As of now, there is only roughly 10 hours of enjoyment to be had out of “TABS.” In addition to this, “TABS” relies heavily on its replay value of individual battles and scenarios, and, combined with the fast nature of each battle, it is very easy to burn through all the available campaigns. Games crashing is an all too common issue for “TABS,” often to do with things outside of the player’s control. There comes the unfortunate reality, though, that “Totally Accurate Battle Simulator” is still in development. Fielding too many units at once is likely to kill one’s pc, but it is worth it. The physics engine itself is a mixed bag when it comes to combat, but also creates a fight that is more than number crunching, and absolutely nothing beats watching individual bodies fly from. All the units in “TABS” are given distinct features that stand out on the battlefield, from a squire’s crusading outfit to a halfling’s “Lord of the Rings” style to a berserker’s hairy armpits. It makes sense that the most realistic simulator around does not let you possess your army, but it also leads to unnecessary frustration on the player’s part.īut even when players are pulling their hair out over their army’s stupidity one can at least have a chuckle over the presentation of the battle. Trial and error may help, but so does rolling a die over and over until one gets their number. Is part of the player’s line collapsing, and the enemy is attacking their backline? Nobody is going to come to the rescue. If their cavalry is caught up in the mosh pit in the center, and ignoring the enemy’s squishy backline, there is nothing the player can do to change this. The AI is not the brightest, and while that is fine on paper, the player is not given any ways of manually ordering their units in a fight. Problems arise once the actual battle starts, though. And while spamming one certain unit may prove effective, as the levels progress in campaigns, the player is encouraged more into using mixed unit compositions for an entertaining setup phase. Regardless, the challenge in these battles involve making sure players have the right units for the job. It is a tried and tested way of balancing certain units, although it is not a perfect system either. In campaign mode, players are limited by a set budget for whatever units you field. Because nothing says “realistic” more than saying it is in the title. With a variety of units and, theoretically, limitless situations to pit your fighters in, “TABS” provides a fresh take on the cruel realism of war. No, none of those compare to the realism and strategy involved in “Totally Accurate Battle Simulator.” Released for early access on April 1, 2019, by Landfall Games, “TABS” is a strategy game simulating a battle and using its physics engine to determine the outcome of a fight. “Totally Accurate Battle Simulator” had an open alpha phase released in November 2016.
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