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East Front 2

East Front 2

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Rating: 5 stars
Summary: East Front II
Review: Absolutely fantastic! The only thing Talonsoft ommitted was the smell of burning gasoline, and i am sure they could probably create that too.

Rating: 5 stars
Summary: East Front II
Review: Absolutely fantastic! The only thing Talonsoft ommitted was the smell of burning gasoline, and i am sure they could probably create that too.

Rating: 1 stars
Summary: another failure
Review: clumsy interface and a game sequence with opportunity fire of course it doesnt work nice sound and pretty graphics despicable computer opponent like 15 years ago computer does move straight forward some people sue microsoft maybe they should think about talonsoft

Rating: 4 stars
Summary: Solid value - some cunning rebuttals
Review: East Front 2 is excellent value, the vast array of scenarios and campaigns alone is sure to keep enthusiasts busy for months. The addition of scenario, map and Order of Battle editors make the possiblities limitless (I haven't had to use these much, as there is an abundance of additional user and designer created scenarios on the web). The Gamespot reviewer states there is no save available during campaign scenarios - this is not true! The game state is saved automatically whenever you exit - you can resume the scenario in play at your liesure. Much has been made of the inclusion of supply - the rule is sound and represents command and control as much as the ammunition state (the manual does state this). It also accounts rather handily for a number of other variables that can effect a units firepower . That aside - the very absence of re-supply for units in tactical battle is the main reason for your troops conserving ammunition when there are no clear directions coming from above. Overall this package is only surpassed in value by the compilation that includes it (i.e. Europe in Flames).

Rating: 4 stars
Summary: Solid value - some cunning rebuttals
Review: East Front 2 is excellent value, the vast array of scenarios and campaigns alone is sure to keep enthusiasts busy for months. The addition of scenario, map and Order of Battle editors make the possiblities limitless (I haven't had to use these much, as there is an abundance of additional user and designer created scenarios on the web). The Gamespot reviewer states there is no save available during campaign scenarios - this is not true! The game state is saved automatically whenever you exit - you can resume the scenario in play at your liesure. Much has been made of the inclusion of supply - the rule is sound and represents command and control as much as the ammunition state (the manual does state this). It also accounts rather handily for a number of other variables that can effect a units firepower . That aside - the very absence of re-supply for units in tactical battle is the main reason for your troops conserving ammunition when there are no clear directions coming from above. Overall this package is only surpassed in value by the compilation that includes it (i.e. Europe in Flames).

Rating: 5 stars
Summary: The best tactical level WWII simulation ever
Review: East Front 2 is not perfect, but it is simply the best tactical level World War II simulation ever made. Really. It follows in the tradition of the Panzer Blitz/Leader board games (and to a lesser extent the Squad Leader games) but adds a tremendous wealth of details and realistic game features. The game includes 600 different types of units, everything from 8 different models of PzKpfw IIIs to Polish wz.06 mountain guns, to Finnish Jaeger engineer platoons. The game also features historical information, specs and photos of each unit type.

Having played and enjoyed the game thoroughly I was distressed to read Ray Crawford's notes above about a faulty and/or biased game algorithm and decided to test his observations myself. I found that they were wrong. He maintained that German MG units had about a 50% chance of destroying Soviet T-26 tanks at a 2 hex range. Actually, MG units can't even fire on armored units at 2 hexes, the game won't permit it. At 1 hex, T-26 tanks were destroyed only 6 times out of 84 attempts or about 7% of the time. This may strike people as strange though "Machineguns destroying tanks with 25mm or armor?!" but remember that that's the maximum armor thickness and not the average. Tanks and armored cars are always more thinly armored along the sides and rear. And that defensive rating each unit is assigned also reflects things like the size of the tank, its silhouette, speed, how well the armor is sloped etc., etc. From my observations I noticed that Soviet MG units can also destroy German armored vehicles: PzKpfw Is, IIAs, and PSW 222 armored cars. Crawford also wrote that all Soviet guns under 76.2mm typically had no effect against German armored cars at any range. Again, my observations didn't bear this out. Soviet 45mm guns knocked out PSW 222 armored cars 11% of the time (out of 65 attempts) at 3 hexes, their maximum range against armored targets. They were also effective against light and medium tanks (the latter at short range though). Overall, my results were in line with expectations based on the game's combat system and I didn't find any bias in the game mechanics.

It's true that in the game German infantry is much more powerful than Soviet infantry, but that was the historical reality anyway. For every German soldier who died on the Eastern front, 6 Russian ones died. Russian armored units, on the other hand, are extremely powerful in the game. The T-34 M40s are really tough to stop with just PzKpfw IIIs and early IVs to say nothing of the super heavy IS IIs and IIIs that show up in the later scenarios. The game designers seem do have done an thorough job and the unit characteristics seem reasonable and realistic.

Having said that, the game isn't perfect. The spotting rules don't seem accurate. Infantry moving through woods are typically spotted from over 1 km away. I don't like the way units are 'blind' when scouting in unfamiliar territory and can't spot enemy units until the end of the turn. Sometimes you end up blundering into a large enemy force out in the open or even finish your movement next to them and are given no chance to react. The simulations during movement and combat run too slowly as well and the AI isn't all that great. The computer will sometimes vacate a victory objective to advance and engage the enemy, and it generally acts too predictably. But in a game this complex, it's not terrible and the scenarios are generally interesting and somewhat challenging.

So in spite of these shortcomings East Front II is a really wicked game. I find that the most successful tactics are the most realistic ones. You end up basing your plans on the maps, weather conditions, supply situation etc, and end up fighting for the best tactical position instead of just slugging it out mindlessly. The infantry assaults work best when done in a true to life fashion: artillery bombardment, smoke, infantry advancing with MG support and a final close assault when the enemy is disrupted or 'pinned down'. The game also has a virtually unlimited replay value. It comes with over 130 ready-made scenarios plus some in depth campaign scenarios. You can generate your own scenarios in minutes with the scenario generator or carefully design your own. And then there are the on-line and play by e-mail options. After playing EFII for more than a year I still feel like I've only scratched the surface of its full potential.

So, summing up I give the game 4 and a half stars (rounded up to five). Having played war games since I was a kid I'd have to say that EFII is the best one out there in its category. If you love detail, realism, the chance to plan and execute well thought out attacks, you'll love this game.

Rating: 5 stars
Summary: Excellent. But it's Really "East Front Gold Edition".
Review: Good strategy game in the classic boardgame tradition. Steep learning curve and very frustrating at first.

Rating: 4 stars
Summary: A good simulation in the classic style
Review: I wargame, alot, just ask my wife. TalonSoft's EFII is well worth the time and effort to learn. Thats right, effort. Like any well designed game there is a definite learning curve to mastering both the tactics particular to and the interface of the game. The interface is kind of clunky at times until you get used to it. The tactics are true to life (at least for a sim.) with the exception of the supply rules which just don't make sense for anything other than the largest scenarios. That being said, the game is awesome in its design and scope. Lots of beautifully done options are available so there is lots of replayability. Best of all, you don't choke to death on charts and tables like in TAHGC products unless you want to delve into the well done beefy manual. A great game for history or simulation buffs. Bravo Talonsoft!

Rating: 4 stars
Summary: A good simulation in the classic style
Review: I wargame, alot, just ask my wife. TalonSoft's EFII is well worth the time and effort to learn. Thats right, effort. Like any well designed game there is a definite learning curve to mastering both the tactics particular to and the interface of the game. The interface is kind of clunky at times until you get used to it. The tactics are true to life (at least for a sim.) with the exception of the supply rules which just don't make sense for anything other than the largest scenarios. That being said, the game is awesome in its design and scope. Lots of beautifully done options are available so there is lots of replayability. Best of all, you don't choke to death on charts and tables like in TAHGC products unless you want to delve into the well done beefy manual. A great game for history or simulation buffs. Bravo Talonsoft!

Rating: 5 stars
Summary: Panzers Forward!
Review: Playing this game on a 733mhz, here is what Ive got to offer in play and operation. Very good and quite adequate. Excellent sounds bytes, and if you have an enhanced speaker system, you'll drool. I used a Klipsch set with a sub woofer. Some of the traditional songs of your side add to the game.
The only bad part of this was when you want your Icon of what ever to go somewhere, sometimes they went the wrong way around, and end up being spotted. If you click the Icon to move hex by hex, you take out the speed of the game, but your staying hidden from Line of Sight! It did get frustrating though.
I did not have any game play problems.
My only offer to expand of such a thing would be this, simply at the smallest unit group you can (Battalion), It would be really cool if you could select a Command Vehicle and Zoom into it during either movement or into contact/battle. Then when its over, you may zoom out and resume the overall map-scale of battle again. Perhaps that would take a CRAY to play it, but I can dream can't I?!!
I believe the historicals are right on! Armour facings, ranges, fog-of-war, good job gang.
My only complaint is as a german or russian player, you have no say in a production time-table or equipment type to change some of the Order of battle tables, as in 12 O'clock High. Currently, you are given what a real person gets, and if you understand the German war production politics behind the scenes,you understood the mis-givings on why you didnt get the good stuff until it was too late. Who the heck wants to keep on advancing with Pz III's when your facing SP152's! RUN AWWWAAAAAAAAYYYYYY! the only thing you can hope for is your Artillery being able to stun them enough, if you catch them in heavy and costly terrain factors,(hills/forest/woods). Then Plink at then disabled.
I still think its really cool to be able to take out a german tank with the russian AT-rifle!
I hate the fact that you have to plan years ahead to move your Russian Towed-artillery with those tractors! you easily get over run, as they move so slow(two hexes in excellent terrain if you're lucky)
Tactics; you play it as you see it. Remember, if you pick to be a Corp Commander........you've got one heck of a map to deal with!
A great Fog of war factor is the airstrikes you call in, dont always hit the target YOU want.....its what they see.......and its sometimes you!
A valuable feature to play with is the Binocular glasses active so you can see what your unit can see.
Interlocking fields of fire, Smoke screens are valuable. I took out a large group of Tiger tanks with SP76s cause I had the smoke on them until the last minute. AMBUSH! Risky,,...But successful!

The battles are well done and very historical. I only wish there were more points given upon completion of the scenario to replenish your forces adequately again, even if its a tactical victory success.
One point to consider, there were many battles involving rivercraft/gunboats, some with Russian Marines deploying into battle to offer a flanking action against german forces holding their ground. You dont have them in this. Though a small force, the Russians did use them. Same as the Russian Para-troops and Partisans, although if you read the history, the Partisans didnt enjoy the benefits of being a full-fledged Airborne qualified individual; Historically, they were just thrown out the plane at a slow speed, and at a low altitude, at gun point(!!) and hoped they found a forgiving drift of snow! Fact!
It would be cool though to have an airborne drop come in at your discretion, at a designated location to pitch a battle!

Great Game. Eastern or Western fronts!


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