var fDesc=new Array(); fDesc[0] = "Theatre of War makes World War II real-time strategy seem fresh, with outstanding attention to detail and realistic battlefields.
Although Theatre of War drags in spots, it's still fascinating to watch battles develop because of the outstanding artificial intelligence. Soldiers are modeled after real human beings, not typical game automatons. So while you can order up suicidal commands, such as sending a solo sergeant to lob grenades at a German half-track, chances are very good that he will panic at some point before getting killed and either freeze or flee in the opposite direction. Enemies react in the same way. If you put pressure on an artillery emplacement, the crew might freak out and run away. If you hit an enemy tank a couple of times, you might just see the hatch pop open and the crew head for the hills. These features make battles as much about psychology as they are about firepower because it can be as easy to break enemy willpower as it is to break enemy arms or armor.

Main Features :

- Inclusion of a full featured Mission Editor!
- Visibility and engagement ranges have been substantially increased to realistic levels.
- Hand to hand combat for infantry has been added (abstracted visually).
- Restrictions to the use of captured vehicles and equipment has been added. Now only soldiers with suitable skills can use captured equipment.
- Heavy artillery and light mortars were added as off-map support.
- The infantry to armor ratio in all missions has been substantially increased.
- Relative spotting indicators for each individual unit have been added.
- The campaign has been changed to now allow advancement to the next mission despite defeat in a previous mission.
- Fire on the move for vehicles with good enough crews has been implemented.
- Delayed detonation and real-world physics for hand and anti-tank grenades have been added.
- Enhanced physics modeling for all large caliber shells have been added.
- Better burst duration modeling for automatic weapons added.
- Infantry movement rates on various ground surfaces have been improved.
- Realistic physics for vehicle movement (usage of gears, throttling etc) have been added.
- Targeting for all units has been improved, it now depends more on target visibility, target movement status and firing mode.
- Various tweaks to vehicles and equipment: model sizes, damage calculations etc.
- Improved morale calculations."; function tShowHide(id, show) { var s = document.getElementById("desc"); if ((s.innerHTML.length<=212 || show==1) && show!=2) { s.innerHTML = fDesc[id]; if (document.getElementById('m1')) document.getElementById('m1').style.display='none'; if (document.getElementById('m2')) document.getElementById('m2').style.display='none'; if (document.getElementById('more_txt')) document.getElementById('more_txt').style.display='inline'; } else { s.innerHTML = ''; } }