Is there an issue? Send a MessageReason:
None


* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequence'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. This can potentially lead to your troops walking right into enemy fire if you're too reckless.

to:

* PointOfNoReturn: The moment you issue orders to your troops, they will follow them to the letter, and by the ''sequence'' said orders are issued. There's no way to belay them once sent, especially should things backfire.
* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequence'' sequence of orders issued per unit important, but that those ordered last would have the least ''least'' reliable intel available. This can potentially lead to your troops walking right into enemy fire if you're too reckless.

Added: 790

Changed: 519

Is there an issue? Send a MessageReason:
None


* DawnOfAnEra: Crossed with EndOfAnAge. The 19th Century saw a dramatic evolution in terms of firepower and technology, which is reflected in the game's two eras.
* DoesThisRemindYouOfAnything: The "Escalation of Shimonoseki" takes considerable inspiration from the Scramble for Africa, especially with how various European powers (and the Americans) intervene in Japan.

to:

* CosmeticallyDifferentSides: Downplayed.
** Playable nations generally share broadly similar unit rosters, but that's about all they have in common. In addition to unique cosmetics, each faction has distinct perks and strengths, while even individual units can have significant differences based on training and equipment.
** Compared to the American and European factions, the Japanese ones have a greater emphasis on melee and morale-breaking.
* DawnOfAnEra: Crossed with EndOfAnAge. The 19th Century saw a dramatic evolution in terms of firepower and technology, which is reflected in the game's two eras.
eras (the "Age of Glory" and "Age of Rifles").
* DoesThisRemindYouOfAnything: DoesThisRemindYouOfAnything:
**
The "Escalation of Shimonoseki" takes considerable inspiration from the Scramble for Africa, especially with how various European powers (and the Americans) intervene in Japan. Japan.
** Battles set in the late-game "Age of Rifles" (roughly the late 19th Century) are noticeably bloodier and are more likely to devolve into Pyrrhic struggles, if not drawn-out skirmishes. Giving a small taste of the tactics used during the First World War.
Is there an issue? Send a MessageReason:
None


* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequence'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. Though potentially lead to your troops walking right into enemy fire if you're too reckless.

to:

* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequence'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. Though This can potentially lead to your troops walking right into enemy fire if you're too reckless.

Added: 853

Changed: 169

Is there an issue? Send a MessageReason:
None


First released on July 16, 2022 as an Early Access title, ''Fire and Maneuver'' officially launched on Steam on April 20, 2023. It currently has two DLC expansions, focusing on the American Civil War and Boshin War respectively.

to:

First released on July 16, 2022 as an Early Access title, ''Fire and Maneuver'' officially launched on Steam on April 20, 2023. It currently has two DLC expansions, focusing on the American Civil War UsefulNotes/TheAmericanCivilWar and [[UsefulNotes/MeijiRestoration Boshin War War]] respectively.



* ArtStyleDissonance: Downplayed. The game has the same general art style seen in The Armchair Historian's Youtube videos, with colorful visuals clashing with the resulting carnage.

to:

* ArtStyleDissonance: Downplayed. The game has the same general art style seen in The Armchair Historian's Youtube videos, with colorful visuals clashing with the resulting death and carnage.



* DoesThisRemindYouOfAnything: The "Escalation of Shimonoseki" takes considerable inspiration from the Scramble for Africa, especially with how various European powers (and the Americans) intervene in Japan.



* FramingDevice: When fully zoomed out, the battlefield is presented as though it's a military map in a command tent come to life.

to:

* FramingDevice: FramingDevice:
**
When fully zoomed out, the battlefield is presented as though it's a military map in a command tent come to life. life.
** The opening cutscene presents the game itself like a Victorian-era tabletop wargame found in an abandoned cellar.



* GlassCannon:
** Skirmisher and guerilla units excel in long-distance, but will crumple before a standard line volley or sustained fire.
** On a similar note, cavalry are generally good at flanking, hit-and-run attacks, and taking ground, but are vulnerable to enemy fire.



* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequences'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. Though potentially lead to your troops walking right into enemy fire if you're too reckless.

to:

* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequences'' ''sequence'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. Though potentially lead to your troops walking right into enemy fire if you're too reckless.reckless.
* PyrrhicVictory: Battles can easily devolve into this if they drag on long enough or if you're not careful with your positioning and orders.
Is there an issue? Send a MessageReason:
None


* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, a bulldog for the British, and a rooster for the French.

to:

* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, a bulldog lion for the British, and a rooster for the French.French, and a bear for the Russians.

Added: 865

Changed: 294

Is there an issue? Send a MessageReason:
None


* ADayInTheLimelight: ''Fire & Maneuver's'' campaigns include lesser-known theaters of war, such as the Russo-Turkish clashes in the Caucasus and the western theater of the American Civil War.

to:

* ADayInTheLimelight: ''Fire & Maneuver's'' campaigns include a focus on lesser-known theaters of war, battlefields, such as the Russo-Turkish Russo-Ottoman clashes in the Caucasus around the same time as the Crimean War, and the western theater of the American Civil War.



* ArtStyleDissonance: Downplayed. The game has the same general art style seen in The Armchair Historian's Youtube videos, with colorful visuals clashing with the resulting carnage.



* HollywoodTactics: Defied. ''Fire & Maneuver'' puts strong emphasis on terrain, formations, and flanking among other things. Ignore them at your own risk.

to:

* FramingDevice: When fully zoomed out, the battlefield is presented as though it's a military map in a command tent come to life.
* FromBadToWorse: As the "Escalation of Shimonoseki" campaign drags on, more Western powers start intervening in Japan, raising the stakes even further for both the Japanese to defend their homeland, and the British to secure ''their'' stake before it's too late.
* HollywoodTactics: Defied. ''Fire & Maneuver'' puts strong emphasis on terrain, flanking, and unit formations, and flanking among other things.the latter ranging from marching columns to more intricate combinations. Ignore them at your own risk.


Added DiffLines:

* WarIsHell: Downplayed. While not the focus of the game, casualties and loss of morale can escalate rapidly as a match progresses. This becomes even more pronounced in battles set in the late 19th Century.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ADayInTheLimelight: ''Fire & Maneuver's'' campaigns include lesser-known theaters of war, such as the Russo-Turkish clashes in the Caucasus and the western theater of the American Civil War.

Added: 156

Removed: 158

Is there an issue? Send a MessageReason:
None


* HollywoodTactics: Defied. ''Fire & Maneuver'' puts strong emphasis on terrain, formations, and flanking among other things. Ignore them at your own risk.



* HollywoodTactics: Defied. ''Fire & Maneuver'' puts strong emphasis on terrain, formations, and flanking among other things. Ignoring them at your own risk.

Added: 530

Changed: 27

Is there an issue? Send a MessageReason:
None


* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, and a rooster for the French.

to:

* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, a bulldog for the British, and a rooster for the French.


Added DiffLines:

* FogOfWar: While most enemy units are visible from the get-go, the fog of war factors in with how unreliable intelligence can be especially the longer a battle goes on.
* PoorCommunicationKills: Simulating how 19th Century commanders would issue orders, the “simultaneous turn system" means that not only is the ''sequences'' of orders issued per unit important, but that those ordered last would have the least reliable intel available. Though potentially lead to your troops walking right into enemy fire if you're too reckless.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AnimalMotifs: Each playable faction's avatar is represented by an animal corresponding to their respective cultures, such as an eagle for the Prussians/Germans, and a rooster for the French.


Added DiffLines:

* ShownTheirWork: In addition to various playable historical battles, the developers' attention to detail extends down to individual units' uniforms and equipment being appropriate for the time period.

Added: 1097

Changed: 51

Is there an issue? Send a MessageReason:
None


'''Fire and Maneuver'' is a TurnBasedStrategy game developed by Targon Studios and [[https://www.youtube.com/@armchairhistoryinteractive2046 Armchair History Interactive]], the latter more well-known for Griffin Johnson's Youtube channel The Armchair Historian. The game chronicles a pivotal period when muskets become rifles and infantry is confronted by modernizing artillery. It is imperative to adapt to a rapidly changing battlefield. This is a new age, not of courage and chivalry, but of Blood and Iron.

It could be best described as a mix between Eugen's ''Wargame'' series and a turn-based ''Total War'', but with something extra on the side. On top of featuring historically accurate units and equipment, the game features an innovative “simultaneous turn system”. Instead of passively waiting to react to a move already made, players must actively consider all possibilities, deciding which tactical choice their opponent is most likely to make… and which they can accept not responding to. The choice is ultimately yours, [[PointOfNoReturn and your orders are final]].

to:

'''Fire and Maneuver'' & Maneuver''' is a TurnBasedStrategy game developed by Targon Studios and [[https://www.youtube.com/@armchairhistoryinteractive2046 Armchair History Interactive]], the latter more well-known for Griffin Johnson's Johnsen's Youtube channel [[https://www.youtube.com/@TheArmchairHistorian The Armchair Historian.Historian]]. The game chronicles a pivotal period when muskets become rifles and infantry is confronted by modernizing artillery. It is imperative to adapt to a rapidly changing battlefield. This is a new age, not of courage and chivalry, but of Blood and Iron.

It could be best described as a mix between Eugen's ''Wargame'' series and a turn-based ''Total War'', but with something extra on the side. On top of featuring historically accurate units and equipment, the game features an innovative “simultaneous turn system”. system." Instead of passively waiting to react to a move already made, players must actively consider all possibilities, deciding which tactical choice their opponent is most likely to make… and which they can accept not responding to. The choice is ultimately yours, [[PointOfNoReturn and your orders are final]].



!! This game contains examples of:

to:

!! This game contains examples of:of:
* AlternateHistory:
** The campaigns allow you to potentially change the course of how historical conflicts play out, whether it's Napoleon III winning the Franco-Prussian War, or the Confederates eking out a victory in the Civil War.
** The "Escalation of Shimonoseki" campaign in the ''Boshin War'' DLC is set following an alternate outcome of the British-led [[https://en.wikipedia.org/wiki/Shimonoseki_campaign Shimonoseki Expedition]], which results in the Scramble for Africa being replicated in Japan.
* DawnOfAnEra: Crossed with EndOfAnAge. The 19th Century saw a dramatic evolution in terms of firepower and technology, which is reflected in the game's two eras.
* HollywoodTactics: Defied. ''Fire & Maneuver'' puts strong emphasis on terrain, formations, and flanking among other things. Ignoring them at your own risk.
* XanatosSpeedChess: The game is practically ''designed'' around the adage that "no plan survives first contact with the enemy." You're thus forced to not only anticipate enemy movements, but also [[IndyPloy improvise on the spot]] if and when things don't go as expected.

Added: 1345

Is there an issue? Send a MessageReason:
Adding new entry

Added DiffLines:

'''Fire and Maneuver'' is a TurnBasedStrategy game developed by Targon Studios and [[https://www.youtube.com/@armchairhistoryinteractive2046 Armchair History Interactive]], the latter more well-known for Griffin Johnson's Youtube channel The Armchair Historian. The game chronicles a pivotal period when muskets become rifles and infantry is confronted by modernizing artillery. It is imperative to adapt to a rapidly changing battlefield. This is a new age, not of courage and chivalry, but of Blood and Iron.

It could be best described as a mix between Eugen's ''Wargame'' series and a turn-based ''Total War'', but with something extra on the side. On top of featuring historically accurate units and equipment, the game features an innovative “simultaneous turn system”. Instead of passively waiting to react to a move already made, players must actively consider all possibilities, deciding which tactical choice their opponent is most likely to make… and which they can accept not responding to. The choice is ultimately yours, [[PointOfNoReturn and your orders are final]].

First released on July 16, 2022 as an Early Access title, ''Fire and Maneuver'' officially launched on Steam on April 20, 2023. It currently has two DLC expansions, focusing on the American Civil War and Boshin War respectively.

----
!! This game contains examples of:

Top