Blitzkrieg II
__________________________________________________ _________________

Screenshots:



__________________________________________________ _________________
MINIMUM SYSTEMREQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium III/Athlon, 1.0 GHz
RAM: 320 MB
GeForce 3 / Radeon 8500-class graphics 3D accelerator, 64 MB
Monitor supporting 800×600 resolution
DirectX-compatible sound adapter
Mouse
2,5 GB free hard disk space
RECOMMENDED SYSTEMREQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium IV / Athlon, 2.4 GHz
RAM: 512 MB
GeForce FX/Radeon 9700-class graphics 3D accelerator, 128 MB
Monitor supporting 1024×768 resolution
DirectX-compatible sound adapter
Mouse
3 GB free hard disk space
__________________________________________________ _________________
Info:
Where would the world of gaming be without World War II? It’s everyone’s
favorite elephant in the bedroom, a fount of endless speculation about
everything from grand strategic military operations like Operation
Barbarossa and controversial political programs such as Lend-Lease, right
down to the tactical merits of war doctrines like blitzkrieg ("lightning war")
and tank-fighting dogs. While it took first-person shooters like Medal of
Honor, Call of Duty, Battlefield 2, and Brothers in Arms to finally krack
open the era to a new crop of 3D-besotted gamers, the strategic nuances that
among other things had a hand in kick-starting the gaming genre decades
ago have all but vanished - relegated to low-production "boutique"
offerings from developers who cater to a niche fan base.
Nival Interactive’s Blitzkrieg 2 aims to change at least some of that by
marrying the vocabulary and tactical rudiments of yesteryear’s austere
turn-based World War 2 bean counters with the relentless, frenetic pacing of
a real-time strategy click-a-thon. The original Blitzkrieg was a fast-paced
ground combat game that combined some light historical dressing with
accurately represented artillery, tanks, trucks, and infantry units. While it
was sort-of-kind-of based around actual World War II battles, the crux of
what it did well and with at least a sniff of innovation were the unit-to-unit
combat mechanics, which grafted esoteric turn-based concepts more or less
successfully onto a traditional battalion-scale real-time system. If you think
somewhere between the creeping fidelity of Atomic’s Close Combat games
and the relaxed historicity of Fireglow’s Sudden Strike series, you’re not far
from the mark. Blitzkrieg was far from perfect, though, and its shortcomings
included an awkward user interface, a dated 2D game engine, and a slew of
localization issues that made the presentation seem half-baked and
stylistically lackluster.
Blitzkrieg 2 goes a long way toward solving some of those issues by
fork-lifting in a nifty 3D engine, cleaning up the information panel, and
making better use of context-sensitive information. This is one of those
games with scads of information to chew on, and where the original already
had around 200 units, this one bumps things up to 250, including new
tanks, artillery, planes, naval ships, and 60 types of infantry. Each unit is a
rolling trove of data, from the historical annotations in the encyclopedia to
the numerous in-game statistics such as historically relative ratings for front,
side, and rear vehicle armor. The mini-map in the lower-left-hand corner of
the screen is now flat instead of isometric, greatly improving distance
gauging, and instead of several smallish buttons crammed together, the
bottom panel now looks a lot more like something you’d find in a Blizzard
or Westwood Studios game. A slick 3D micro-view aside the mini-map
quickly displays the relevant statistics of a highlighted unit, a wide middle
panel lists currently selected units by type and group, and the actions panel
is a blissfully simplified and enlarged 4 x 3 grid of buttons, many of which
don’t appear until the requisite unit-specific command points have been
spent.
As in Blitzkrieg, resource gathering is non-existent, and the focus in each
mission is instead on harmonizing unit actions to achieve either offensive or
defensive goals before running short of reinforcements. The game is
divided into three campaigns: the United States just after the Pearl Harbor
attack at the end of 1941, Germany on the march through Russia in 1941, and
the Soviet Union on the defensive in 1941. Each campaign is subdivided
into four chronological chapters which comprise a frontline operation in a
given theater, and there are four difficulty levels which determine the size
of enemy forces and the firing accuracy of individual units. Your role as the
commander in each campaign is to use combined-arms tactics to complete a
refreshingly diverse array of mission types, including assaults on strategic
points, capturing townships, escorting special units, seizing enemy bases,
and defending fortified locations. Completion of a mission yields
promotion points which in turn allow you to appoint commanders to
improve reinforcement options and rank up unit abilities. Common infantry
will eventually get grenade clusters, aircraft will be able to fly in bad
weather, tanks will be able to fire on the move, and so on, giving the game a
modest RPG feel. There’s a final apocalyptic slug-out in each chapter that
can only be played once a certain number of the lesser preliminary missions
are completed.
The historical scenarios this time around include big guns like Stalingrad,
Iwo Jima, Tobruk, Moscow, and the Battle of the Bulge, but we’re talking
loose outlines only. As with any battalion level
click-and-fling-into-the-breach RTS, scripting the events to resemble actual
history is probably a fool’s errand, and we’re talking
history-through-ambience here, as opposed to something as literal as a
Combat Mission scenario. But if the demographics of the historical battles
only generally resemble actual historical events, it’s the modeling of the
units themselves with all their varied abilities that makes Blitzkrieg 2 more
than just another quasi-complex RTS. Infantry will toss grenades at tanks if
they get up close and personal; engineers can dig trenches, repair damaged
units and bridges, and set or disarm mines; supply trucks can carry ammo
from supply depots to field units, haul artillery units, and transport
slow-moving infantry quickly around the battlefield; reconnaissance aircraft
can help adjust artillery fire, but lack weapons making them sitting ducks
for enemy fighters; tanks come in three sizes that make them more or less
effective against different types of hard and soft targets, and functionally
useless in certain terrain types. The game is literally brimming with units
like these, not a single one the same, and every one uniquely necessary for a
given tactical situation. I’m not diehard enough about the war to tell you
whether they’ve got the precise power relationship between, say, a Panzer
IV Ausf¿hrung E and an M4A3 General Sherman bang on, but it’s a huge
relief to discover that yes, in fact, a heavy machine gunner is not going to be
taking down either of these beasts anytime soon, as he lacks an appropriate
caliber weapon. As in real life, tanks are well plated on the front and sides,
but anemic in the rear. If you’ve ever played games from Talonsoft or HPS
Simulations you’ll be right at home with wargame concepts such as
entrenchment, armor slope and penetration characteristics, and armored
vehicle facing, and while you can argue it’s not terribly innovative, Nival
deserves credit for doing it in a World War II venue better than anyone else
to date.
The AI behind the curtain does a nice job of peppering you with things to
react to, while keeping it tactically interesting. Its one shortcoming — the
bane of all RTS games — is its pathfinding system. In open spaces,
everything behaves, but try hauling a dozen tanks across a bridge and once
the bridge is packed with six of them, you’ll find the other half turning
around to find another crossing point. This has been, and continues to be a
problem for most RTS games — it’s past time for someone to fix this once
and for all.
Aircraft, which were previously automated, can now be controlled directly,
though this brings up another of the game’s problems. Fighters are launched
from the reinforcements panel and appear instantly, circling and strafing the
battlefield. You can zoom and pitch the map, but to a much lesser degree
than other games of similar scale, and it just so happens that the maximum
zoom level seems to be only a dozen or so feet higher than the cruising
altitude of your aircraft, which tend in any case to blot out the entire screen
if you manage to get the camera right over them. Selection of aircraft can
thus be a serious challenge during large scale engagements, and there were
times I was completely unable to locate my aircraft on-screen, despite
tracking their pirouetting shadows on the ground below. Increasing the
zoom level would fix this, though the new 3D engine has some performance
issues that probably account for Nival’s unwillingness to pull back the
camera further.
Reinforcements can be called a given number of times per mission
depending upon the mission’s difficulty and there’s still a supply system for
replenishing mines, defense materials, spare parts, and ammo. While this
hasn’t changed much from the first game, it remains a welcome respite from
"gamey" resource gathering and lets you instead focus on pure tactics, such
as calling in bombers to pound a fortified position, assigning engineers to
mine a defensive position, using scouting vehicles ahead of an assault force
to avoid unnecessary losses in an ambush, or just augmenting your infantry
and armor battalions. As with most military operations, Blitzkrieg 2 is about
succeeding with what you have at the outset, not rushing to max some
arbitrary population cap before sending your Mongolian horde off to
swarm some unlucky player’s base. It’s difficult to convey just how nice it is
to play an RTS that’s managed to foil silly RTS shortcomings like the
dreaded ever-irksome tank rush.
Visually the game has been completely overhauled and now looks much
better in terms of what it’s attempting to model. Tank explosions and
bomber drops in particular rock the house in terms of lighting and particle
effects, and many of the benefits of a full 3D engine have been implemented
to improve ballistic fidelity, such as realistic line-of-sight between objects,
which makes forest sniping from beyond the "fog-of-war" radius a special
pleasure, unless you’re on the receiving end in which case using scouting or
spotting units effectively is key. Battlefield topography has also been
significantly retouched, allowing terrain nuances the previous game was
incapable of. Tanks will now topple trees and level houses, vehicle tracks
can be broken or thrown, hulking wrecks will litter the battlefield and block
unit access, and roads, rivers, fields, and bridges all have richer physics
supporting their underlying impact on combat. Beauty has its price, and
this one is no exception. Despite its deceptively low system requirements,
Blitzkrieg 2 is a ravenous little monster, drawing even a system with an
Nvidia 7800GTX card into the frame-rate teens when air and ground combat
is occurring simultaneously. The game looks good, but not good enough to
warrant the performance hit, especially with better looking games on the
market that run without these performance hiccups.
Multiplayer has been revamped to include a ladder system and allows up
to eight players to butt heads in either regular or ranked games. As in the
solo game, you can play as the U.S., Germany, or Soviet Union at one of four
technology levels, and players that join on the same side are automatically
allied once the game begins. The reinforcement system works similar to the
single-player game, and each player has a supply depot in their corner of
the map that serves as their reinforcement hub. Interestingly, there is no
reinforcement limit in multiplayer mode, though there is a stringent time
limit imposed between reinforcement requests. This makes for rather
awe-inspiring skirmishes if you have several defensive players that like to
castle-up. Even here, blindly bombarding your opponents is a sure way to
lose if your opponents are practicing appropriate defensive combined arms
tactics.
As an aside, I have a minor quibble with the manual. A relatively simple
RTS like Warcraft III gets a 150+ page manual detailing among other things
all units in the game, while a complex RTS like Blitzkrieg 2 gets less than
half that page count and expects you to plug the in-game encyclopedia if
you’re looking for more than broad overviews of gameplay concepts. And
while the localization is better this time around, there’s still an unacceptable
number of typos in the game itself (the manual, to its credit, is free of these).
Closing Comments
The only thing more repetitive than World War II as perhaps the
quintessential gaming oeuvre is a journalist that can’t stop complaining
about it, so I’ll surrender now and acknowledge Blitzkrieg 2 as one of those
unanticipated anomalies I wasn’t expecting to be this good. Looking at
wargame market share, it’s not exactly roses and puppy dogs these days,
with gamers craving quicker fixes and less mental gymnastics. Blitzkrieg 2
isn’t so much an act of defiance as an attempt to bridge the divide. Most
games that try to do this end of up being lackluster in both areas, but not
this one.
Personally — and this is going to land me in hot water with my grognard
friends — I think the future of wargaming hinges on precisely this sort of
gradual shift away from the artificial, unrealistic sterility of the turn-based
paradigm. Ask any military commander when the last time was they
radioed the opposition and said "It’s your turn now, go ahead!" The trick, of
course, is getting the real-time interface to match the scale of the wargame,
something that I think Blitzkrieg 2 does admirably. Sure, it has a few
blemishes, like an air control system that’s a pain in the backside to manage
and the usual pathfinding suspects, but the overall experience of deploying
hundreds of different units, then winning or losing on the merits of tactical
cleverness alone, is sure to put a smile on even the most jaded turn-based
aficionado’s grumpy mug.
__________________________________________________ _________________
Installation Info:
- Unpack
- Mount w. DaemonTools
- Run Patch
- Copy krack from Bin folder to game folder.
- Have Fun!!!
__________________________________________________ _________________
Download Links:
__________________________________________________ _________________
Pass: de.lion
================================================== ====
================================================== ====
================================================== ====
================================================== ====
Blitzkrieg II: Fall of the Reich
__________________________________________________ _________________

Screenshots:


__________________________________________________ _________________
MINIMUM SYSTEM REQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium III/Athlon, 1.0 GHz
RAM: 320 MB
GeForce 3 / Radeon 8500-class graphics 3D accelerator, 64 MB RAM
Monitor supporting 800×600 resolution
DirectX-compatible sound adapter
Mouse
2,5 GB free hard disk space
RECOMMENDED SYSTEM REQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium IV / Athlon, 2.4 GHz
RAM: 512 MB
GeForce FX/Radeon 9700-class graphics 3D accelerator, 128 MB RAM
Monitor supporting 1024×768 resolution
DirectX-compatible sound adapter
Mouse
3 GB free hard disk space
__________________________________________________ _________________
Info:
A stand-alone expansion, Blitzkrieg 2: Fall of the Reich spans three major
offensives from the final days of fighting on the Eastern front and covers
both the Soviet and German campaigns in the long "Siege of Budapest,"
"Fortress Kurland," and the Soviet "Operation Bagration." Sixteen
historically based missions across 10 new maps will challenge beginning
and veteran strategists as they try to either capture or defend the remnants
of the German war machine during the final days of World War II in
Europe.
__________________________________________________ _________________
Installation info:
- Unpack
- Mount w. DaemonTools
- No krack needed
- Have Fun!!!
__________________________________________________ _________________
Download links:
__________________________________________________ _________________
Pass: de.lion
__________________________________________________ _________________

Screenshots:



__________________________________________________ _________________
MINIMUM SYSTEMREQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium III/Athlon, 1.0 GHz
RAM: 320 MB
GeForce 3 / Radeon 8500-class graphics 3D accelerator, 64 MB
Monitor supporting 800×600 resolution
DirectX-compatible sound adapter
Mouse
2,5 GB free hard disk space
RECOMMENDED SYSTEMREQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium IV / Athlon, 2.4 GHz
RAM: 512 MB
GeForce FX/Radeon 9700-class graphics 3D accelerator, 128 MB
Monitor supporting 1024×768 resolution
DirectX-compatible sound adapter
Mouse
3 GB free hard disk space
__________________________________________________ _________________
Info:
Where would the world of gaming be without World War II? It’s everyone’s
favorite elephant in the bedroom, a fount of endless speculation about
everything from grand strategic military operations like Operation
Barbarossa and controversial political programs such as Lend-Lease, right
down to the tactical merits of war doctrines like blitzkrieg ("lightning war")
and tank-fighting dogs. While it took first-person shooters like Medal of
Honor, Call of Duty, Battlefield 2, and Brothers in Arms to finally krack
open the era to a new crop of 3D-besotted gamers, the strategic nuances that
among other things had a hand in kick-starting the gaming genre decades
ago have all but vanished - relegated to low-production "boutique"
offerings from developers who cater to a niche fan base.
Nival Interactive’s Blitzkrieg 2 aims to change at least some of that by
marrying the vocabulary and tactical rudiments of yesteryear’s austere
turn-based World War 2 bean counters with the relentless, frenetic pacing of
a real-time strategy click-a-thon. The original Blitzkrieg was a fast-paced
ground combat game that combined some light historical dressing with
accurately represented artillery, tanks, trucks, and infantry units. While it
was sort-of-kind-of based around actual World War II battles, the crux of
what it did well and with at least a sniff of innovation were the unit-to-unit
combat mechanics, which grafted esoteric turn-based concepts more or less
successfully onto a traditional battalion-scale real-time system. If you think
somewhere between the creeping fidelity of Atomic’s Close Combat games
and the relaxed historicity of Fireglow’s Sudden Strike series, you’re not far
from the mark. Blitzkrieg was far from perfect, though, and its shortcomings
included an awkward user interface, a dated 2D game engine, and a slew of
localization issues that made the presentation seem half-baked and
stylistically lackluster.
Blitzkrieg 2 goes a long way toward solving some of those issues by
fork-lifting in a nifty 3D engine, cleaning up the information panel, and
making better use of context-sensitive information. This is one of those
games with scads of information to chew on, and where the original already
had around 200 units, this one bumps things up to 250, including new
tanks, artillery, planes, naval ships, and 60 types of infantry. Each unit is a
rolling trove of data, from the historical annotations in the encyclopedia to
the numerous in-game statistics such as historically relative ratings for front,
side, and rear vehicle armor. The mini-map in the lower-left-hand corner of
the screen is now flat instead of isometric, greatly improving distance
gauging, and instead of several smallish buttons crammed together, the
bottom panel now looks a lot more like something you’d find in a Blizzard
or Westwood Studios game. A slick 3D micro-view aside the mini-map
quickly displays the relevant statistics of a highlighted unit, a wide middle
panel lists currently selected units by type and group, and the actions panel
is a blissfully simplified and enlarged 4 x 3 grid of buttons, many of which
don’t appear until the requisite unit-specific command points have been
spent.
As in Blitzkrieg, resource gathering is non-existent, and the focus in each
mission is instead on harmonizing unit actions to achieve either offensive or
defensive goals before running short of reinforcements. The game is
divided into three campaigns: the United States just after the Pearl Harbor
attack at the end of 1941, Germany on the march through Russia in 1941, and
the Soviet Union on the defensive in 1941. Each campaign is subdivided
into four chronological chapters which comprise a frontline operation in a
given theater, and there are four difficulty levels which determine the size
of enemy forces and the firing accuracy of individual units. Your role as the
commander in each campaign is to use combined-arms tactics to complete a
refreshingly diverse array of mission types, including assaults on strategic
points, capturing townships, escorting special units, seizing enemy bases,
and defending fortified locations. Completion of a mission yields
promotion points which in turn allow you to appoint commanders to
improve reinforcement options and rank up unit abilities. Common infantry
will eventually get grenade clusters, aircraft will be able to fly in bad
weather, tanks will be able to fire on the move, and so on, giving the game a
modest RPG feel. There’s a final apocalyptic slug-out in each chapter that
can only be played once a certain number of the lesser preliminary missions
are completed.
The historical scenarios this time around include big guns like Stalingrad,
Iwo Jima, Tobruk, Moscow, and the Battle of the Bulge, but we’re talking
loose outlines only. As with any battalion level
click-and-fling-into-the-breach RTS, scripting the events to resemble actual
history is probably a fool’s errand, and we’re talking
history-through-ambience here, as opposed to something as literal as a
Combat Mission scenario. But if the demographics of the historical battles
only generally resemble actual historical events, it’s the modeling of the
units themselves with all their varied abilities that makes Blitzkrieg 2 more
than just another quasi-complex RTS. Infantry will toss grenades at tanks if
they get up close and personal; engineers can dig trenches, repair damaged
units and bridges, and set or disarm mines; supply trucks can carry ammo
from supply depots to field units, haul artillery units, and transport
slow-moving infantry quickly around the battlefield; reconnaissance aircraft
can help adjust artillery fire, but lack weapons making them sitting ducks
for enemy fighters; tanks come in three sizes that make them more or less
effective against different types of hard and soft targets, and functionally
useless in certain terrain types. The game is literally brimming with units
like these, not a single one the same, and every one uniquely necessary for a
given tactical situation. I’m not diehard enough about the war to tell you
whether they’ve got the precise power relationship between, say, a Panzer
IV Ausf¿hrung E and an M4A3 General Sherman bang on, but it’s a huge
relief to discover that yes, in fact, a heavy machine gunner is not going to be
taking down either of these beasts anytime soon, as he lacks an appropriate
caliber weapon. As in real life, tanks are well plated on the front and sides,
but anemic in the rear. If you’ve ever played games from Talonsoft or HPS
Simulations you’ll be right at home with wargame concepts such as
entrenchment, armor slope and penetration characteristics, and armored
vehicle facing, and while you can argue it’s not terribly innovative, Nival
deserves credit for doing it in a World War II venue better than anyone else
to date.
The AI behind the curtain does a nice job of peppering you with things to
react to, while keeping it tactically interesting. Its one shortcoming — the
bane of all RTS games — is its pathfinding system. In open spaces,
everything behaves, but try hauling a dozen tanks across a bridge and once
the bridge is packed with six of them, you’ll find the other half turning
around to find another crossing point. This has been, and continues to be a
problem for most RTS games — it’s past time for someone to fix this once
and for all.
Aircraft, which were previously automated, can now be controlled directly,
though this brings up another of the game’s problems. Fighters are launched
from the reinforcements panel and appear instantly, circling and strafing the
battlefield. You can zoom and pitch the map, but to a much lesser degree
than other games of similar scale, and it just so happens that the maximum
zoom level seems to be only a dozen or so feet higher than the cruising
altitude of your aircraft, which tend in any case to blot out the entire screen
if you manage to get the camera right over them. Selection of aircraft can
thus be a serious challenge during large scale engagements, and there were
times I was completely unable to locate my aircraft on-screen, despite
tracking their pirouetting shadows on the ground below. Increasing the
zoom level would fix this, though the new 3D engine has some performance
issues that probably account for Nival’s unwillingness to pull back the
camera further.
Reinforcements can be called a given number of times per mission
depending upon the mission’s difficulty and there’s still a supply system for
replenishing mines, defense materials, spare parts, and ammo. While this
hasn’t changed much from the first game, it remains a welcome respite from
"gamey" resource gathering and lets you instead focus on pure tactics, such
as calling in bombers to pound a fortified position, assigning engineers to
mine a defensive position, using scouting vehicles ahead of an assault force
to avoid unnecessary losses in an ambush, or just augmenting your infantry
and armor battalions. As with most military operations, Blitzkrieg 2 is about
succeeding with what you have at the outset, not rushing to max some
arbitrary population cap before sending your Mongolian horde off to
swarm some unlucky player’s base. It’s difficult to convey just how nice it is
to play an RTS that’s managed to foil silly RTS shortcomings like the
dreaded ever-irksome tank rush.
Visually the game has been completely overhauled and now looks much
better in terms of what it’s attempting to model. Tank explosions and
bomber drops in particular rock the house in terms of lighting and particle
effects, and many of the benefits of a full 3D engine have been implemented
to improve ballistic fidelity, such as realistic line-of-sight between objects,
which makes forest sniping from beyond the "fog-of-war" radius a special
pleasure, unless you’re on the receiving end in which case using scouting or
spotting units effectively is key. Battlefield topography has also been
significantly retouched, allowing terrain nuances the previous game was
incapable of. Tanks will now topple trees and level houses, vehicle tracks
can be broken or thrown, hulking wrecks will litter the battlefield and block
unit access, and roads, rivers, fields, and bridges all have richer physics
supporting their underlying impact on combat. Beauty has its price, and
this one is no exception. Despite its deceptively low system requirements,
Blitzkrieg 2 is a ravenous little monster, drawing even a system with an
Nvidia 7800GTX card into the frame-rate teens when air and ground combat
is occurring simultaneously. The game looks good, but not good enough to
warrant the performance hit, especially with better looking games on the
market that run without these performance hiccups.
Multiplayer has been revamped to include a ladder system and allows up
to eight players to butt heads in either regular or ranked games. As in the
solo game, you can play as the U.S., Germany, or Soviet Union at one of four
technology levels, and players that join on the same side are automatically
allied once the game begins. The reinforcement system works similar to the
single-player game, and each player has a supply depot in their corner of
the map that serves as their reinforcement hub. Interestingly, there is no
reinforcement limit in multiplayer mode, though there is a stringent time
limit imposed between reinforcement requests. This makes for rather
awe-inspiring skirmishes if you have several defensive players that like to
castle-up. Even here, blindly bombarding your opponents is a sure way to
lose if your opponents are practicing appropriate defensive combined arms
tactics.
As an aside, I have a minor quibble with the manual. A relatively simple
RTS like Warcraft III gets a 150+ page manual detailing among other things
all units in the game, while a complex RTS like Blitzkrieg 2 gets less than
half that page count and expects you to plug the in-game encyclopedia if
you’re looking for more than broad overviews of gameplay concepts. And
while the localization is better this time around, there’s still an unacceptable
number of typos in the game itself (the manual, to its credit, is free of these).
Closing Comments
The only thing more repetitive than World War II as perhaps the
quintessential gaming oeuvre is a journalist that can’t stop complaining
about it, so I’ll surrender now and acknowledge Blitzkrieg 2 as one of those
unanticipated anomalies I wasn’t expecting to be this good. Looking at
wargame market share, it’s not exactly roses and puppy dogs these days,
with gamers craving quicker fixes and less mental gymnastics. Blitzkrieg 2
isn’t so much an act of defiance as an attempt to bridge the divide. Most
games that try to do this end of up being lackluster in both areas, but not
this one.
Personally — and this is going to land me in hot water with my grognard
friends — I think the future of wargaming hinges on precisely this sort of
gradual shift away from the artificial, unrealistic sterility of the turn-based
paradigm. Ask any military commander when the last time was they
radioed the opposition and said "It’s your turn now, go ahead!" The trick, of
course, is getting the real-time interface to match the scale of the wargame,
something that I think Blitzkrieg 2 does admirably. Sure, it has a few
blemishes, like an air control system that’s a pain in the backside to manage
and the usual pathfinding suspects, but the overall experience of deploying
hundreds of different units, then winning or losing on the merits of tactical
cleverness alone, is sure to put a smile on even the most jaded turn-based
aficionado’s grumpy mug.
__________________________________________________ _________________
Installation Info:
- Unpack
- Mount w. DaemonTools
- Run Patch
- Copy krack from Bin folder to game folder.
- Have Fun!!!
__________________________________________________ _________________
Download Links:
Code:
http://rapidshare.com/files/85507567/Blitzkrieg_II_Uploaded_By_de.lion.part01.rar
http://rapidshare.com/files/85510259/Blitzkrieg_II_Uploaded_By_de.lion.part02.rar
http://rapidshare.com/files/85512988/Blitzkrieg_II_Uploaded_By_de.lion.part03.rar
http://rapidshare.com/files/85515939/Blitzkrieg_II_Uploaded_By_de.lion.part04.rar
http://rapidshare.com/files/85518816/Blitzkrieg_II_Uploaded_By_de.lion.part05.rar
http://rapidshare.com/files/85521510/Blitzkrieg_II_Uploaded_By_de.lion.part06.rar
http://rapidshare.com/files/85524498/Blitzkrieg_II_Uploaded_By_de.lion.part07.rar
http://rapidshare.com/files/85527289/Blitzkrieg_II_Uploaded_By_de.lion.part08.rar
http://rapidshare.com/files/85530077/Blitzkrieg_II_Uploaded_By_de.lion.part09.rar
http://rapidshare.com/files/85532734/Blitzkrieg_II_Uploaded_By_de.lion.part10.rar
http://rapidshare.com/files/85535474/Blitzkrieg_II_Uploaded_By_de.lion.part11.rar
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http://rapidshare.com/files/85563219/Blitzkrieg_II_Uploaded_By_de.lion.part23.rar
Pass: de.lion
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Blitzkrieg II: Fall of the Reich
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Screenshots:


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MINIMUM SYSTEM REQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium III/Athlon, 1.0 GHz
RAM: 320 MB
GeForce 3 / Radeon 8500-class graphics 3D accelerator, 64 MB RAM
Monitor supporting 800×600 resolution
DirectX-compatible sound adapter
Mouse
2,5 GB free hard disk space
RECOMMENDED SYSTEM REQUIREMENTS
Windows® 98/ME/2000/XP, DirectX 9.0c
Pentium IV / Athlon, 2.4 GHz
RAM: 512 MB
GeForce FX/Radeon 9700-class graphics 3D accelerator, 128 MB RAM
Monitor supporting 1024×768 resolution
DirectX-compatible sound adapter
Mouse
3 GB free hard disk space
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Info:
A stand-alone expansion, Blitzkrieg 2: Fall of the Reich spans three major
offensives from the final days of fighting on the Eastern front and covers
both the Soviet and German campaigns in the long "Siege of Budapest,"
"Fortress Kurland," and the Soviet "Operation Bagration." Sixteen
historically based missions across 10 new maps will challenge beginning
and veteran strategists as they try to either capture or defend the remnants
of the German war machine during the final days of World War II in
Europe.
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Installation info:
- Unpack
- Mount w. DaemonTools
- No krack needed
- Have Fun!!!
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Download links:
Code:
http://rapidshare.com/files/85607759/B2FR_Uploaded_By_de.lion.part01.rar
http://rapidshare.com/files/85609044/B2FR_Uploaded_By_de.lion.part02.rar
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http://rapidshare.com/files/85621289/B2FR_Uploaded_By_de.lion.part12.rar
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http://rapidshare.com/files/85623778/B2FR_Uploaded_By_de.lion.part14.rar
http://rapidshare.com/files/85624405/B2FR_Uploaded_By_de.lion.part15.rar
http://rapidshare.com/files/85626433/B2FR_Uploaded_By_de.lion.part16.rar
http://rapidshare.com/files/85626957/B2FR_Uploaded_By_de.lion.part17.rar
Pass: de.lion