FORGOTTEN HOPE 2: A BF2 MODIFICATION
System: PC
System requirements: If you can run BF2 at medium you should be able to run FH2. The custom statics and the new effects take up alot of RAM and CPU power though. Juggling the settings is advised.
Download site: Forgotten hope website [http://forgottenhope.bf1942files.com/main.php?module=downloads&lang=english]
Other information: Forgotten hope 2 wikipedia page [http://forgottenhope.bf1942files.com/FHWiki/index.php/Main_Page]
History
Forgotten hope was a realism mod for battlefield 1942. It contained a ton of ww2 equipment that you could use, had historically accurate maps of almost every theatre and was just humongous in scale. I found out about the mod really late so I wasn't there in the early days. I have played fh1 version 0.7 ( which I think is the latest ) and it was pretty fun to play. The aging graphics and lack of simple things such as ironsights stopped me from loving it though. However with the release of BF2 the developers started modding once again to take ww2 battlefield to a new hight.
Theatre of war and things to come
Instead of generic Normandy the developers started out with the Africa campaign, with the Italian and German forces fighting against the British. I'll refrain from posting the complete story, but for whoever's interested you can read it here [http://en.wikipedia.org/wiki/Western_Desert_Campaign]. What is important however is the impact the desert has on gameplay. Most maps are quite dangerous for infantry, since there is alot of open ground where you're exposed to enemy fire and the lack of effective personal anti-tank weapons so early in the war can put some people off.
The next version of the mod however will feature Normandy, for all the pantherloving fanboys out there. Not the most original choice, but the mod has to substain a playerbase and apparently most people really want to see Normandy. No need to worry though, since most likely the maps will be like nothing you're used too if you only played call of duty. There's also the fact that most likely in the future a Russian front and a Pacific front will be added just like with fh1.
On a sidenote, the coming patch will add the Tiger into the African theatre ( since it was here where it first saw action )to get a glimpse ahead of things to come.
Maps
A full maplist can be found here [http://en.wikipedia.org/wiki/Western_Desert_Campaign]. Most of the important battles from the Africa campaign are in the mod. Maps are usually balanced in a certain way though, which may take some getting used too. You know if you played BF2 that usually each team has a main base that cannot be capped, with both 5 tanks 2 planes, 1 attack helicopter and 2 transports choppers. No such things for FH2, you need to work with what you had back in the day of the actual battle. This means that if the British did not have tanks at the map you're playing, that you won't have any tanks in the actual game either.
This will be balanced though by things like map chokepoints with barbed wire, AT guns and stationary AT mines. Alot of flags cannot be capped by tanks as well, so infantry backup is required. Then there are things like airpower and artillery that all add up to a pretty balanced game every time. It's noted though that these are balanced with teamwork in mind and random public lonewolf behaviour being rampant on a certain team will usually cost them the game, as it should.
Tank combat
Tanks were an important part of the war and trust me when I say tank combat in forgotten hope is extremely fun and rewarding. When you hit a tank, you don't just scrape off X amount of armorhealth like with most battlefield games. Instead it uses a system that counts the penetration that's possible with the round in question, giving it chances of deflection if the armor of the enemy tank is to thick to penetrate. The armor of course has variations in thickness, making flanking on heavier tanks almost a necessity. So yes, it is possible to kill a stronger tank with a weaker one if you surprise it and shoot it's rear. This counts for certain planes as well, that can take out tanks more easily by shooting the the rear and top with piercing rounds.
Tanks in itself are usually quite powerfull. They are well balanced however, because you need to look through the tanksight in order to fire effectively. These tanksights are all accurate with history of course, but the downfall is that you cannot see around you making you vulnareble to attacking infantry with AT kits if you're not carefull and unsupported by infantry of your own. The turnspeeds of turrets and the accelerations of the tanks are also realistic, meaning it will be a pain to turn that tigerturret up close in the upcoming patch
Besides armor thickness and infantry crawling around you also have to take note of different rounds of munition. The ammotypes ( which are used in certain AT-guns guns and other lighter vehicles as well ) include, as posted on the wiki:
* Armour-piercing (AP) - useful against armour and static defences.
* High-explosive (HE) - useful against infantry, light vehicles, aircraft and static defences.
* Armour-piercing, capped, ballistic capped (AP-CBC) - as AP, but with improved penetration. Panzergranate 39 is of AP-CBC construction.
* Armour-piercing, composite rigid (AP-CR) - as AP, but with greatly improve penetration. Panzergranate 40 is of AP-CR construction.
* High-explosive, anti-tank (HEAT) - shaped charge. Useful against armour with vastly improved penetration except against spaced armour.
* Smoke round - Directly fired smoke canister.
* Smoke dispenser - Smoke dispensed in a cloud from the rear/side of the tank.
* Smoke mortar - Fired in an arc from turret. Short range, but enough to occlude your tank.
* Canister shot - Shot. Highly effective against infantry and soft targets at short ranges.
This all looks very complicated but it boils down to: HE against infantry and Pzgr39, Pzgr40 or HEAT ( PanzerIV only atm ) penetrate really good against armor. If you're out of those rounds, use regular AP which penetrates in a lesser degree. Learning what round to use, what tank has what round availeble and what caliber each tank has at it's disposal is all part of the experience. If you're not used to learning these things, then FH2 may not be the mod for you. But trust me when I say it's rewarding to do so, knowing when to fight and for what tank to run away behind a smokescreen to fight another day.
Infantry combat
As you can see on the screenshot, the squadsystem is still in place and people can still spawn on the squadleader if they wish to do so. This decision was made, most likely, to keep the action going a little faster so you wouldn't have to walk for ages when you got killed like with fh1. The kits are:
*Recon: usually a regular rifle with binocs and anti personel mines
*Assault smg: a submachine gun with some grenades and a pistol. This kit is usually limited.
*Assault rifle: a rifle, usually with a grenade, bayonet and a rifle grenade.
*Engineer: a rifle with AT mines, a minesweeper and a wrench to fix things.
*Anti-tank: an Anti-tank rifle ( that does very little to actual tanks besides hitting certain weak spots like vision slits ) with 2 anti-tank grenades ( or explosivepack for the germans )
*Machinegunner: a kit with a machine gun and a pistol, limited kit as well.
*NCO: this is basically a kit for squadleaders only, containing an SMG and a smoke grenade.
I say limited kits, because you can only have so many machine gunners or SMG people per team. This to keep the spam down. Of course now you're wondering, but where are the sniper and medic kits? Well, they are both pickup kits. You can see them lying around certain important areas. The medic is somewhat not needed anyway, since you die quick and reviving is disabled. If you're low on health your screen turns red and you start to breathe heavily. When this happens you can find cover and press ( by default ) the 8 key to bring up a bandage to fix yourself up somewhat. It's a simple system, but it works really well. There are extra Anti-tank pickup kits as well, containing thermo grenades that do extremly well against enemy tanks.
Infantry combat works quite well, poor BF2 engine considerd. Weapons sound terrific and realistic, the recoil is good , damage is fine and every weapon feels like you could use it to kill somebody with. ( remember the peashooters from BF2? )Ironsights are usually a must, although you can kill somebody up close without them if you're lucky ( crosshairs remain ). This creates for gameplay which usually consists of running to cover => crouch or prone => put up ironsights => scan for targets, fire and repeat. When you have a good squad with you, tanks are driving past you into battle and stukas are roaring overhead it all creates a very immersive atmosphere. For the infantrylovers out there,
this video shows the combat quite well. [http://nl.youtube.com/watch?v=eFvgS0M1Nao]
Blurr is there when grenades and such go off next to you, there is also a little blurr when in ironsight mode. Don't despair though if this kills your framerate or if you don't want it, since you turn the ironsight blurr off if you put a setting in graphics on low. ( I think it was effects, but not sure atm. )
Air combat
Airplanes are of course in as well. At the moment you can fly Stuka's, the Bf109E, the Junkers Ju 52, the Beaufighter, the Spitfire and more. All have modeld cockpits, which you will see and use because the outside view is turned off. This for a more realistic and immersive effect. You can switch to a gunsight view for dogfights and if I recall correctly behind view is still there to get a quick glimpse at who's tailing you. Joysticks are advised for flying in FH2 though, since you'll have a hard time with a mouse.
See this video [http://nl.youtube.com/watch?v=U3Dq_tbfiGA&feature=related] for a more closeup look at fighting with planes in FH2.
Commandermode
Commandermode is the only thing that's somewhat lacking in the mod, although this isn't the fault of the modteam itself. I know alot of the devteam from the POE2 mod and they've always said that the commandermode is hardcoded in BF2, meaning it's basically locked for the most part and cannot be edited. Hence the only thing left to do is restrict it, making it somewhat of an afterthought. You can still become commander and furfill a couple of functions. In order to do this you must apply to be commander, in the same way as BF2. Once you're accepted you have to find a commander radio, like on the screenshot shown above. Entering this ( default e ) like a vehicle, you get the commandermap. Note that you cannot zoom in extremely close anymore for realism reasons and that uav and vehicle drop are also disabled for obvious reasons. This leaves the commandermode a little bland, with only the ability to supplydrop and provide artillery.
Note that the artillery has a much longer timer on it then with BF2 to prevent spam and that the artillery guns are out of bounds, so no more running around enemy mains destroying artillery guns which imo was a stupid idea to begin with by Dice.
Player controlled artillery
Besides the still in place CO artillery, there is also player controlled artillery. Certain classes obtain a binocular in their kit, with which they can spot targets that are visible to whoever's manning the artillery gun. The system is simple and it works, although you need a little practice with it at first. Once a person looks through the binocs, he has to click lmb with a target under the I crosshair to make a spot. The person in the artillery guns then gets coördinates on his two sights, one vertical and one horizontally. Once you put the red lines in allignment with the 0 of the coördinates, and fire, you should hit the target that was marked. Again this sounds really complicated, but it isn't. I just don't have a screenshot atm to display how the system works. You do need spots in order to fire though, which can be a problem sometimes on public servers. But there's usually somebody that's willing to make a spot if you ask for it. Artillery is very important and powerfull and it was taken into account when balancing the maps, if the guns are empty give it a try
AT and AA
What do you use to fend off all those tanks, airplanes, jeeps, trucks, etc? AT and AA guns of course. The include the ever popular and powerfull 88 AA/AT gun, british 2 and 6 pounders, pak38's, Bofor AA guns and more. They are powerfull and you will need them to fend off the enemy, but they can be destroyed. The thing with this is, usually people would instantly shoot the stationary anti-tank gun and just drive to the flag, leaving the enemy with no chance to defend themselves. Once destroyed in FH2 however, you can repair them again as an engineer giving you a chance to get back in the fight. This balances defence offence for both teams extremely well. Stationary weapons are powerfull but also weak to HE ( high explosive ) rounds, the repairtime is balanced and it gives engineers an actual function to defend besides just fixing their own tank.
Verdict
Graphics 9/10 Excellent textures, great custom maps full of detail and overall very polished. The custom player models look great as well. Note that I'm rating this for the BF2 engine and overall quality, I'm not comparing it to Crysis here.
Sound 8.5/10 Excellent sounds, almost everything sounds really authentic. From the divehorn of the Stuka to the shots of the kar98. The use of music is also implimented quite well ( you'll know the songs when you hear them ).
Gameplay 8/10 The gameplay is quite good, but some quirks from the BF2 engine which you cannot mod out still bug the gameplay sometimes. The instant diving to the ground is still there, although less of a problem since there is a 1 second delay before fireing your gun when you do this. The inability to deply mg's with a bipod is also an engine restriction, as well as other things like the somewhat uninteresting commanderfunction and sliding down hills with a tank when not moving. Overall very fun and combines realism with interesting gameplay well.
Learning curve High, but not extremely high. Unlike mods like PR you don't have to read through pages and pages of manuals to play this. Just don't expect every tank to kill as good as a Tiger or an AP round to kill somebody behind an Anti-tank gun.
System requirements I have a 3200 64+ AMD cpu, 1gig RAM, 6800 non ultra 128 mb system and I can run this around medium/low. Yes this mod is demanding compared to BF2, expect to turn some settings from high to medium. If you can run this on high though, it will look terrific.
Why to play this?
*It's completely free
*It has great gameplay
*It's fun being the underdog and kill people with a poor italian tank that usually caught fire after 10 minutes in real life.
*No cone of fire
*Great immersion on realistic and historically accurate maps
*It's completely free
Why not to play this?
*You dislike playing as British for some reason and want to wait for the Normandy release so you can get back to your G.I. Joe impersonation.
*You teamkill for Tigers and Panthers and want to wait for the next release.
*You dislike mods for some reason.
*You're stuck on obtaining silly achievements with cod on the xbox.
Play it, play it now
Desided to write this review since I see less players online lately and the mod deserves some much needed attention to increase it's playerbase. Yes it might be a long writeup, but I really hate the general information reviews that give no information about the game at all besides what you already read in every preview out there. If you really like ww2 games with the full package but you don't own BF2, you can get it for quite cheap these days in the store.
Hope this was usefull, let me know.
DDA

System: PC
System requirements: If you can run BF2 at medium you should be able to run FH2. The custom statics and the new effects take up alot of RAM and CPU power though. Juggling the settings is advised.
Download site: Forgotten hope website [http://forgottenhope.bf1942files.com/main.php?module=downloads&lang=english]
Other information: Forgotten hope 2 wikipedia page [http://forgottenhope.bf1942files.com/FHWiki/index.php/Main_Page]
History
Forgotten hope was a realism mod for battlefield 1942. It contained a ton of ww2 equipment that you could use, had historically accurate maps of almost every theatre and was just humongous in scale. I found out about the mod really late so I wasn't there in the early days. I have played fh1 version 0.7 ( which I think is the latest ) and it was pretty fun to play. The aging graphics and lack of simple things such as ironsights stopped me from loving it though. However with the release of BF2 the developers started modding once again to take ww2 battlefield to a new hight.
Theatre of war and things to come
Instead of generic Normandy the developers started out with the Africa campaign, with the Italian and German forces fighting against the British. I'll refrain from posting the complete story, but for whoever's interested you can read it here [http://en.wikipedia.org/wiki/Western_Desert_Campaign]. What is important however is the impact the desert has on gameplay. Most maps are quite dangerous for infantry, since there is alot of open ground where you're exposed to enemy fire and the lack of effective personal anti-tank weapons so early in the war can put some people off.
The next version of the mod however will feature Normandy, for all the pantherloving fanboys out there. Not the most original choice, but the mod has to substain a playerbase and apparently most people really want to see Normandy. No need to worry though, since most likely the maps will be like nothing you're used too if you only played call of duty. There's also the fact that most likely in the future a Russian front and a Pacific front will be added just like with fh1.
On a sidenote, the coming patch will add the Tiger into the African theatre ( since it was here where it first saw action )to get a glimpse ahead of things to come.
Maps

A full maplist can be found here [http://en.wikipedia.org/wiki/Western_Desert_Campaign]. Most of the important battles from the Africa campaign are in the mod. Maps are usually balanced in a certain way though, which may take some getting used too. You know if you played BF2 that usually each team has a main base that cannot be capped, with both 5 tanks 2 planes, 1 attack helicopter and 2 transports choppers. No such things for FH2, you need to work with what you had back in the day of the actual battle. This means that if the British did not have tanks at the map you're playing, that you won't have any tanks in the actual game either.
This will be balanced though by things like map chokepoints with barbed wire, AT guns and stationary AT mines. Alot of flags cannot be capped by tanks as well, so infantry backup is required. Then there are things like airpower and artillery that all add up to a pretty balanced game every time. It's noted though that these are balanced with teamwork in mind and random public lonewolf behaviour being rampant on a certain team will usually cost them the game, as it should.
Tank combat

Tanks were an important part of the war and trust me when I say tank combat in forgotten hope is extremely fun and rewarding. When you hit a tank, you don't just scrape off X amount of armorhealth like with most battlefield games. Instead it uses a system that counts the penetration that's possible with the round in question, giving it chances of deflection if the armor of the enemy tank is to thick to penetrate. The armor of course has variations in thickness, making flanking on heavier tanks almost a necessity. So yes, it is possible to kill a stronger tank with a weaker one if you surprise it and shoot it's rear. This counts for certain planes as well, that can take out tanks more easily by shooting the the rear and top with piercing rounds.
Tanks in itself are usually quite powerfull. They are well balanced however, because you need to look through the tanksight in order to fire effectively. These tanksights are all accurate with history of course, but the downfall is that you cannot see around you making you vulnareble to attacking infantry with AT kits if you're not carefull and unsupported by infantry of your own. The turnspeeds of turrets and the accelerations of the tanks are also realistic, meaning it will be a pain to turn that tigerturret up close in the upcoming patch
Besides armor thickness and infantry crawling around you also have to take note of different rounds of munition. The ammotypes ( which are used in certain AT-guns guns and other lighter vehicles as well ) include, as posted on the wiki:
* Armour-piercing (AP) - useful against armour and static defences.
* High-explosive (HE) - useful against infantry, light vehicles, aircraft and static defences.
* Armour-piercing, capped, ballistic capped (AP-CBC) - as AP, but with improved penetration. Panzergranate 39 is of AP-CBC construction.
* Armour-piercing, composite rigid (AP-CR) - as AP, but with greatly improve penetration. Panzergranate 40 is of AP-CR construction.
* High-explosive, anti-tank (HEAT) - shaped charge. Useful against armour with vastly improved penetration except against spaced armour.
* Smoke round - Directly fired smoke canister.
* Smoke dispenser - Smoke dispensed in a cloud from the rear/side of the tank.
* Smoke mortar - Fired in an arc from turret. Short range, but enough to occlude your tank.
* Canister shot - Shot. Highly effective against infantry and soft targets at short ranges.
This all looks very complicated but it boils down to: HE against infantry and Pzgr39, Pzgr40 or HEAT ( PanzerIV only atm ) penetrate really good against armor. If you're out of those rounds, use regular AP which penetrates in a lesser degree. Learning what round to use, what tank has what round availeble and what caliber each tank has at it's disposal is all part of the experience. If you're not used to learning these things, then FH2 may not be the mod for you. But trust me when I say it's rewarding to do so, knowing when to fight and for what tank to run away behind a smokescreen to fight another day.
Infantry combat

As you can see on the screenshot, the squadsystem is still in place and people can still spawn on the squadleader if they wish to do so. This decision was made, most likely, to keep the action going a little faster so you wouldn't have to walk for ages when you got killed like with fh1. The kits are:
*Recon: usually a regular rifle with binocs and anti personel mines
*Assault smg: a submachine gun with some grenades and a pistol. This kit is usually limited.
*Assault rifle: a rifle, usually with a grenade, bayonet and a rifle grenade.
*Engineer: a rifle with AT mines, a minesweeper and a wrench to fix things.
*Anti-tank: an Anti-tank rifle ( that does very little to actual tanks besides hitting certain weak spots like vision slits ) with 2 anti-tank grenades ( or explosivepack for the germans )
*Machinegunner: a kit with a machine gun and a pistol, limited kit as well.
*NCO: this is basically a kit for squadleaders only, containing an SMG and a smoke grenade.
I say limited kits, because you can only have so many machine gunners or SMG people per team. This to keep the spam down. Of course now you're wondering, but where are the sniper and medic kits? Well, they are both pickup kits. You can see them lying around certain important areas. The medic is somewhat not needed anyway, since you die quick and reviving is disabled. If you're low on health your screen turns red and you start to breathe heavily. When this happens you can find cover and press ( by default ) the 8 key to bring up a bandage to fix yourself up somewhat. It's a simple system, but it works really well. There are extra Anti-tank pickup kits as well, containing thermo grenades that do extremly well against enemy tanks.

Infantry combat works quite well, poor BF2 engine considerd. Weapons sound terrific and realistic, the recoil is good , damage is fine and every weapon feels like you could use it to kill somebody with. ( remember the peashooters from BF2? )Ironsights are usually a must, although you can kill somebody up close without them if you're lucky ( crosshairs remain ). This creates for gameplay which usually consists of running to cover => crouch or prone => put up ironsights => scan for targets, fire and repeat. When you have a good squad with you, tanks are driving past you into battle and stukas are roaring overhead it all creates a very immersive atmosphere. For the infantrylovers out there,
this video shows the combat quite well. [http://nl.youtube.com/watch?v=eFvgS0M1Nao]
Blurr is there when grenades and such go off next to you, there is also a little blurr when in ironsight mode. Don't despair though if this kills your framerate or if you don't want it, since you turn the ironsight blurr off if you put a setting in graphics on low. ( I think it was effects, but not sure atm. )
Air combat

Airplanes are of course in as well. At the moment you can fly Stuka's, the Bf109E, the Junkers Ju 52, the Beaufighter, the Spitfire and more. All have modeld cockpits, which you will see and use because the outside view is turned off. This for a more realistic and immersive effect. You can switch to a gunsight view for dogfights and if I recall correctly behind view is still there to get a quick glimpse at who's tailing you. Joysticks are advised for flying in FH2 though, since you'll have a hard time with a mouse.
See this video [http://nl.youtube.com/watch?v=U3Dq_tbfiGA&feature=related] for a more closeup look at fighting with planes in FH2.
Commandermode

Commandermode is the only thing that's somewhat lacking in the mod, although this isn't the fault of the modteam itself. I know alot of the devteam from the POE2 mod and they've always said that the commandermode is hardcoded in BF2, meaning it's basically locked for the most part and cannot be edited. Hence the only thing left to do is restrict it, making it somewhat of an afterthought. You can still become commander and furfill a couple of functions. In order to do this you must apply to be commander, in the same way as BF2. Once you're accepted you have to find a commander radio, like on the screenshot shown above. Entering this ( default e ) like a vehicle, you get the commandermap. Note that you cannot zoom in extremely close anymore for realism reasons and that uav and vehicle drop are also disabled for obvious reasons. This leaves the commandermode a little bland, with only the ability to supplydrop and provide artillery.
Note that the artillery has a much longer timer on it then with BF2 to prevent spam and that the artillery guns are out of bounds, so no more running around enemy mains destroying artillery guns which imo was a stupid idea to begin with by Dice.
Player controlled artillery

Besides the still in place CO artillery, there is also player controlled artillery. Certain classes obtain a binocular in their kit, with which they can spot targets that are visible to whoever's manning the artillery gun. The system is simple and it works, although you need a little practice with it at first. Once a person looks through the binocs, he has to click lmb with a target under the I crosshair to make a spot. The person in the artillery guns then gets coördinates on his two sights, one vertical and one horizontally. Once you put the red lines in allignment with the 0 of the coördinates, and fire, you should hit the target that was marked. Again this sounds really complicated, but it isn't. I just don't have a screenshot atm to display how the system works. You do need spots in order to fire though, which can be a problem sometimes on public servers. But there's usually somebody that's willing to make a spot if you ask for it. Artillery is very important and powerfull and it was taken into account when balancing the maps, if the guns are empty give it a try
AT and AA

What do you use to fend off all those tanks, airplanes, jeeps, trucks, etc? AT and AA guns of course. The include the ever popular and powerfull 88 AA/AT gun, british 2 and 6 pounders, pak38's, Bofor AA guns and more. They are powerfull and you will need them to fend off the enemy, but they can be destroyed. The thing with this is, usually people would instantly shoot the stationary anti-tank gun and just drive to the flag, leaving the enemy with no chance to defend themselves. Once destroyed in FH2 however, you can repair them again as an engineer giving you a chance to get back in the fight. This balances defence offence for both teams extremely well. Stationary weapons are powerfull but also weak to HE ( high explosive ) rounds, the repairtime is balanced and it gives engineers an actual function to defend besides just fixing their own tank.
Verdict
Graphics 9/10 Excellent textures, great custom maps full of detail and overall very polished. The custom player models look great as well. Note that I'm rating this for the BF2 engine and overall quality, I'm not comparing it to Crysis here.
Sound 8.5/10 Excellent sounds, almost everything sounds really authentic. From the divehorn of the Stuka to the shots of the kar98. The use of music is also implimented quite well ( you'll know the songs when you hear them ).
Gameplay 8/10 The gameplay is quite good, but some quirks from the BF2 engine which you cannot mod out still bug the gameplay sometimes. The instant diving to the ground is still there, although less of a problem since there is a 1 second delay before fireing your gun when you do this. The inability to deply mg's with a bipod is also an engine restriction, as well as other things like the somewhat uninteresting commanderfunction and sliding down hills with a tank when not moving. Overall very fun and combines realism with interesting gameplay well.
Learning curve High, but not extremely high. Unlike mods like PR you don't have to read through pages and pages of manuals to play this. Just don't expect every tank to kill as good as a Tiger or an AP round to kill somebody behind an Anti-tank gun.
System requirements I have a 3200 64+ AMD cpu, 1gig RAM, 6800 non ultra 128 mb system and I can run this around medium/low. Yes this mod is demanding compared to BF2, expect to turn some settings from high to medium. If you can run this on high though, it will look terrific.
Why to play this?
*It's completely free
*It has great gameplay
*It's fun being the underdog and kill people with a poor italian tank that usually caught fire after 10 minutes in real life.
*No cone of fire
*Great immersion on realistic and historically accurate maps
*It's completely free
Why not to play this?
*You dislike playing as British for some reason and want to wait for the Normandy release so you can get back to your G.I. Joe impersonation.
*You teamkill for Tigers and Panthers and want to wait for the next release.
*You dislike mods for some reason.
*You're stuck on obtaining silly achievements with cod on the xbox.
Play it, play it now
Desided to write this review since I see less players online lately and the mod deserves some much needed attention to increase it's playerbase. Yes it might be a long writeup, but I really hate the general information reviews that give no information about the game at all besides what you already read in every preview out there. If you really like ww2 games with the full package but you don't own BF2, you can get it for quite cheap these days in the store.
Hope this was usefull, let me know.
DDA