Mod Features: Resource Management: The resource management in The Great Trench War will be considerably different from the vanilla BFMEII. With the objective of making the process as realistic as possible without disturbing the smooth play of BFME, mines and tree harvesting will be replaced with railroads whereby the player captures railway stations. Trains are then dispatched at regular intervals to supply the goods required for construction and unit training. As a secondary resource, players must capture flags in key strategic locations; this will encourage their commanders to provide more resources. Gameplay: The gameplay in The Great Trench War will be vastly different from BFMEII in a variety of ways. Trench warfare will be simulated, and there is a strong emphasis on realism. Conversely, however, the speed and fun factor of BFMEII will be maintained where possible. One important difference encountered in the mod is the removal of rushing tactics. Early defences are cheap and relatively...
The recon aircraft requests have come through, General; we were able to acquire an Albatros to scout out the enemy positions as promised, and it has tracked down their positions and found large numbers of French Schneider 155mm C MLE Howitzers: Additionally, several waves of French Poilus have been
Posted by AntiSocialKindaGuy on Aug 11th, 2006
The recon aircraft requests have come through, General; we were able to acquire an Albatros to scout out the enemy positions as promised, and it has tracked down their positions and found large numbers of French Schneider 155mm C MLE Howitzers:
When all the forces have arrived and regrouped, there are rumours of another strong push in the next few days; an intercepted transmission revealed the likelood of a combined arms attack.
Note: All these screenshots are taken in Command & Conquer: Generals Zero-Hour, and there are many more at our site; this is a condensed version of several weeks of news posts. Battle For Middle Earth II code production is set to begin in a fortnight.