Wargame: European Escalation was released for PC yesterday. After failing at a certain mission and losing momentum, leading to a 1.5-hour mission, I realized there are a couple of ways to play. Devasuram mp3 song free download. Active to passive converter software online. In this guide to Wargame: European Escalation you will find some hints which will allow you to understand rules of battlefield. The second part is detailed walkthrough for all campaigns in the game. Descriptions are enriched with precise maps and pictures with the most important events. Solution includes main tasks as well as additional. Wargame: European Escalation is an intense and spectacular Real-Time Strategy game, where realism and strategy are brought to the front lines. With a phenomenal range of vehicles and units (over 350 different models), build your army and enter a huge military campaign across Europe of the 80's, as the Cold War is about to become World War 3. Chicken invaders 5 full version. Those familiar with Wargame: European Escalation, the minor masterpiece that was AirLand 's predecessor, won't be surprised to hear that this is another fast-moving tactics game focused on.
- Wargame European Escalation Cheats
- Wargame European Escalation Manual
- Wargame European Escalation Review
- Wargame European Escalation Maps Definition
IMPORTANT: Almost forgot that. Before you play Crimean Escalation, delete all decks containing Israeli or Yugo/Finish Units and set your game to English, if you haven't already.
Here is the download link
Story Trailer:
General:
- new deck system, introducing more slots for mixed decks, taking elements of both RD's and ALB's decks systems
- new nations and coalitions: For BLUEFOR, planned factions are the US, Eurocorps (Germany+UK) and UKRPOLBAT (Ukraine+Poland) and for REDFOR Russia and CIS (Belarus, Kazakhstan and Azerbaijan)
- smoke grenades on AFVs, used by pressing B and placing smoke near the vehicle
- air-liftable vehicles, many light vehicles can be spawned in heavy helos, even transports can be air-lifted, but not spawned in helos
- ripple-firing for advaned ATGMs and SAMs
- numbers of cards available per deck mostly increased (Basic MBTs for example, like the baseline M1A2 or the T-90, now get 5 cards)
- some helos and planes get more than 3 weapons, guns as hidden stats
- new unit cards for all units
- reskins made by me or other modders (for example poks infantry skins and aircrafts skins by FregFlogger, Vasto and Darkmil)
LOG:
- FOB supply increased in order to make all the new, supply-hungry equipment usable
INF:
- All shock infantry set to 10 men, all specialzed teams set to 5 men
- New unit type 'Internal Troops' for former Eastern Block/Soviet Nations, anti-infantry shock units
- New unit type 'Mortar Teams', infantry units with light mortars
- Individual stats for every infantry weapon
REC:
- 'Scout Vehicles' like the BRDM-2 or the M3 Bradley, that have optics and are available as transports to recon units
- Naval utility helicopters as recon helos for marine decks
- All special forces moved to the recon tab
SUP:
- Guided arty shells for high-end howitzers and mortars, that allow taking down single targets with highly accurate shots, but have long aiming times and high supply costs. You can activate them by turning off the main weapon of the unit
- Ballistic missiles for all countries that have them
- Heavy SAMs for all countries that have them
TNK:
- APS simulated by ECM
- New unit type 'Urban Warfare Tank' (for example M1A2 TUSK) with good optics, improved side and rear armor and high-HE canister shells with lower range
VHC:
- IFVs available to ATGM/MANPADS/Flame infantry
HEL:
- ECM for helos
- All dedicated gunships/ATGM helicopters moved to helo tab, radar-equiped helos still have xal optics
- increased optics for advanced gunships and utility helicopters
AIR:
- Some Cluster Bombs turned into HE weapons, as only few nations still operate them
- Stealth aircraft and multiroles more common
- UAVs that can spot ground targets
Ideas for future development:
- Land-, air- and seaborne cruise missiles and cruise missile defences
- Naval overhaul
- Option for NATO localization (NATO Codenames for Russian equipment)
- Jammers on SEAD aircraft
- Modified campaigns
- Sandbox Plugin
- Map Reskins
- Any other ideas are welcome!
- new deck system, introducing more slots for mixed decks, taking elements of both RD's and ALB's decks systems
- new nations and coalitions: For BLUEFOR, planned factions are the US, Eurocorps (Germany+UK) and UKRPOLBAT (Ukraine+Poland) and for REDFOR Russia and CIS (Belarus, Kazakhstan and Azerbaijan)
- smoke grenades on AFVs, used by pressing B and placing smoke near the vehicle
- air-liftable vehicles, many light vehicles can be spawned in heavy helos, even transports can be air-lifted, but not spawned in helos
- ripple-firing for advaned ATGMs and SAMs
- numbers of cards available per deck mostly increased (Basic MBTs for example, like the baseline M1A2 or the T-90, now get 5 cards)
- some helos and planes get more than 3 weapons, guns as hidden stats
- new unit cards for all units
- reskins made by me or other modders (for example poks infantry skins and aircrafts skins by FregFlogger, Vasto and Darkmil)
LOG:
- FOB supply increased in order to make all the new, supply-hungry equipment usable
INF:
- All shock infantry set to 10 men, all specialzed teams set to 5 men
- New unit type 'Internal Troops' for former Eastern Block/Soviet Nations, anti-infantry shock units
- New unit type 'Mortar Teams', infantry units with light mortars
- Individual stats for every infantry weapon
REC:
- 'Scout Vehicles' like the BRDM-2 or the M3 Bradley, that have optics and are available as transports to recon units
- Naval utility helicopters as recon helos for marine decks
- All special forces moved to the recon tab
SUP:
- Guided arty shells for high-end howitzers and mortars, that allow taking down single targets with highly accurate shots, but have long aiming times and high supply costs. You can activate them by turning off the main weapon of the unit
- Ballistic missiles for all countries that have them
- Heavy SAMs for all countries that have them
TNK:
- APS simulated by ECM
- New unit type 'Urban Warfare Tank' (for example M1A2 TUSK) with good optics, improved side and rear armor and high-HE canister shells with lower range
VHC:
- IFVs available to ATGM/MANPADS/Flame infantry
HEL:
- ECM for helos
- All dedicated gunships/ATGM helicopters moved to helo tab, radar-equiped helos still have xal optics
- increased optics for advanced gunships and utility helicopters
AIR:
- Some Cluster Bombs turned into HE weapons, as only few nations still operate them
- Stealth aircraft and multiroles more common
- UAVs that can spot ground targets
Ideas for future development:
- Land-, air- and seaborne cruise missiles and cruise missile defences
- Naval overhaul
- Option for NATO localization (NATO Codenames for Russian equipment)
- Jammers on SEAD aircraft
- Modified campaigns
- Sandbox Plugin
- Map Reskins
- Any other ideas are welcome!
Here is a picture of what a Russian Deck could look like.
Special thanks to:
Eugen Systems
pok
The W:AB Noob
Mikeboy
Darkmil
Vasto
enhoka
CrazyRus29
Butterless Toast
FregFlogger
and others from the wargame modding community for helping, advising, making tools like the modding suite or the mod installer and skins. Without you, this project would have been impossible.
Wargame European Escalation Cheats
NOTE: As the Crimea crisis is a banned topic on these forums, please leave politics out of here. I'd advise moderation staff to instantly delete any political discussion here.Wargame European Escalation Manual
Wargame European Escalation Review
Thanks for reading,Wargame European Escalation Maps Definition
Jonas