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CNC Guild - Version 2 || Mod Review - True War 1.11 (YR)
True War 1.11, by Comrade Jerkov


If you've read my review on True War for RA2, you'll know pretty much what to expect here. Same vehicles, same infantry, same ships, same SFX and unit speech (straight out of Rainbow Six). Sure, there are more of them for both the USA and Russia this time, and there's the very welcome addition of Great Britain. As a Brit myself, I must keep telling myself that I cannot be biased. I must be totally objective.
The overall balance has been kept. I mean, when units die in one or two hits, no matter who you are or what you're fighting, I suppose it's hard to actually make one side superior. I have to say that still, just like with the RA2 version, the Russians are easiest to fight as, following my own personal techniques on C&C. No major bugs found, as with RA2, and I have never once experienced an Internal Error with it.
A bit of a disappointment for online players is that the arctic schemes have been removed, presumably to make way for the British side being put in. However, I hope they will put it back in later versions.
One thing I do like this time around is the addition of wreckage whenever a tank or helicopter gets destroyed. This adds a really cool touch, and it even makes you want to lose the odd unit to get a proper battlefield going.
The main problem is, again, the range. It makes defeating the AI all too easy. You can lob missiles from one end of the map to the other, and tanks can reduce bases to rubble before the enemy even knows about it. This makes low-power situations a thing of dread, as you won't even see where the attack is coming from.
Also, a couple of the buildings and their buildups are not totally finished yet, but rest assured this will change in later versions. It's still worth playing, even though it's not done yet. Most mods aren't finished. In fact, I don't think there's a mod I've reviewed that is. Some never will be, either.

Rating: 7/10

 


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