I am honestly baffled by the amount of unfair criticism this game have received, especially that GoH, in comparison, being a MUCH worse game and product is at "Very positive". The only valid criticism is online only one, which is being fixed. You get: 3 Campaigns, 1 per each factions, with 6 big missions each, each with dynamic triggers, cutscenes. Hell, a german campaign literally has protagonists with backstory and character development. Campaigns also reward you with multiplayer units 2 Historical operations campaigns, 7 missions each. Pretty much more freeroam version of campaigns, with ability to edit unit compositions and based on historical operations. 6 bonus missions. 4 fronts for raid generated missions against AI, that act as short procedural campaigns, 16 missions each. Fully working conquest mode, aka actually fun version of conquest from Gates of Hell. All above works in Coop, no need to setup saves, recreate seperate lobbies, you just invite your friend in a team as you would for multiplayer and you can switch whatever you want to play right away. 3 multiplayer factions, 3 PVP regimes, 15 doctrines for each faction with hundreds of units. Working replay system, functioning planes. Actually working player units AI! Your units will actually focus on higher threats, your infantry will actually try to kil the enemy, your antitank infantry will ACTUALLY FOCUS TANKS. Your soldiers will actually throw AT grenades if enemy tank is close enough, and they will do it automatically, without you having to babysit them. Actually helpful and not clutter af UI, ability to edit shortcuts for every single button, intuitive signs for units to display if they are hidden, visible, or partially revealed. Functioning and FUN multiplayer with dynamic frontlines (Like in Steel Division), no longer a freaking slugfest of direct control abuse like in former iterations of the game. People actually try to storm your defences. Pretty much the best trenching and defence system in modern RTS games so far. You can just draw any trench shape you want, adjust amount of firing position points and watch your soldiers prepare the defences. And yes, using actual trenches manuals from real WW2 does help you to mitigate artillery barrages if you dig trench in a proper shape, rather than a straight line. Engineers, bunkers, mines, traps, medical tents, supply depots, everything can be built and everything actually helps with the defences and supplies. On top of it, you can also fortify buildings to turn them into makeshift choke points. Oh and yea, the stupid "range limit" system is gone, where your tank would refuse to shoot at 181 meters, but would shoot at 180. Now you have unlimited range, but have a spread penalty, which is how it should have been from the get go. Now compare that to CoH3 launch with 2 broken campaigns, freaking placeholders with icons from coh1 and coh2 and CTA:GOH with braindead AI, half broken campaigns unplayable in Coop, absolutely clunky and laggy controls, bugged 4k support, DLC for an abandon ware, DLC for DLC to get more units, DLC for DLC for DLC to finally get US, still broken pathfinding and AI after all these years of development and devs banning any criticism on their steam forums. This game does not deserve mixed feedback, same as GoH does not deserve a "very positive" one. UPD. Addressing some of the bogus claims of other reviews https://imgur.com/a/CrWZbKV since they quickly disabled comments after being called out: "- Tanks have health bars, not penetration mechanics. Awful, awful system. In addition to that, competitive play more or less requires you to play the Germans, because if you aren't playing the meta (German Heavy Tanks), you will get steamrolled." Tanks, even in competitive mode (the hp bars one), still have penetration mechanics. On top of it, nothing prevents you from going and playing realism mode instead in "PVP classic". (Literally MOWAS2 classic point capture one) Current meta is US howitzer artillery regiment. "- Command Points system which means instead of the full MOW experience of having multiple tanks & a platoon of infantry to play with you end up with 5 blokes, 1 tank and a supply truck, and if you call in towed artillery which gets hit & decrewed YOU CANNOT RECREW IT. Idiotic design decision." The CP system was in MOWAS2 https://steamcommunity.com/app/244450/discussions/0/352792037317781035/ and you were always limited by the cost of the unit. In fact, you could buy an officer unit to extend the command limit. This system is improved in this game, since you can actually recall units to base in order to free up limit, instead of being forced to kill them. And yes, you absolutely can recrew everything that has not been completely turned into scrap, including artillery and tanks. Unless, obviously, you are at your command limit. "- Artillery has this weird spotting mechanic that rewards staring at your enemy's spawn looking for the firing indicators and then nuking enemy artillery once the arbitrary spotting mechanic reveals the position of your unit. Towed artillery is pretty useless just for this reason as the game is under the impression that WW2 artillery worked on shoot and scoot mechanics that only became popularised AFTER the second world war, instead of saturation fire. CP mechanic also doesn't allow you to get the guns in play for saturation fire." The spotting mechanic is not arbitrary at all. Every single artillery unit has an amount of detection chance based on their firepower, it is displayed by a lamp sign near the unit UI. If the sign is green - the unit is having a firing cooldown, and is not yet displayed on the map. If the lamp is red, that means the unit has fired quite a few times and too fast, so the enemy can now know a relative positioning of it, you should stop firing and wait for it to cool off. If there is a red eye, that means the unit is now spotted after you have fired too much and too fast and is now visible. You should reposition it and wait for a while. In fact, towed artillery is currently one of the strongest in the game, because players who are calm enough to not shoot at everything constantly almost never reveal it. Such players are to be countered by using artillery spotters or saboteurs to infiltrate the front.
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