This is pretty much the only tactic really possible, there’s not enough complexity for things like pincer movements or ambushing from the rear save if the paths set up specifically for flanking purposes go that far back, so this element of strategy is really just the typical approach rather than something really interesting from a tactical standpoint. Suppressed enemies are less accurate and won’t try to fire as often, but to take them down often involves flanking them from the side either on your own or with a second group of troops. Many of the firefights in the game are designed around the idea that you will command your troops to hide behind cover and lay down some cover fire on a far off enemy, a circle appearing above the enemy’s head to tell you if they’re properly suppressed. ![]() ![]() Your commands are limited to only a few options to start with, the player able to order their fellow soldiers to follow them, move to an area, and lay down suppressing fire on enemies or charge them. The problem is, the squad commanding isn’t as reliable as one might hope. You’ll mostly stick to machine guns for typical firefights and grenades to force enemies out of cover, but most of the game is focused on its idea of making you work as part of a squad rather than giving too much power to Baker. For now, it’s important to note that it does well enough on enemies out in the open or when they’re close enough, so there’s a reasonable range where your shots will work, and weapons like sniper rifles are more reliable due to their intended use. This is again trying to discourage you from trying to handle everything yourself, your shots not being reliable enough on their own to effectively take down a group of enemy soldiers, but we’ll get to why it’s an issue when we look at squad effectiveness. Presented through first person, you can raise your gun to aim at an opponent, but the bullets have a tendency to not go exactly where you’re pointing. However, the bigger penalty placed on Baker is his personal accuracy. Some of these are understandable, like the fact that if you’re in the open you can be easily taken down by enemy fire, and the only way to recover from health is to finish a mission or fail at it so many times the game extends you a pity heal option. However, to deemphasize the one-man army nature of its contemporaries, the game has Sergeant Baker take a few hits to his effectiveness. Baker is able to give orders to his men, but he’ll also be out on the battlefield himself, weapon in hand, ready to fight back the Germans on D-Day. The player is still control of a single individual in this title, albeit it’s the squad’s leader Sergeant Baker. While certainly a fresh direction for the WW2 shooter, it did come with a price. Most of these games were, in essence, the tale of one soldier who tears through the enemy all on their own, but while this makes for enjoyable gameplay, Brothers in Arms: Road to Hill 30 decided to take a more realistic approach, the entire squad being focused on as part of a firefight rather than just one member. ![]() ![]() Around the time of release of Brothers in Arms: Road to Hill 30, there was a glut of World War II shooters on the market, leading to people being hungry for some changes to the increasingly familiar design that could reinvigorate the stagnating genre.
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