![]() This is handled with virtual cards that give your side build orders and industrial centers that where the unit will show up when produced. Like many games in this particular genre niche, European War 3 has a rudimentary production economy to replace fallen units and build up for aggressive campaigns. Units need to an amphibious capability to cross water, which has to be built using CARRIERS-in this game, they carry people, cavalry and artillery, not airplanes. Battles are resolved by rolling a handful of dice, with modifiers added and subtracted for existing losses, terrain, and area improvements (such as entrenchments and defensive artillery). No matter who is stacked in an area, units attack each other one at a time and defend the same way. ![]() If there are enemy units in the region, a battle ensues. If there are now units of an opposing force in the region, the region is captured. Units move from adjacent region to adjacent region, if the move is within their movement allowance. Each region starts the game with a control flag of the various historical powers represented in the game. Armies are icons of various troop types with different attack and defense statistics, the map is divided into several geographic areas allowing for point to point movement. ![]() European War 3 is a strategic level war game, of sorts, that resembles the board game AXIS AND ALLIES in many respects. I wasn’t a huge fan of European War 1 but I decided to give this a try because I like the historical time period loosely covered by this installment of the European War series, which is roughly mid-19th century to World War I. ![]()
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