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Soundwolf776
Soundwolf776 - - 5 comments @ Regiments

Yeah, I'm very sorry about that - I had to cancel the stream.
I hope I'll resolve steaming issues and will do a live during the weekend.

In the meantime, you can check several youtuber that already did great videos on the Regiments demo:
Firestarter - Youtu.be
Razzmann - Youtube.com
Raptor - Youtube.com
Juguemos a la Guerra - Youtube.com (in Spanish)

Good karma+2 votes
Soundwolf776
Soundwolf776 - - 5 comments @ Regiments

IndieDB is the only one, currently.

As we wrap up the most work-intensive features, we'll devote time to set up a few more ways to follow the progress.

Good karma+3 votes
Soundwolf776
Soundwolf776 - - 5 comments @ Regiments

More nations are very probable. Different time frames are a bit more sketchy.

Air support is called in as a Tactical Support option. You define a strike zone and aircraft will do a bombing run. If anti-air defense happens to be in range, it will engage the aircraft, reducing the strike precision or outright forcing the plane to abandon it's run.

Good karma+3 votes
Soundwolf776
Soundwolf776 - - 5 comments @ Regiments

Hi, thank you for your feedback!
Indeed, the core concept is basically the same, so anyone who played Wargame will feel right at home. Execution's quite different though.

The combat system is "softer" overall. Platoons are inherently more survivable than single units, require less micro and can be replenished and rearmed at no cost at designated rear areas. Even if a platoon was completely annihilated, you can order a replacement - there is no hard limit on replacements like in Wargame.

Economic system plays into it with "upkeep" costs. More units you have, less income you get and vice versa. A big tactical mistake that leads to a lot of losses is a setback, but rarely a "game over". Even if you're winning, I think it's more enjoyable to have a challenging fight right down to the last minute of a game session instead of steamrolling the AI opponent.

Overall, new players have an easier time learning the game while experienced players can be more aggressive with their tactics and take more risks.

March/combat modes is a choice between speed and combat abilities. In combat mode, units move slowly, utilizing the micro cover that terrain provides and with all their weapons at the ready. It's something you will use in a deliberate, frontal attack. In march mode, units move in a hastier manner which makes them more vulnerable and less accurate. Still, it's perfect to get a newly ordered unit to frontline or to execute a daring flank maneuver.

There are some peculiarities for various unit classes (keep in mind, though, these are not finalized). Mechanized infantry will dismount in combat mode, massively increasing platoon's situation awareness and bringing a lot of close-range firepower. Artillery units cannot fire in march mode at all as they require set-up. For helicopters it's a choice of height: fly high to ignore terrain and see far or fly low to avoid enemy air-defense systems. Last but not least, recon units trade stealth for speed.

Of course, there will be a separate article that will describe gameplay mechanics in a more profound manner.

Good karma+3 votes