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It all sound good and all, but, unfortunately, in practice this feels more like an action game, as the underlying mechanics and available abilities don't leave much room for creativity on the battlefield. Units can use the terrain to their advantage, hide in fog or forests, and, for those with a penchant for some high-level multi-tasking, take cover. Yes, it's still possible to methodically micromanage units to do more than that, but it's just isn't fun this time around. While infantry forces have some tricks up their sleeve that benefit those with good tactical manoeuvre warfare skills, casual and mid-level players will just prefer using a big wave of armoured vehicles to win, which leads to Blitzkrieg 3's second issue, the fact that it feels more arcade-y than a title that relies in strategic thinking, as most battles are all about storming the opposition with all you got. Without any exaggeration, everything that doesn't move on wheels is almost worthless, as troops go down way too easy. One notable example is the efficiency of infantry units.
Blitzkrieg 3 vs trial#
Thankfully, even with its current need for some strong rebalancing, it's far from unfair as it's still all about skill, but a lot of trial and error must be done beforehand …But it does need rebalancing, as this is no minor flaw. It shouldn't be so, as this is a pretty tough RTS. The first tutorial missions are the perfect example, as they don't explain things and leave you to discover the various intricacies of the game, or throw too much information at you right of the bat, and not in the best way possible. The first, and maybe the most important one, is the way it welcomes new players - Blitzkrieg 3 doesn't even welcome veterans. There are a couple of ways a developer can show its level of professionalism.