It’s scrappy too in that it’s, well.

Not really: its world is so fictional it’s their 15th century.

I have to talk about the UI first.

Blowing up a tank in Khaligrad.

But there are no keyboard controls at all.

More severely, it’s also more expensive.

But eachunitrequires fuel, and more of it the colder it gets.

Commanding troops to find enemy remnants in Khaligrad.

Everyone comes with you.

For once, tanks do not spoil the fun of an infantry game!

Even misses can shake the enemy’s resolve.

Defending a zone with a flamethrowing-spewing tank in Khaligrad.

They tried a gambit!

But the situation’s severity isn’t all one-way.

There’s an ebb and flow to campaigns.

Reading a missive that commands you to eliminate fascist snipers in Khaligrad.

Most refreshingly of all though, its campaigns are somewhat dynamic.

The inter-mission letters from command will berate you but, y’know, it’s war.

You’re gonna lose a few fights.

The Empire’s Turn flashes up on screen as an explosion goes off in the background in Khaligrad.

Not only that, but failure leads to different missions and supply/recruitment situations in between them.

You’re trying to give your soldiers a fighting chance at anything that might happen.

It’s a desperate, disarrayed struggle through Urbanmech territory, not a pre-planned operation.

But despite that sense of desperation, and its grim setting, it is indeed low intensity.

The unpredictable reinforcements, variable missions, and sometimes sheer luck feel appropriate rather than punitive or timewasting.