Initial impressions

Testing for the new Foolish Mortals World War II strategy game
JWW
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 117
Joined: Sun Mar 08, 2015 5:16 am

Initial impressions

Post by JWW »

Hi. I sent direct feedback last night but was wondering where the beta forum was and just realized I had missed the link in my invitation email. Thanks for letting me take part in the beta. The more I think about this game, the more I like the concept, and I don't usually play RTS games. But this looked different, and it is. I typed out my thoughts on playing the initial tutorial scenario as I was playing last night and was going to copy/paste them as feedback but the feedback box doesn't accept pasting comments. So here they are along with some additions today in brackets.

Will we be able to switch to windowed mode eventually?

Placing the second supply depot. I couldn't place it where I wanted. It seemed I had to place it in a very precise place near my unit to get the placement to work. I was trying to place it just a little more to the rear of my unit, and the game would not accept that. Was this just a specific thing for this scenario?

The game felt very awkward at first. I've played lots of wargames including very complex ones, but this one is different from any I've played. A very interesting concept, but very different. The closest I can think of is the Command Ops 2 series, which I really like, and is also RTS. I think you will need maybe a good tutorial series and/or a good video tutorial series to help new players out. [After I finished the first intro scenario, a second one popped up, Cherbourg. Good.]

The tutorial says always capture enemy supply depots, but make sure to guard your own. At that point I had been thinking how this simulates operational level command without having to micromanage and move individual units that are part of the command. [Like you are playing division or corp commander without also playing brigade and battalion and company commander as is usual in wargames.]

So I'm wondering how granular your ability to command units can get. Can you divide your command and send different units on different tasks? Can you leave a rear detachment to guard your supply depot and supply lines or is that somewhat automatic? Etc. Guess I will find out.

When will you have a manual available?

So ground units pause and reorganize at night, which would be largely realistic. Or are there night attack orders I haven't seen yet?

What about keyboard commands? The one I'm thinking of now is spacebar to pause and unpause? I'm personally not a fan of a lot of keyboard commands, but that one would be a good one.

I executed all my missions and won the first tutorial. I find the game fascinating but confusing. I'm looking forward to continuing.
FoolishMortals
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Fri May 30, 2025 4:45 pm

Re: Initial impressions

Post by FoolishMortals »

Thanks for the feedback!

Yes, will add graphic options soon. You can use ALT+ENTER to switch between full-screen and windowed.

The tutorial does force you to place the supply depot near the town, but we could increase the radius.

Yes, you can combine and divide your divisions as much as you like (down to battalions, up to corps). Tutorial in next version will show that more. You can also give manual orders to companies by zooming in and right-clicking.

At night, units keep fighting if already engaged, but won't move into enemy territory.
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