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European War for iPad

European War (musket & artillery) is a new style strategy game for iPad. It takes you to battleground Europe during the eighteenth century and nineteenth century. In this game many tactics been used in order to defeat the other forces. You can select six empires: British, French, Ottoman, Russia, Germany and Austro-Hungary in this age. If your army conquest enemy’s territory your total tax revenue will be improved. You would get all of the empire’s Territories and improve yourself total tax revenue after your army conquered enemy’s Capital. Tax can be used to purchase cards (Draft Card, General Card, Marshal Card, Ship Card, Fortress Card, Cannon Fire Card.)
Category Price Seller Device
Games $2.99 zhang yue iPad

FEATURES:
-Include five difficulty levels. -Include 6 common cards and 6 empire‘s special cards.
-Include two mode: CONQUEST MODE and BATTLE MODE.
-CONQUEST MODE: select one of the six empires to defeat other empires.
-BATTLE MODE: select six campaigns (Battle of Toulon (1793), Battle of Marengo (1800), Battle of Austerlitz (1805), Battle of Tannenberg (1914), Battle of Galicia (1914), Battle of Gallipoli (1914)) .
-72 Territories (include sea and capital) every territory has its taxation.
-Extend risk style battle mode (easy, various and interesting).

Comfortable operation makes you play this game easier and have more fun.

Reviews

A solid strategy game
flyingtanks

European War for iPad was a pleasant surprise. It may be one of the best strategy games for the iPad I have played yet. It is considered a 'Risk-Like' game but I think that characterization is actually a disservice to the game. Like Risk you have groups of armies in areas that you move and attack with but the similarities end there. European War for iPad is a much richer game than Risk (or any of the dozens of Risk clones in the app store). The theme is 18th/19th Century combat in Europe. As a result, it is based around capitols. Capturing an enemy capital automatically knocks that country out of the war and you gain all of their territories. It is thus very important to defend your capitol and capitols are also the only place you can raise armies. Each territory gives you a certain amount of income you can use to spend on various things like more armies. European War for iPad has numerous options for reinforcing units, naval movement, movement and combat, exploitation and more. It uses a ‘card’ system where you can buy upgrades/enhancements for your units. Some of these are one use items (such as bombardment) others are longer lasting. The game is not without its faults. The biggest problem is the lack of documentation. The designers seem to be based in China and are not native English speakers. What little documentation exits is poorly written but generally usable. But it will take a lot of playing around to understand how things work. This is unfortunate as there is a fair amount of depth and nuance to the game that you may miss. It also makes the early games frustrating until you understand what is going on. There is some explanatory text given for the cards but it is barely adequate. The designers should add a lot more information there. A good example is the Ship card. Purchasing this card and applying it to a unit allows the unit to go onto an ocean area and form a fleet. But no where is there an explanation that you have one chance to do this with a unit before the effect goes away. So form a one strength fleet and you have to buy the Ship card all over again when you could have formed a ten strength fleet to begin with. Also the ship status seems to stick with the unit but then go away in a manner I have not figured out yet. Unit traits seem to stay or disappear with a unit when you combine with another unit in a manner I have not figured out either. There are a number of game mechanics that are simply not explained anywhere. The AI is adequate at least. At lower settings (out of six) the neutral countries are not very strong and the AI is less aggressive whereas at the highest difficulty the neutrals are quite strong and the AI more aggressive. There does not seem to be any penalty for attacking a neutral but the AI seems to almost never do so (and only slightly more so at higher difficulty levels). Oddly the neutrals never attack back even after you attack them. This could be an AI issue. You can play in either Conquest Mode or Battle Mode. Conquest mode is your typical game where you can pick which side to play and all forces seem to start in the same locations with the same strength. Battle Mode is a bit odd. You cannot pick which side to play (you can only play the side dictated by the battle). Entire country’s forces are missing in some battles but their territories are still conquerable. This leads to some real oddities. For example, in the Battle of Austerlitz the Ottomans are not present. This means the Russians quickly conquer the Ottoman territory and build up huge strength. Even more strangely they did not attack me with this huge force and wipe me out. Meanwhile the British seem to do nothing but sit there even when attacked. I suspect there are some errors in the Battles (or at least in Austerlitz) as it just does not make any sense. Graphics are very good and sound is ok. Your armies change icons as they gain strength. Again, a list of all these would be nice. The battle view has lines of soldiers shooting at each other. For naval battles it would be nice if it showed naval broadsides instead. The regional outlines on the map are a bit hard to see. In some areas it is difficult to figure out what connects to what without tapping around. Besides much more documentation in general there are a number of improvements I would like to see made in future updates to the game: -There absolutely needs to be an undo button. It is too easy to tap something by mistake and suddenly you have spent money you didn’t want to spend or make a move you didn’t want to make. -The end turn button needs either an undo or a confirmation. Again it is easy to tap it by mistake and lose your turn. -The battle board does not show what area is attacking which area. -A way to turn on a view that shows all the regional incomes would be nice instead of having to tap on each one individually. -Movement restrictions between some areas is unclear and confusing. Why can you not sail the English Channel? If nothing else once a side controls both France and England you would think this would be possible. The same goes for the Baltic Sea and areas in the Mediterranean. -Having some fog of war would be nice where you did not know an enemy’s strength until you first attack it (either at all or perhaps it would be off by some percentage amount from what is displayed). -It would be nice to be able to pick which side to play in Battle Mode. Missing countries' regions probably should not be usable. -Why can’t you split your fleets at sea? Maybe make this a card option (‘Admiral’ or something). -Besides income it would be nice to see some areas give additional benefits (such as increased defense or a special card or something). As it is now it is as easy to conquer Switzerland as it is Russia’s central plains. Overall, European War for iPad is a fun and engaging strategy conquest game for the iPad. If you like Risk-like games or strategy games in general it should appeal to you.


Need to play own music library
de Schnack

It's important to be able to play my own music while playing; there's only so much midi I can take.


Well thought out
Dr-Dirt

This is an excellent game, well worth the $3. Scenarios range from really easy (Tannenburg) to really hard (Australitz). In conquest mode (big game), the sides vary greatly in difficulty, ffrom the Turkish cakewalk to the Russian ordeal. The really tiny print for the size of the army is a problem for us more visually-challenged folks, and I suspect the battles aren't too historically accurate, but these are only minor gripes about a clever and well thought-out game.