Theatre of War 3: Korea presents impressive strategic combat, with a high attention to detail and realism. Players who fashion themselves to be modern day equivalent of Sun Tzu will enjoy the game’s intricacies and tactical combat. Casual players by contrast, who prefer games with short learning curves and fast paced gameplay, will be frustrated. Unfortunately poor AI, path finding and overall lack of polish make the game hard to enjoy.
Theatre of War 3 Korea STRATEGIC MODE
“Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.” -Sun Tzu
The newest feature to this entry in the Theatre of War games is the strategic mode. This Korean Peninsula overlay allows the big picture, strategic decisions to be made. Every decision in this turn based mode affects tactics on the ground during regular gameplay. There are different zones and you must attack from each one directly across zone borders. Every movement across a border results in an offensive or defensive battle. Depending upon the conditions, starting zones and layout of units, each battle is dynamically generated based on the situation.
Throughout this strategic approach you outfit your friendly terrain with armored brigades, infantry, mechanized and artillery divisions – then decide what type of support they will get. Artillery, aircraft and troop reserves compliment your soldiers when they need help. They’re available as tactical support options, purchasable through points earned in game via battle.
Moving across a border between the strategic zones cost movement points, which require fuel. For replenishing reserves you need a supply line established: a direct line back to other units so you can receive more fuel, and as a result the ability to move zones to attack or flank. If a division or brigade is cut off and isolated without supplies, they cannot receive tactical reinforcement or fuel. If they get attacked in this situation, the dynamic battle involves an ambush scenario.
This strategic mode is used for two historically authentic dynamic campaigns taking place during the 1950’s. One is the North Korean “Leap of the Tiger” offensive, taking place from June to August. Then the American counter offensive taking place from September to October. After you’re finished with these default campaigns, the fun doesn’t have to end. The campaign and mission editors allow you to devise “what-if” scenarios, even with an extra USSR faction. With these tools you design any specific starting layout: choose sides, playable zones and usable battle groups to challenge yourself or have fun in whatever way you want.
“Thus, what is of supreme importance in war is to attack the enemy’s strategy” - Sun Tzu
Strategic, turn based movement of units gives the player a great sense of control. Playing ultra defensive, or stretching yourself thin and being overaggressive both yield different types of battle. Unfortunately, the AI makes very poor decisions in this mode, their plan of action to win each campaign is laughable. When a zone is left vacant, a move is consumed, and the territory is won for free. This happens too often in the default single player campaigns fighting against an inferior AI.