Differences

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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Freyr Oakenshield
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Differences

Post by Freyr Oakenshield »

So, how does it differ from "Warsaw to Paris," and "Case Blue"? Anything significant?
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Franciscus
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RE: Differences

Post by Franciscus »

Hi

Decisions, events, relations, between you and your subordinates and (in case of Germany) your superiors and how it impacts very significantly on the campaign operations. That is the main big difference, IMHO


Cameron and Vic explain it in their usual rather "humoristic" way in the purchaser's faq:

What's different about it?

There's a big focus on people and decisions. The game is built around them. You can't fight a war without dealing with people and if you're going to have to make a lot of decisions they should be about something that matters. Oh, and there's an ethical dimension (optional). Cut too many corners and you'll find yourself, if you aren't on the team that scored the gold medal, explaining yourself to the War Crimes Tribunal. It won't end well if you've buckled to pressure from above.

The game is also very big on the immersion factor. There are lots of mechanics, report and decisions that are there to grab you by the ankles and drag you down the rabbit hole.


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Tweedledumb
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RE: Differences

Post by Tweedledumb »

ORIGINAL: Freyr Oakenshield

So, how does it differ from "Warsaw to Paris," and "Case Blue"? Anything significant?

Vastly different above the division level.

Same basic combat, supply and movement engine although tweaked a bit.

The card play is vastly more involved (and fun).

After 100+ hours on Warsaw to Paris I tried DC:Barbarossa and I'll never go back.

It's amazing what Vic and Cameron have created here.
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