New intelligence has arrived regarding two free updates arriving this summer to offer mod support, securing you greater control over the battlefield. This support will allow a deep level of customisation and ability to change almost any aspect of the game. This will include adding new units, altering mechanics, balance, custom battles, and more. These updates will also deliver new content and quality of life changes to further enhance your experience. The first update will arrive next week featuring:
Modding Tools
Mod Manager
This in-game feature enables the browsing and toggling of various mods. It supports custom player-created LUA and XML mods, textures, models, and audio. Steam Workshop will be supported and Epic players will have access via copying any mods they download into the mods folder accessible via the Mod Manager.
Model Converter
This tool allows you to create models in software such as Blender or use pre-existing ones.
Custom Units
Using these tools, you can create new units or edit existing ones.
Custom Campaigns
Use XML and LUA to create your own Custom Campaigns. Customisation will range from the ability to make simple adjustment to parameters such as starting National Will to broad changes such as custom events, maps AI etc. that would allow for a highly self-crafted experience. The update comes with a sample Custom Campaign, presented as a mod, which will automatically download as part of the update and demonstrate set-up and parameters.
Additional Content and Quality of Life Changes
New Infantry Units
Army Corps of Africa (French)
French Foreign Legion Company (Elite)
North African Tirailleurs Company
Colonial Troops Corps (French)
French Colonial Infantry Company (Elite)
Senegalese Tirailleurs Company
Royal Bavarian Infantry Corps (German)
Bavarian Jaegers Company (Elite)
Bavarian Infantry Company
Bavarian Pioneers Company
New Tank Units
Saint-Chamond - French Heavy
Leichter Kampfwagen II â German Light (MG and Canon version)
Custom Difficulty Settings
These settings allow you to highly customise each difficulty setting to your liking and create a custom difficulty. Key options include Endless Campaign, Battle Timer adjustments and changes to starting resources such as National Will, Gold Reserves and Global Supply.
Air Recon Missions
A new air mission that will unlock with fighter planes in the tech tree. This mission simulates pilots taking photos from the plane to report on the state of the battlefield.
Other Features
Target Frame Rate Setting
Directed Campaign Objectives
Balance and AI Improvements
Bug fixes
Join us on our Twitch channel tomorrow at 19:00 BST at twitch.tv/Frontier as we celebrate the release of the above update and go into more detail with the developers. Follow the discussion on Steam as well as Twitter and Facebook for confirmed dates and further news! As always, your feedback and suggestions have been vital in driving these improvements. Continue to let us know about your time on the front.
The Great War: Western Front Team
Update 1.1.3 | Patch Notes
Reporting in Commanders,
The following report contains intel on some minor changes including fixes that have been deployed:
Balance
Increased the range of Mortars to better deal with Tanks.
Fixes
Fixed an issue where Siege Artillery was not dealing damage to Fort Pillboxes.
Fixed an issue where destroyed Fort Pillboxes would linger too long.
Fixed an issue where the full supply cost of an Air Mission was refunded upon refueling. There is now no refund after an Air Mission.
Fixed multiple issues with incorrect supply refund amounts when withdrawing Infantry and Tanks.
Thank you always for your feedback. Let know about your experiences on the front here on Steam, as well as on our Twitter and Facebook channels!
Update 1.1.2 | Patch Notes
Reporting in, Commanders!
We've taken your feedback on board since our last update and implemented the following changes:
AI will not surrender if the match is about to end.
AI will build more supply depots at strategic level (affects new campaigns only).
Concrete reinforced Mortars and Machine gun nests are immune to suppression.
Campaign ending National Will drain pop-up changed to say "30 per turn" to reflect its actual effect.
Amid your intense campaigns across the front, we are taking a moment to show our appreciation for your feedback. From the moment of early access, we have been reading your discussions and reviews while also enjoying fantastic creator livestreams. Your feedback and suggestions have been invaluable in forming our updates and still are as we plan our next steps. Among the great ideas being put forward are several feature requests that we would like to highlight ahead of our next update announcement.
We are aware of requests to customise your gameplay experience in more detail, so this is the focus of our next updates. These will include the frequently requested options to adjust the settings of your campaigns, such as changing time limits or AI reactions, and mod support. Weâll be sharing more information on this in the coming weeks.
Work on balancing changes also continues as a direct result of your feedback here on Steam. Whilst our primary focus is on the larger updates coming later this Summer, further small balance updates and releasing new features as mentioned above can be expected over the coming weeks â with the first update going out later this week!
Once again, we extend our heartfelt appreciation to all of you for playing our game. Your support and dedication mean the world to our studio and add to our excitement for our upcoming plans.
Petroglyph
Update 1.1.1 | Patch Notes
Reporting in, Commanders!
Following feedback from update 1.1.0, the following changes have been implemented:
Reduced the damage of Light Artillery Suppression Barrage to counterbalance the new distribution radius. The Suppression Barrage previously dealt too much damage to Machine Guns and Mortar nests.
Reduced the propensity of the AI to call for a Ceasefire or Surrender.
Fixed multiple crashes.
As always, let us know about your experiences in the Discussion section!
The Great War: Western Front Team
Update 1.1.0 | Patch Notes
Reporting in, Commanders.
Our reconnaissance teams have gathered the following intel regarding changes across the front. Your continual reports have been crucial in these developments, so please continue to send these to us via the Steam Discussions, or our social channels on Twitter and Facebook. Note that these changes will take effect immediately with todayâs update and affect any ongoing Campaigns.
Balancing Changes
Following your feedback, we have made several balancing changes to help game difficulty match expectations. In particular, the AI has been adjusted at both the Theatre and Field Commander levels and will scale more closely with difficulty settings:
Field Commander (Battles)
Changed battle timer to scale with difficulty (in minutes):
Recruit: 35 (previously 20)
Trainee: 30 (previously 20)
Soldier: 25 (previously 20)
Veteran: 20 (unchanged)
Elite: 20 (unchanged)
Increased Control Point capture speed with a single company by approximately 50%.
Capture speed now scales more smoothly with additional companies.
Recovery speed of Control Points following a failed capture attempt was doubled.
Snipers are now limited to Elite Infantry companies only.
A status icon was added to elite companies if they have sniper technology unlocked.
Sniper fire is now blocked if the company is Suppressed.
Theatre Commander (Strategic View)
Starting National Will for 1916 campaigns was changed to 580 (previously 450).
National Will drain in 1918 was reduced to 30 per turn (previously 100).
The following National Will values for battle wins and losses were changed:
Great Loss changed to -10 (previously -16)
Major Victory/Loss changed to 6/-6 (previously 5/-12)
Loss changed to -3 (previously -8)
Minor Loss changed to -1 (previously -5)
Supply value for tank battalions and air wings was reduced to 0 to match siege artillery (previously 100).
Supply value bonus for airfield and mechanics garage structures was reduced to 5/10/25 (previously 20/50/80).
Cost of Mechanics Garage Structure was reduced to 600/800/1000 (previously 800/1200/2000).
Replenishment cost of all infantry soldiers was reduced by 0.1 gold (previously 0.4 to 1.0 according to type).
Start date potential for the Poison Death mission (gas masks) was moved forward.
Theatre Commander AI
Region targets for offensives will be targeting more intelligently to preserve National Will.
Defensive evaluations for front line positions were adjusted.
Evaluation of potential surrounding situations were adjusted.
Movement system was adjusted to ensure appropriate minimum defences and still attempt an effective assault when overextended.
Opportunity assaults versus empty regions were refined.
Attack probability was adjusted to scale more closely with game difficulty.
Field Commander AI
AI aggressiveness was adjusted to avoid aggressive rallying if defensive company counts are low.
Desire to exit trenches when initiating a rally or assault if enemies are near was reduced.
Size of ambushes for under protected Control Points was reduced.
Desire to return to failed ambush locations while on defence was reduced.
Previously failed ambushes or scouted Control Points will no longer be ambushed/scouted again unless capture progress is made.
Build rate of trenches was adjusted according to difficulty.
Light tanks will now be used in assaults more consistently.
The frequency of enemy troops in your trench lines calling bombardments on neighbouring trenches was reduced.
Infantry hesitance to approach enemy tanks and fort turrets was increased.
Observation Balloon purchases in Pre-Battle while defending were adjusted.
Tanks from are no longer aggressive toward fort turrets.
Desire to continue assaulting a Control Point after repeated failed attempts was reduced.
Pre-Battle bombardment now scales more closely to total siege weaponry count.
Chance of using smoke artillery effectively was increased.
Rally and attack pacing was adjusted to encourage larger assault waves.
Tanks being damaged by artillery will now attempt to move if possible.
AI will now surrender when below a minimum threshold of defensive companies and reinforcements remaining if the score is not in their favour.
Reinforcements were update so the AI will attempt to spawn them outside of combat range of player companies.
Communications trench construction now scales more closely with game difficulty.
Tanks on defence will now patrol between owned Control Points.
Flamethrower companies will now avoid melee where possible.
Tanks & Aircraft
Increased mortar damage vs. tanks by 50%.
Reduced speed of FT tanks by 34%.
Reduced speed of Whippet tanks by 30%.
Reduced health of FT tanks by 33%.
Reduced health of Whippet tank by 16%.
Reduced health of Sturmpanzerwagen tank by 27%.
Reduced supply cost of FT tanks to 30/60 (was 40/80).
Updated Tank replenishment cost.
Structure & Artillery
Scatter radius of Light Artillery suppression barrage shots was reduced by 40%.
Effect radius of suppression effect per shell was reduced by 50%.
Target decal and telegraph decal of Light Artillery suppression barrage to match new scatter radius.
Slow effect radius for Barbed Wire and Razor Wire was increased by 11%.
Degradation count for Barbed Wire and Razor Wire was increased by 66%.
Supply cost of improved firing trench was reduced to 20 (previously 30).
Supply cost of advanced firing trench was reduced to 30 (previously 50).
Mortar damage effect radius was increased by 50%.
Mortar cost was reduced to 30 to match Machine Gun Nests (previously 45).
Cost of all concrete bunkers was reduced to 50 (previously 60/75).
Base anti-structure grenade damage and upgrade bonus was reduced by 25%
Damage-to-armour modifier for anti-structure grenades vs. concrete was increased by 20%
Artillery air burst shells now do minor damage to weapon emplacements and artillery cannons.
Fixes
We have also applied the following fixes to improve the overall game experience:
Settings Changes
To benefit from these changes, please restore your settings to default:
Pause Game hotkey was moved to Space and converted to a toggle.
Firing Arc Display hotkey was moved to apostrophe (â) key.
Withdraw hotkey was moved to SHIFT-C.
Hotkeys for Sell Object and Un-Deploy were removed.
Theatre Commander
Fixed issue where new corps could spawn in their default spawn region after it had been captured by enemy.
Fixed an issue where supply values were being incorrectly calculated post-battle.
Fixed an issue where captured/lost region stats were not properly tracking at the Theatre level.
Fixed tech tree not opening when selecting required tech hyperlinks within strategic event pop ups.
Adjusted win state checks so that the Campaign ends at the end of the turn when a winning action (HQ capture or National Will reduced to 0) has been completed.
Field Commander
Fixed an issue where bombers would not target enemy positions.
Fixed an issue where aircraft would not leave the map after running out of fuel.
Fixed an issue where forests would not hide infantry correctly.
Two passing companies will now engage in melee combat if they are moving in a trench that can be garrisoned.
Fixed an issue where enemy infantry could be seen in trenches during pre-battle.
Fixed an issue preventing time controls from working as intended.
Fixed an issue where Gurkhas would not use their grenades to attack Machine Gun nests, Mortars, Artillery or Observation Balloon trucks.
Fixed an issue where Control Point spawn points would flip to the invading force before the point was secured.
Updated the battle results screen to show Gold Reserves Spent more accurately.
Fixed an issue where Machine Gun Nests and Bombers (on harassment missions) could fire into forests.
Fixed Unit tray SHIFT-selection so it now works with both left-to-right and right-to-left button SHIFT-clicking.
Emplacements
Fixed an issue where players were charged supply for persistent trenches.
Fixed an issue where players were charged full price for upgrading persistent trenches.
Fixed Barbed Wire so it now correctly persists between Campaign battles.
Fixed an issue where Undermining craters would not persist between Campaign battles.
Fixed an issue where pre-placed and then upgraded trenches could not be deleted.
Fixed an issue causing only Allies to take morale penalties from siege barrage, no matter who initiated them.
Fixed an issue where trench UI would sometimes disappear.
Fixed an issue with artillery companies not registering as destroyed for the "destroyed allied artillery" objective event.
Fixed an issue where Mortars were instantly destroyed at the start of a battle.
Fixed an issue where Barbed Wire and Razor Wire remained on the Minimap after being destroyed.
Fixed an issue where Observation Balloons would not work correctly in Historic Battles and the Tutorial.
Fixed an issue where placing Machine Gun nests caused the command cap icon to flash.
Fixed an issue where trenches would show as orange during the transition from pre battle to battle.
Fixed an issue where Corps that were turn locked due to movement and therefore not taking part in a battle were still contributing to national attribution of Machine Guns, Mortars, Artillery etc.
Fixed an issue where troops at emplacements would animate incorrectly in the fog of war.
Fixed an issue where playersâ Machine Gun nests would spawn within range of the enemy in the Verdun Historic Battle.
AI
Fixed an issue with Ceasefire activating while the AI is capturing the enemy HQ.
Fixed an issue where the rally for an assault might stall out if the rally is wiped out before the attack order is given.
Verdun Historic Battle: Fixed issue which caused AI waves to spawn and head to Control Point A.
Somme Historic Battle: Fixed an issue where some reinforcing infantry would not garrison trenches correctly.
Multiplayer
Players are now able to join password protected lobbies.
Capturing the Command Trench will no longer pause the battle timer.
Issues causing the Multiplayer Menu to disappear were fixed.
Players will no longer be able to guess enemy trench layouts by looking for trees toppling during Pre-Battle.
An issue preventing the call of siege artillery after Command Trench had been captured was fixed.
The Tutorial
Various soft locks during the Tutorial were fixed.
A âGo To Tutorialâ button was added to the Tutorial Recommended pop up.
Fixed an issue where the Chatillon-Sur-Marne Assault Mission would not complete during the Tutorial.
Fixed an issue where loading a Tutorial chapter would sometimes result in missions/events not triggering correctly.
Fixed an issue where selecting locked structures at specific times in the Tutorial would bring up the tech tree.
Fixed an issue where you could spend gold on enemy regions during the âcontinuing the warâ chapter of the Tutorial.
Fixed the Tutorial movie not ending when ESC is pressed.
Fixed an issue preventing the refunding of placed units during the second manual battle.
Fixed an issue where the Tutorial Recommended pop up would trigger multiple times.
Cosmetic
Corpse persistence duration was increased for all infantry to 60 seconds (previously 30).
Trees on the Theatre Map were updated to reflect seasonal changes.
An issue where region names would not appear on the Theatre Map was fixed.
Well known rivers and docks were added to the Theatre Map.
Fixed an issue where Espionage mission icons remained on the Theatre Map after the mission had expired.
Fixed an issue where structure cost would not show red when the player had 0 or negative gold.
Region Espionage and Care Package Buttons were updated to show in red if the player canât afford them.
Region events were updated to show the current active date instead of the event start date.
Fixed an issue where Battlefield Deployment UI was present when starting a new Campaign.
Replenishment cost text colour was updated to be clearer.
Fixed an issue where reinforcement points were white in Skirmish.
Fixed an issue where Battle Log timings were incorrect.
Fixed an issue where the Tank UI would flash red in troop tray upon spawning.
Firing arcs were changed to yellow for visibility on winter maps.
Other
Various crashes have been fixed.
Main Menu formatting improvements were added.
Encyclopaedia button added to the Main Menu.
Various map texture and lighting optimisations to increase overall performance.
Improved Save Game stability.
Changed Multiplayer ready timeout to 150 seconds (previously 60).
Resolution options will no longer disappear after changing resolution.
Fixed an issue affecting the âMAX_FPS=â Steam command line.
Fixed phantom grey box when hovering mouse over companies in loading screens.
Fixed players being able to change difficulty and play intro/outro videos after selecting begin in Historic Battles.
Fixed an issue where the Encyclopaedia remained open on the Main Menu.
Removed references to "crop dusting" from multiple entries for historical accuracy.
Added an Encyclopaedia entry to explain forts/pillboxes.
Fixed an issue where aircraft would briefly reveal units within the fog of war.
Fixed an issue where some female tanks had inconsistent health values.
Several tool tips were updated.
Fixed several instances where music/ambient sound stopped unintentionally.
Several voiceover lines were updated, added, or fixed.
We trust that the above changes improve your experience in The Great War: Western Front and support your offensives across the front line. Let us know your experiences following the update and any other feedback or suggestions!
The Great War: Western Front Team
Gameplay Guide: Strategy and Tactics
Reporting in, Commanders!
We trust that youâre finding success on the battlefield. Our reconnaissance teams have secured some key intelligence from the front lines which you may find useful in support of your campaign across the Western Front.
The Tutorial
Being well informed is vital to making strategic decisions. Before you begin your first campaign, we highly recommend playing through the gameâs tutorial, which will give you all the basic training you will need to achieve success on the front. You can also revisit specific sections at any time by using the chapter waypoints.
The Encylopedia
Issued to all Commanders and accessible via the icon in the top-left of the screen, the Encyclopedia is a vital tool which will aid you during your command. Containing information to refresh what you have learned in the Tutorial, make use of the Encyclopedia to access additional guidance when you need the support of your advisors.
Starting in 1914 vs 1916
When starting a new campaign, you can choose to take command as either the Allied Forces or the Central Powers from the early stages of war 1914, or from 1916 as National Will begins to falter. A 1914 start will allow you to step onto fresh battlefields, where conflict across the Western Front is still in its early stages. Key technologies, such as improved trenches, aircraft and supply depots will need to be researched. Alternatively, by starting your campaign in 1916 you will have immediate access to an array of early technologies, but as the fatigue of battle filters through to families back home, National Will sits at a lower starting point.
Managing Supply
Supply is a key resource in The Great War: Western Front, allowing you to bring the full might of your forces to bear on the battlefield. Managing this critical resource will be vital as you seek to establish a foothold over the enemy. Each unit positioned in a region on the Theatre Map will bring its own Supply, but expanding the amount of Supply at your disposal should be a consideration throughout the campaign.
We strongly recommend that you research and install Supply Depots in territories which you are using as offensive or defensive points. This will improve the Supply pipeline, providing you with greater flexibility on the battlefield when committing resources through artillery barrages, deploying reinforcements, or creating defences. Retreating wounded and demoralized units will also recover a small amount of Supply. Global Supply can be replenished by converting Gold Reserves, and through research you will be able to improve the efficiency of this exchange.
Attacking and Defending
Depending on whether youâre attacking or defending in a battle, the tactics you employ and where you choose to allocate your supply will make the difference between victory and defeat.
When on the defensive, a strong trench network and emplacements are key. Deterrents such as barbed wire can be deployed once researched, slowing the enemyâs troops as they attempt to cross No Manâs Land. MG Nests and reinforced trenches will provide you a solid front to protect as the enemy attempts to breach.
When attacking the enemyâs territory, remember that whilst only a Great Victory will reduce the number of stars in the region, even a minor victory will impact their National Will. Your foe will also look for opportunities to counter-attack, so ensure you are on your guard!
Managing Your Forces on the Battlefield
When taking direct control of the battlefield, your decisions will make the difference between victory and defeat, as well as the size of the impact this will make on the enemy.
Before battle begins, you may deploy your units to the battlefield in key positions and garrison your companies in trenches. This pre-battle stage is the optimum time to define your strategy for the conflict to come, building up your offensive forces or your defensive positions. Should you choose to research technologies such as undermined explosives, these can be placed during this phase. 25% of your supply will be reserved for the battle itself, and any additional Supply will be added to this to be used at your discretion.
Once battle begins you are still able to bring in reinforcements, however the Supply required to mobilise these forces will be higher than in the pre-battle stage. Be wary of your remaining Supply!
Should you run out of Supply as the attacker, you can choose to offer a ceasefire to your opponent, giving you both a chance to tend to your wounded and replenish your stockpile for future operations. Ceasefires can offer a tactical advantage when assaulting a region multiple times during the same turn, as all forces involved in a battle will incur Battle Fatigue, a maximum morale penalty which will stack with multiple engagements.
Artillery
Light artillery is best used to suppress enemy forces, creating opportunities to provide additional cover for your forces crossing No Manâs Land.
Heavy artillery on the other hand, will cause significant damage to emplacements such as MG nests and Mortars. Basic trenches wonât provide significant cover from these heavier bombardments, so infantry are also vulnerable.
Observation balloons are an essential early technology to deploy on the battlefield which will allow your artillery to target key positions, granting you visibility of enemy movements. Be wary of your enemy doing the same, as even if their own balloons are destroyed, they will be aware of what they have observed and may continue to launch artillery assaults on these positions.
Achieving Victory
World War One is a war of inches, where every conflict has its own cost. Each region on the campaign map has a star value, which indicates the strategic value of that territory. Capturing higher value territory will inflict a greater National Will loss on your foes than capturing a lower value territory, so use this to your advantage as you position your forces across the campaign map.
To reduce a regionâs star value, you must achieve a Great Victory by capturing each Command Point on the battlefield and the Command Trench, or forcing your opponent to surrender. Regions which have not seen conflict will replenish one star per turn, so itâs critical to keep contested territories under regular assault.
There are two ways to bring the war to a close, either by reducing National Will to zero, or by capturing the enemyâs Command HQ.
Additional Game Modes
Alongside Campaign, you can relive pivotal battles from World War One in Historic Battles. Skirmish offers the opportunity to create individual battle scenarios where you define the amount of Supply, the technology on offer and even the state of the battlefield. Or put your tactics to the test against fellow Commanders in 1v1 Multiplayer battles.
We hope that this additional intel aids your command of this iconic period of history, and a reminder that The Great War: Western Front launches at 17:00 BST on March 30. A Day One update has also been released, and your PR agency representative will share a copy of the update notes.
Week One Feedback and Update 1.1.0
Reporting in, Commanders!
At one week since the launch of The Great War: Western Front, we want to thank you all for sharing your content and stories from your time in command. We also want to acknowledge the valuable feedback you have offered while sharing our plans for the update coming later this month.
Update 1.1.0 will focus on balancing changes, performance improvements for NVIDIA and AMD GPUs, and fixing several known issues. The full list of changes can be expected in patch notes ahead of the update itself. Please continue to let us know your thoughts and feelings on the game and report any issues you experience via the in-game reporting tool or our Issue Tracker: https://issues.frontierstore.net/ . We thank you again for your diligent communications.
Intel from the Battlefield
At HQ, we have been receiving early reports from the front and want to highlight your achievements:
IGN shared their review of The Great War: Western front, describing it as "a deep RTS that shows a lot of attention to historical authenticity" 7/10: https://www.ign.com/articles/the-great-war-western-front-review
Matt Sainsbury from DigitallyDownloaded.com highlighted that The Great War: Western Front is âquite possibly the finest WW1 strategy effort yetâ. Explore his full 4.5/5 review: https://www.digitallydownloaded.net/2023/04/review-the-great-war-western-front-pc.html
The Historical Gamer found out that taking command of the Western Front sometimes means making tough decisions while leading the Central Powers into battle at Arras: The Great War: Western Front | First Look | New Game | Sneak Peek | Part 1
PartyElite shared a selection of reconnaissance from the trenches with fellow Commanders to provide extra preparation ahead of battle: https://www.youtube.com/watch?v=z47NcODIDco
We invite you to share your own victories and defeats with us over on Twitter and Facebook! Thank you for your continued support and feedback, Commanders.
The Petroglyph and Frontier Foundry Teams
Relive Or Redefine History in The Great War: Western Front - Available Now! Â
âItâs time to rally your troops! The Great War: Western Front is now available via Steam!
Real Time Strategy veterans, Petroglyph are back with another captivating title, The Great War: Western Front. This time, they have delivered the definitive first world war strategy game with both turn-based and real-time elements. The Great War: Western Front challenges your decision-making on every level from the heat of the moment to the grand schemes that unravel over the course of the campaign. All of this action is complimented by footage from the archives of the Imperial War Museums to deepen the experience with historical context and realism.
When you arrive to the front, you must choose to lead either The Allied Forces or the Central Powers in gritty battles on a living, persistent battlefield. Laying trenches effectively, timing your charges, and capturing key locations will ensure the best odds of success. Between battles, you will also guide your faction to victory through high-level strategic decisions in the Theatre of War.
Assessing all aspects of the battlefield and greater theatre of war will guide and inform every decision. Make sure youâre well equipped and enhance your experience with the Victory Edition! This version contains:
⢠The Great War: Western Front⢠Full Game Download ⢠A Digital Field Guide Containing Additional In-Game Intelligence ⢠Five Wallpapers (Digital Download) ⢠The Original Soundtrack Featuring 31 Tracks from Frank Klepacki (Digital Download)
As you step into the role of Theatre Commander for the first time, you will quickly learn that maintaining the front line is critical. With each turn marking one month of the war, you will manage your supplies and manoeuvre your troops to apply pressure on the enemy position while gaining intel and identifying targets for attack. Meanwhile, the enemy is doing the same, so outsmarting them and applying constant pressure is crucial to making progress. Throughout this process, the war of attrition and battle of inches become clear. Master this style of warfare to win through breaking the enemy sideâs National Will.
Beyond outlasting the enemy and eroding their National Will, there is a way to push forward. Through careful planning and savvy tactics as Field Commander, you can slowly but surely gain ground and capture territory. The ultimate goal of this strategy is to capture the enemyâs Headquarter Region; Paris for the Allied Forces and Kreuznach for the Central Powers. The road to victory in this manner is arduous but decisive. Executing this long-term strategy will require both victory on the battlefield against incredible odds as well as innovative decision making at the Theatre level. Learn more about marrying the responsibilities in each role in this post our and our behind the scenes video:
As masters of their craft, Petroglyph have expertly woven decision making at all levels into one immersive experience. The Great War: Western Front uniquely allows you to make these choices and through them either relive or redefine history. Among the many systems that allow you to do this, the campaignâs Technology Tree greatly influences the direction of the war. By researching various technologies you may introduce equipment such as tanks or planes sooner in the timeline than they did historically to see how that influences the outcome. Equally, you will have the option to remain faithful to how events unraveled in the past, relying on your tactical knowledge to move the needle.
The theme of reliving or redefining history continues into the additional game modes: Skirmish (custom battles), Multiplayer, and especially Historic Battles. In the latter, you will test your skills in pre-made scenarios which represent key conflicts throughout the war.
We would like to thank and congratulate the team at Petroglyph for delivering an authentic and deeply engaging experience. Now, the fate of your factionâs troops and the outcome of the war are now in your hands, and the weight of every decision rests firmly on your shoulders. Take command and lead your side to victory!
We await your presence in the theatre of war, commander. Follow us on Twitter, Facebook and YouTube for more news and reveals from Petroglyph and Frontier Foundry.