@@isaacrhodes4617 AB is probably a bit harder, but mostly because it is a different kind of game. It is much slower and much more thoughtful - Warno/Wargame are great games, but they a very much click-fests, and everything is frantic and a rush (at least, that’s how I play :)).
A most devastating military work of precision game design for a new age of ultra violent magnificently heroic wargaming. Thank you for making it so and much success to all ☕
Great, first AB was great, spent a lot time there. But 2d and simple order delay system were disadvantages. But now it looks like fixed so I can't wait AB 2 for now!
The camera controls and zooming looks pretty smooth. I love Combat Mission but sometimes it feels more like a battle against the camera and user interface than the enemy.
I think many people make the mistake of expecting AB to be a clone of CM, although there is some overlap. However, there are fundamental differences that require different approaches when playing one or the other.
I will amit when i first saw fhe screen shots for this game i thought hmmm looks a little rough but after seeing this gameplay i cant wait for the sequel, put so many hours into the first game hoping to do the same with this one
Did he say a 60x60K master to grab battle maps from....I think old CM1 missed the boat with the CM Campaigns misfire (tech just wasn't there back then)...IF they go to a multiplayer, they should try and overlay, that 60x60 master as a "campaign element" and see if they can make a go at that aspect again. Long time CM players may remember the old 'dozens of player per side" with umpired oversight of the OG campaigns that resulted in months long games....they were great but required a lot of admin on the backside while still getting the tactical battles done....IIRC, OPNEM (which was a nonstarter unfortunately) was the last attempt to automate some of the umpiring and battle generation tasks...of course this is all Grognard stuff and very niche (and these guys need to publish a profitable game) but there would probably be a hardcore number of players of all of this genre, be it CM or Command or any other that would likely engage (if it worked) for some time. It could also find some traction with the Fight Club folks who could expand their activities to include larger scale tactical and/or divisional/corp level actions....food for thought
By multiplayer turn based do you mean WEGO? Also do you plan coop or just 1v1 pvp. Cmx2’s greatest fsilure imho was lack of the ability to coop with friends. I own ab1 and have barely touched it both because of the terrain problem and the lack of a multiplayer function to socialise with.
Gameplay core looks the same, sadly. I think the main problem is that the game does not really knows how it should be played. You need to micromanage mechanized infantry at the squad level to make them somewhat effective (because of the notorious issues with orders for mechanized infantry), but you have an order delay that makes micromanaging impossible. So as a result, you really do not know what you are playing - RTS or wargame? Atleast they added order of battle and organizational structure for units, this is the step in right direction.
I agree. The delay makes sense when moving around formations. But there are plentiful situations where player needs also supplement vehicle commander or a squad leader, such as quick reverse out of dangerous situation where the delay makes no sense.
Great game, but I absolutely agree, it is frustrating that while there is an option for reverse escape or retrograde operation, it cannot be executed instantly due to the command delay, which really doesn't make sense. Not only does it feel frustrating, but it's also unrealistic because if an APC, especially a reconnaissance vehicle, encounters an overwhelming tank, it would logically try to autonomously avoid contact without waiting for an authorized retreat. You can change or reduce the command delay in the database editor, but then it becomes unrealistic for formations. One potential solution could be to implement something where a unit could execute a single command immediately without a command delay for each individual unit, and then receive a command delay afterward, to prevent exploiting more than one command execution without a delay. For formations, the command delay would remain. This would need to be limited to, let's say, 100 meters preventing someone from exploiting this for kilometers without delay. It would simulate autonomous behavior and decisions made by a squad leader or vehicle commander, where the player would have to step in. In any case, it would need to be tested...
I played AB1 but as a former officer I had to main complaits. 1/ Infantry was very bad implemented, while IRL they are very hard for armour to spot and attack 2/ If an enemy unit entered a hex, every unit that could fire into that hex fired so you had like 20 ATGW fired leading to ammo problems immediately. Of course you could limit this but that led to micro management in absurdum rendering the game unplayable(for me at least) The possibility to expand the database was also very, if not impossible, to edit/add to
These are the reasons that wouldn't let me enjoy AB1. ...and the fact that you have an order delay for really small maneveurs for single units, like backing off couple of meters out of harms way.
When they don't change the core gameplay it's not. And it seems like the every frustrating detail of the first game is still in the second. Managing mechanized infantry is impossible, order delay is clunky and further adds to the problem
Get Honestly, nobody will even use Armored Brigade and Combat Mission to make comparisons. Yep, I did play CM while did play AB by sometimes, although CM series I played most, it’s still not worth comparing them, as each game has its own unique qualities, except for someone like to do comparison, otherwise what is point for it for sake of comparison?
Why are people incapable of seeing the merit of games without denigrating others? The two games can coexist, believe it or not. You can put away your pitchfork.
friendship ended with WARNO, now AB2 is my bestfriend.
I'm sure warno understands
Don’t forget the excellent Regiments
I don't like warno so much
@@aplaceinthesky82 you probably suck
nah, WARNO still excelent for a quick relaxed bite, i would say my friendship ended with Combat Mission Cold War
It looks beautiful. I think this is it, the game to really come back to close combat tactical pace of gameplay.
Enjoyed AB 1, but really looking forward to AB 2
Still a noob to this genre. Is this game more approachable to beginners than Warno or wargame?
@@isaacrhodes4617 AB is probably a bit harder, but mostly because it is a different kind of game. It is much slower and much more thoughtful - Warno/Wargame are great games, but they a very much click-fests, and everything is frantic and a rush (at least, that’s how I play :)).
@@richie5um Thank you!
A most devastating military work of precision game design for a new age of ultra violent magnificently heroic wargaming.
Thank you for making it so and much success to all ☕
This game and sea power coming out in November. Is this a miracle?
Great, first AB was great, spent a lot time there. But 2d and simple order delay system were disadvantages. But now it looks like fixed so I can't wait AB 2 for now!
The camera controls and zooming looks pretty smooth. I love Combat Mission but sometimes it feels more like a battle against the camera and user interface than the enemy.
As a long time Combat Mission player I look forward to seeing how similar or different it plays. The graphics look similar to CM2.
I think many people make the mistake of expecting AB to be a clone of CM, although there is some overlap. However, there are fundamental differences that require different approaches when playing one or the other.
you can play AB 1 right now
Where have you seen images of CM2???
CM and AB plays differently but they definitely very close each other in a main ideas deep combat simulator
I cant wait to play
Now, we had Sea power but seem to be Armored Brigade are coming soon, man I like to see it and taste it.
I SO hope someone makes a WW2 mod like the one in AB1. Regardless, this is a day 1 purchase for me. Looks amazing
Thanks for the video. I loved AB I and I'm really excited AB II is coming out soon.
Love everything I'm hearing here. Multiplayer is gonna be wild (in how I'll be able to show other people how bad I am)
i am so excited! take my money!!!!
This looks much better than Combat Mission: Cold War
I will amit when i first saw fhe screen shots for this game i thought hmmm looks a little rough but after seeing this gameplay i cant wait for the sequel, put so many hours into the first game hoping to do the same with this one
Amazing!
Cannot wait for this!!!
Dudeeee this is gonna be biiig
Damn this looks so amazing.
Very excited!
How will the map selection be done in the new version? Would love to see a bigger main map.m (not just Central Europe)
Pretty much the same as in the original. There are new areas though.
Day 1 buy for me
1 Second buy for me 🙂
Did he say a 60x60K master to grab battle maps from....I think old CM1 missed the boat with the CM Campaigns misfire (tech just wasn't there back then)...IF they go to a multiplayer, they should try and overlay, that 60x60 master as a "campaign element" and see if they can make a go at that aspect again. Long time CM players may remember the old 'dozens of player per side" with umpired oversight of the OG campaigns that resulted in months long games....they were great but required a lot of admin on the backside while still getting the tactical battles done....IIRC, OPNEM (which was a nonstarter unfortunately) was the last attempt to automate some of the umpiring and battle generation tasks...of course this is all Grognard stuff and very niche (and these guys need to publish a profitable game) but there would probably be a hardcore number of players of all of this genre, be it CM or Command or any other that would likely engage (if it worked) for some time. It could also find some traction with the Fight Club folks who could expand their activities to include larger scale tactical and/or divisional/corp level actions....food for thought
is there any hope for a real time multiplayer ?
He said that they are working on it and that they have found a way to implement it, so i think we can hope so
i wish there were more smaller scale battle for new players to ease into the game
you can do tiny battles if you want, he said in the video you can make maps as small as 2km by 2km
pretty sure you could do 1 squad vs 1 squad if you wanted
By multiplayer turn based do you mean WEGO? Also do you plan coop or just 1v1 pvp. Cmx2’s greatest fsilure imho was lack of the ability to coop with friends.
I own ab1 and have barely touched it both because of the terrain problem and the lack of a multiplayer function to socialise with.
Look awesome
My troops need ammo 👍🏽
not sure if he mentions it in the video, but will there be multiplayer in AB2??
They are looking into it after one year of further development, but it will most likely be turn based, because the AB engine has certain limits.
I hope they will, not ended up same as AB1.
Can it be played COOP? vs the AI ? Looks great.
YES MP turn based!
Gameplay core looks the same, sadly. I think the main problem is that the game does not really knows how it should be played. You need to micromanage mechanized infantry at the squad level to make them somewhat effective (because of the notorious issues with orders for mechanized infantry), but you have an order delay that makes micromanaging impossible. So as a result, you really do not know what you are playing - RTS or wargame? Atleast they added order of battle and organizational structure for units, this is the step in right direction.
I agree. The delay makes sense when moving around formations. But there are plentiful situations where player needs also supplement vehicle commander or a squad leader, such as quick reverse out of dangerous situation where the delay makes no sense.
Great game, but I absolutely agree, it is frustrating that while there is an option for reverse escape or retrograde operation, it cannot be executed instantly due to the command delay, which really doesn't make sense. Not only does it feel frustrating, but it's also unrealistic because if an APC, especially a reconnaissance vehicle, encounters an overwhelming tank, it would logically try to autonomously avoid contact without waiting for an authorized retreat. You can change or reduce the command delay in the database editor, but then it becomes unrealistic for formations. One potential solution could be to implement something where a unit could execute a single command immediately without a command delay for each individual unit, and then receive a command delay afterward, to prevent exploiting more than one command execution without a delay. For formations, the command delay would remain. This would need to be limited to, let's say, 100 meters preventing someone from exploiting this for kilometers without delay. It would simulate autonomous behavior and decisions made by a squad leader or vehicle commander, where the player would have to step in. In any case, it would need to be tested...
Holy fuckin Kino
Steam release? Bonus steam key for owner of matrix release?
I played AB1 but as a former officer I had to main complaits.
1/ Infantry was very bad implemented, while IRL they are very hard for armour to spot and attack
2/ If an enemy unit entered a hex, every unit that could fire into that hex fired so you had like 20 ATGW fired leading to ammo problems immediately. Of course you could limit this but that led to micro management in absurdum rendering the game unplayable(for me at least)
The possibility to expand the database was also very, if not impossible, to edit/add to
These are the reasons that wouldn't let me enjoy AB1. ...and the fact that you have an order delay for really small maneveurs for single units, like backing off couple of meters out of harms way.
Is planned add italian language?
Will germany be a playable faction?
okay answer came closer to the end of the video-
It's over for Combat Mission.
When they don't change the core gameplay it's not. And it seems like the every frustrating detail of the first game is still in the second. Managing mechanized infantry is impossible, order delay is clunky and further adds to the problem
@@vonscheer5850 how do you know that if you haven't tried the game and the new features made specifically for it?
Get Honestly, nobody will even use Armored Brigade and Combat Mission to make comparisons. Yep, I did play CM while did play AB by sometimes, although CM series I played most, it’s still not worth comparing them, as each game has its own unique qualities, except for someone like to do comparison, otherwise what is point for it for sake of comparison?
Why are people incapable of seeing the merit of games without denigrating others?
The two games can coexist, believe it or not. You can put away your pitchfork.