WW2 Armored Recon - Discussion

It is awesome that you are thinking of a sequel for this. Continuing the Sergeant’s war story or revisiting Baume or Arsenault could be very interesting.

Though I wouldn’t mind seeing some Allied tanks other than Stuarts in the sequel. Maybe a Sherman Firefly derivative or a M18 Hellcat?

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Yep, it’d be a long one to write, and I don’t yet have a core story to thread all the way through things. It’d probably start in… hmm, Tunisia. An Italian division that is locked in place because of fuel shortages. The player helps force a surrender of the Italians and runs into something there that carries them through Sicily, Italy, and maybe to Anzio or even Rome. As for the endings, will post after this.

@RuffianDog321 - The majority of the game would be in a Sherman, probably. Have their Stuart felled by the last Italian round, or else have to be scrapped because it has too many miles on it. Probably not giving them an M18, awesome as that might be, because a Tank Destroyer suggests a different game and service.

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A brief sketch of the endings.

Take the plates to the Americans. Either to Fredendall or Eisenhower.
Variation: As a sole-survivor, send the plates to Fredendall or Eisenhower.

Take the plates to the British. General Anderson, in particular.
Variation: Do so as a sole-survivor.

Take the plates to the French: Either the Governor-General of Algeria, Yves-Charles Chatel or Général de corps d’armée Alphonse Juin.
Variation: Do so as a sole-survivor.

Take the plates to Sergeant Ray. Either sell the plates and retire, sell the plates and return to service, or go into the printing business together.
Variation: Do so as a sole-survivor. Do you return to service after making a fortune or flee to Spain or South America?

Bury or destroy the plates. Then either return to service or walk into the desert and disappear.
There are multiple possible endings here based on where you disappear to, whether you remain alone in the caves, live amongst the Bedouin, or … there’s probably a third option I can’t recall right now.

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That reminds me, I believe the achievement “South America” is unachievable.

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I’ve discovered a rather optimal combat strategy for most situations. To wit:

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Very interesting sequel prospects. If the crew is forced to switch from Stuart to Sherman, would that not include a retraining and adjustment period?

Not to mention the crew switching from Stuart to Sherman would make for very little that could be salvaged from the wrecked Stuart to be used in the future Sherman, except for perhaps the radio…

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the Padding could also be salvaged I assume.

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Perhaps, but I’m not sure there would be enough padding in a smaller Stuart to cover a Sherman’s interior.

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I assume the padding can atleast cover some of the interior

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That’s a lot of creativity you’re missing out on,

You could always steal the little Joe generator, the fuel drums, optics would always be useful (even if you can’t splice it to your current cannon it could still be a range finder for the commander’s scope or something… or just an extra magnifiers) , Med Packs is meds you carry those on your person tbh, knowing the Sherman you could probably have an extra LMG you could carry around, (ignoring padding because you guys are talking about it already)

The rest… you could probably take to ray, I’ll be hard pressed if there isn’t any crew who wanted their hands on the equipment the Stuart has

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You could probably maybe take the silencing gears (I forgot their name) And sell the others you cant modify to the Sherman.

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That’s a good point. As a veteran tank crew, you should be able to start with at least one refit… even if the U.S. Army won’t allow you to strip the entire Stuart down when you transfer.

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Could be. Some content was modified. Will check and see if that route is blocked and, if need be, open it back up properly.

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What I saw from the code, it requires a variable that’s set in what seems to be one of cut endings, instead of the one the player can reach.

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Good points. True, you would want to salvage as much as you could from the Stuart, but I’m not sure the battlefield or the Army would let the MC take everything to the Sherman.

I was mostly thinking in regards of: “If the Stuart was wrecked and I was being transferred to the Sherman, what is the one thing other than my crew that I would want to salvage?”

I picked the radio because it can receive many upgrades over the story and a good radio would come in very handy if the MC ends up in a recon or command position in the future. Plus, the thought of the MC using the radio to call in artillery or fighter-bombers on menacing Panthers and Tigers in future battles sounds intriguing.

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This looks absolutely fantastic, @AllenGies! Huge fan of your past work, and a WWII tank game set in North Africa is instantly compelling.

I especially love that you’re focusing on the M3 Stuart and tracking the crew and tank stats—that level of detail is exactly what makes these games so engaging!

I’ll dive in and send over any bug reports I find. Rommel better watch out! Excited to see this develop!

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Can you defend Tebourba or is it a lost cause?

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There’s unfortunately a lot of issue with the one in playstore. I don’t know if it’s just me, but there are looping scenes, sometimes disorienting jumps to scenes I feel like are probably missing text because there’s usually a huge space gap between paragraph, buts it’s just missing. Sometimes choices doesn’t lead to same variable outcome, like shooting the spy, only for him to act like you didn’t shoot him because the two of you is still looking for a ride.

It honestly felt like a demo rather than a finished game.

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Not just a play store issue, that’s true if you buy it through the omnibus too. It’s pretty buggy overall.

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Best I can tell, the Tebourba section is based on the real-life Battle of Tebourba Gap, where the British Second Hampshires held the town for four days against a heavy German counterattack. The 2nd Hampshires suffered 72% losses and the town was eventually taken, but their stubborn defense helped allow the Allies to hold the nearby position at Medjez in Tunisia against the Axis.

In short, Tebourba is not a battle the MC and their crew can win, but they can help. They can help the British hold the line as long as possible, help them get their wounded out, help make the Nazis bleed in taking the town, and get their tank and themselves out in one piece. Sometimes the only victory you can get is helping to prevent the bad situation from getting any worse. That seems to be the case here.

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