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Men of War: Assault Squad 2 review
http://www.gamebasin.com/news/men-of-war-assault-squad-2-review
I'm just trying to pivot the camera around when I accidentally hit E. Suddenly, I'm looking over the 
shoulder of a squad leader with the US Marine Corps. His rifle is following my cursor and WASD 
moves him around. Men of War: Assault Squad 2 is an RTS—so what the hell is going on? No matter: 
I spend the next gleeful minute headshotting advancing Japanese soldiers in this surprise third‐
person shooter mini‐game. Later, I learn that this mode is called "Direct Control," and I can trigger 
it with any unit at any time. "Accidentally discovering something awesome" will soon become a 
four‐word summary of my time with Assault Squad 2. It’s a deep, complex real‐time strategy game 
set  in  various  theaters  of  World  War  2,  with  five  distinct  armies  with  their  own  multistage 
campaigns, hundreds of unique vehicles, dozens of personal weapons, melee combat, seasonal 
camouflage,  fully  destructible  environments,  and  realistically  modeled  armor  penetration.  Put 
together, these elements paint a tactical picture more chaotic and deeply realized than Company 
of Heroes 2 or Close Combat. On the downside, Assault Squad 2 isn’t interested in teaching you 
much  of  anything,  so  your  curriculum  for  self‐education  is  vast. 
Self‐education takes time, so at this early stage I'm incompetent. My Marines are having a hell of 
a time taking this unnamed island back from the Japanese—even with my assistance in the form 
of a dead‐shot sniper squad leader in Direct Control mode. They’ve held off a counterattack, and I 
see one soldier has a red ammo clip over his head. At that moment, I learn that soldiers can run 
out of ammo and that every soldier in the game has his own inventory system full of grenades, 
bandages, and entrenching equipment. Moments later another assault wave begins, all of my men 
run out of ammo, and everyone dies.   
No mercy
Hours of experimentation later, I decide to make the jump to multiplayer. There are five multiplayer 
modes, but, true to form, the differences between their rulesets are never fully explained. The 
most interesting is Assault Zones Extreme, a jumbo‐sized eight‐on‐eight version of the standard 
resource‐capture game mode. In resource‐capture modes, cash for troops accrues gradually, and 
each soldier type has a cooldown timer after recruitment. The shortest games are the one‐on‐one 
fights, which typically last only a few minutes and end with a decisive winner. The town in my first 
match, a French village with a robust shipping and industrial neighborhood, seems completely 
empty.  In  a  horror  game,  an  empty  rural  village  would  be  cliche,  but  in  online  RTS  play,  it’s 
unbearably tense. My opponent is hiding. To say I’m wound a bit tight would be an understatement. 
Minutes pass. My men have captured all three control points in the center of the small, one‐versus‐
one map. Sweat beads on my forehead. I have every squad hunkered down behind cover, their 
guns trained on the foggy fields and dirt roads that the enemy should be marching down. My 
victory points climb to 50 percent, then to 70 percent. As I round 80 percent, my fear gives way to 
confusion. I pry my hand off the mouse to type into the global chat: “Hello?” After a moment, a 
response comes through: “sorry I was afk lol.” Tanks and mortars and armored cars and machine 
guns and sniper teams light up my minimap, and my men start to die. The game is over. My Johnny‐
come‐lately opponent has won, 100 points to 85. In retrospect, his late entry let him save up his 
resource points and devote them to powerful armor units. After I lost those control centers, I was 
in such a scramble to get them back that I tried to overwhelm my enemy with cheap infantry: a 
dumb mistake that cost me everything. His tardiness played so well, I can’t help but wonder if he 
was really “afk lol,” or if it was a hideous trap. Even after three hours of learning how to play, even 
with an 80‐point handicap, I plummeted straight off the side of Assault Squad 2’s pitiless learning 
curve. I should have been so mad at the game, but I wasn’t. I wanted more. I wanted to learn the 
tricks and strategies that my opponent already knew: the secrets that would unlock the game.   
Stockholm syndrome
Much later, I’m back in singleplayer. I’ve sent Japanese shock troops across most of an island against 
those corn‐eating, American dogs. I’ve learned a lot over the last few days. I’ve learned how to 
resupply squads with a single click, how to rearrange and organize shattered units after an attack, 
and how to gain ground without exposing troops to enemy armor. I take one squad of eight men 
and highlight half of them, creating a second squad on the fly and sending them around to flank. 
Meanwhile, I send my heavy tank and armored car up a western road in a column, providing a 
massive base of fire while my infantry closes in. An American Marine manages to lob an anti‐tank 
grenade before I kill him, and the blast tears off one of my tank treads and cooks the engine. My 
crew bails out, one of them screaming and on fire. The other two are alive, but armed with only 
pistols. I send them over to two fallen Marines, take their weapons and ammo, and absorb the 
surviving  tankers  into  my  infantry  squad  as  a  pair  of  new  SMG‐toting  assault  soldiers. 
My keystrokes are faster now, and I’m more confident. I never send troops forward without an 
established base of fire, and I’ve learned how to stop my entire army from belly‐crawling slowly 
across open terrain. My arrogance grows as I easily capture the last American base on the map. A 
supply crate drops in and I send two squads at it, filling their arms with mines and ammo. I order 
two other squads to begin digging trenches and filling sandbags, while still another takes a repair 
kit and uses it to get the disabled tank moving again. Within minutes, we’re a bristling hive of angry 
metal, ready to defend against the American counterattack. I smugly glow with pride at the efficient 
way I refitted my men to change from assault to defense. The counterattack comes, and it comes 
hard. Even with time slowed down, I can’t keep up with the pace as Americans rush in by the dozen. 
I’ve placed my mines in the wrong corridors, and without their explosive power, I don’t have the 
bullets I need. One, then two, then nine of my men run low on ammo as the bodies pile up. After 
all of my begging, all of my work, Assault Squad 2 isn’t ready to give in to me yet. As I fumble with 
keyboard shortcuts that I learned from forum posts, the game with hidden depths beats me over 
the head again with my ignorance.   
Assault Squad 2 is like being handed a puzzle with no picture, then learning after several hours that 
it is actually a three‐dimensional puzzle—and actually it’s a model airplane. Learning and mastering 
its depths was rewarding to me, but I imagine it would be frustrating to players new to RTSes. For 
all its excellent graphics and features you can’t find anywhere else in the RTS genre, there’s no 
reason  for  the  game  to  be  so  openly  hostile  to  new  players,  and  I  fear  that  the  multiplayer 
community will fail to flourish as a result. I love Assault Squad 2, but it was not an easy romance. 
Its brutal difficulty spikes and hands‐off approach to training should serve as a warning to all but 
the most grizzled of armchair generals: this game is war, and war is hell. 
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