Steel Fury: Kharkov 1942 Page 6

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Steel Fury: Kharkov 1942

Gameplay

In the game settings there are many options to make this game as easy as you want with options for unlimited ammo or higher hit points, or as “simulation” as you want it with no outside views, realistic ballistics and armor penetration. I, not being a WW2 tank expert, couldn’t tell you if these were modeled correctly or not. The point is the options are there to make this game what you want it to be.

You can play the game with just a keyboard and mouse, and that system works well. But flight sticks (or joysticks if you prefer) are supported and especially in the gunner position nice to use so you can properly lead and/or follow a moving target. The gun sight moves smoother with the stick compared to the mouse.

This game is not easy but it’s not overly difficult either. If you print out the command key list it is four pages long. That’s a lot of commands and keys for a WW2 game with no “modern” radar or fire control system. There seems to be a command for almost everything you want your tank crew to do. If you’re playing the gunner and the AI driver is moving forward a press of a key will order a quick stop, where he stops just long enough for you to fire a round, then he moves forward again. If you want your tank, along with other vehicles under your command to get to hull down positions, there’s a key for that. You can order your attached units to “do as I do” where they follow your lead and go where you go, or you can use the map feature to order them where to go via waypoints. Unfortunately you can’t break the units under your command up, and order half one way while the other half another way.

Gameplay can be simple, where the AI does most everything or you can micro-manage and control your tank in detail along with issuing orders to your attached units. Everything is modeled, like having your tank in a unbutton travel state or having it buttoned up, usually during combat.

Steel Fury: Kharkov 1942

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