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Massive Assault Network 2 by Tyler Sager Options
GamingNexus
#1 Posted : Tuesday, November 07, 2006 1:00:00 AM Quote
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At first glance, Wargaming.net’s Massive Assault Network 2 is just another turn-based strategy, but once you dig a little deeper, an involving and addictive little gem is found. As in most games of this type, players take control of one of two evenly-balanced warring factions, and attempt to drive the enemy from a given map of territories. While there is a nice mix of air-, sea-, and land-based units to choose from, MAN2 would grow tiring quickly but for one devious little concept: Secret Allies. However, this one addition makes for some very deep, satisfying gaming.

Secret Allies really set Massive Assault Network apart from other turn-based strategy games. These territories are randomly assigned to each player at the beginning of the match, sprinkled about the neutral territories on the battlefield. Since each new match consists of a new combination of controlled territories, each map can be played again and again with completely different dynamics. As the name suggests, the Secret Allies are unknown to the opponent until the player decides to activate them. Since placement is random, players may begin the game with a well-defended and well-positioned set of beginning forces, or they may find themselves strewn about the map, fighting tooth-and-nail for victory. Undisclosed Secret Allies look just like neutral territories, so the enemy will never really know when and where reinforcements might be appearing.

After disclosing a Secret Ally, players are given a certain amount of credits to spend on military forces. Each round later, the territory behaves exactly as a normal Controlled territory, generating revenue to purchase units as long as there are no enemy forces present. Once the initial forces are purchased, it’s time to send them off to war.

The only way to gain more credits and continue conquest is to invade neutral territories and attempt to take control. However, invading neutral territories comes with a great deal of risk. As soon as even one unit crosses into a neutral border, the enemy takes control of Guerilla forces within that territory. Guerilla forces are purchased from credits generated by the Guerilla rating of a given territory. These forces are only able to be purchased once per invasion, but they may immediately attack during their combat phase, before the invading armies get a chance to reposition or retaliate. Adding to the danger, the neutral territory may actually be one of the enemy’s Secret Allies, allowing them to Disclose at any time and pepper the ground with defense forces. Deducing which territories may or may not be Secret Allies, and deciding when and if to Disclose Secret Allies is often more important than actual troop movement and combat.

As the game continues, each player takes turns moving and attacking with military units, deploying Guerilla forces when required, gaining revenue and purchasing more military in un-contested territories, and Disclosing remaining Secret Allies. Once one side eliminates the other’s units, or achieves an overwhelming military advantage, the game is over.

As I stated earlier, Massive Assault Network 2 has a simplistic feel throughout, which I find to work in its favor. There are no special powers hidden in any of the units, nor do players need to memorize complex “rock, paper, scissors” strategies to succeed. MAN2 is about using each of the straightforward un...
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