In the post-WWII period, advances in weapon technology - particularly anti-tank ammunition - challenged the tank's dominance on the battlefield. It's a problem that annoys even modern military personnel (and there hasn't been a war big enough to fix it yet), but after playing the Möbius Front '83 Cold War tactics game, you can say that the creators are quite impressed with this particular doctrine. . Advancing through rural America is less about large rolling armor formations, and more about the tactical application of infantry and anti-aircraft weapons - it's about guiding your mighty Patton MBTs into position so that 'they can face their righteous fury. Or, more likely, be surprised at the range of movement of an enemy ATV and be instantly dead. Möbius Front's AI is tenacious, but it can also be frustrating. This turn-based tactics game is inspired by the official US Army training manuals of the time (which were made available to be read in-game) and is the latest creation from the mind of Zach Barth of Zachtronics. It is certainly the most strategic game the studio has released to date, but I'm not sure it's able to scratch the strategy itch to the full extent required by fans of this genre. This is more than just a tactical puzzle, but it is far from the complexity of true strategy thoroughbreds. This is unfortunately not Advance Wars, and it is certainly not a Cold War Panzer Corps.
The premise is fun and funky, although it is lightly distributed throughout the game like the Army’s latest ration box. Möbius is set during the Reagan years, and as America is distracted by the growing threat of Soviet Russia invading Europe, a new invader appears right in the heart of his country. Another America of an Alternate Dimension has, for reasons, decided to jump into our universe and attack our United States of A. I won't say more, although it is worth noting that the story elements are limited to short before and after battle vignettes that leave the rest of the game a bit dry. The vignettes themselves aren't anything to write home about either, although they don't go beyond their welcome. Each campaign level features a compact tactical space divided into hexagons and is played at a pace that you will soon become, or may be familiar with, already. This is a turn-based IGOUGO duel between you and the enemy AI in which the enemy often comes first. Sometimes you start a level with pre-deployed units, but otherwise, each side will have a certain number of deployment points spread across three phases (which usually tick every five turns or so). I have not yet encountered a turn limit on individual levels.
It's not the Advance Wars homage its visuals might suggest, nor a pixelated tactical wargame like Panzer Corps Units can move or attack in turn, and more advanced units have other abilities that are more useful. I've only encountered two types of goals, which can make the levels a bit repetitive - especially at first. However, you are drip-fed with a wide variety of units, which makes experiencing the tactical problem of each level a little more rewarding. The mix of units is always different, but it can be satisfying to find the best strategies with, for example, air cavalry (infantry carried by helicopter) or a fully mechanized column of tanks and armored vehicles. Other levels will leave you with only trucks and jeeps, forcing you to ambush infantry units that may (partially) hide in forests.
AI on normal difficulty is tricky, as mentioned above, but sometimes that's because the game doesn't explain its own rules of engagement particularly well, unlike any well-designed sense of challenge. Line of sight is pretty generous (for both sides), some units can fire after they move (and mechanized units can be pretty quick), and many of those same units have powerful AT attacks that can still take out a unit. key even with reduced damage while moving. This not only makes setting up defensive lines difficult but even advancing too far too quickly can see you bloodied and trigger a cascade of failures.
Möbius has only one campaign mode, in which each level can be completed on standard or "relaxed" difficulty, but there are also two mini-games. Zachtronic titles always feature a variation of Solitaire and it's no different, but there is also a puzzle game based on concepts from the field of signal engineering, which is actually pretty neat.
Möbius Front ’83 Review Conclusion
I suspect Möbius Front ’83 could end up stuck between holding zones. It's not quite the Advance Wars homage the visuals might suggest, and it's certainly not a pixelated tactical wargame to the same degree as Panzer Corps. This is also not your typical Zachtronics puzzle experience, although that legacy can be felt. At its core, this is a competent, but slightly dry, a tactical strategy game on the theme of Cold War military operations and materiel. It doesn't purposely over-promise, but it's important to manage your expectations before triggering it. Zachtronics doesn't wargame, and after playing it you'll find that it still doesn't - but it comes terribly close. For more information, please visit the Möbius Front ’83 official website for more details. Your comment are always welcome.