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So it's a bit weird that when you send a unit down a road it actually heads toward each other, and if you wait long enough, an RTS battle occurs. Meanwhile, the AI doesn't seem to have any concept of "true" RTS battles, and instead just sends all troops across the map and waits to see what happens. As a result, the AI performs like a battalion of idiots, holding its positions and not moving around, instead of smashing through them with a few dozen snipers, engineers, and engineers. I've seen this happen several times, with a group of low-tier units sitting in a group of trees. I haven't seen the AI do anything that gives a sense of strategic gameplay to the moment - the game simply ploughs on, and you can build your wall and take your time deciding what to do with your reinforcements. Which is fair enough, as the RTS battles are a different beast.
Meanwhile, the maps themselves are almost entirely new. Nearly every village has an RPG or assault medic added into it now, and some have been thoroughly redone. As a result, the final release is a lot more varied in its design and style of the battlefield too. That's fine - the one thing RTS fans demand of these games is diversity and variety, and DICE have done a great job of that. The Eastern Front campaigns have particularly interesting sets of dynamic bridges and light railways that allow troops to travel between island forts, and there are a couple of totally new island terrains too. The Korean and Canadian campaigns are also new. They've certainly don't feel like they're simply rebuilding some maps from the earlier games, as the designs aren't at all the same. DICE are, in general, obviously interested in fair and balanced gameplay, but these maps are extremely distinctive.
On a technical note, the game is relatively bugless. I've experienced crashes a few times, but nothing which is evidence of its age: the game runs quite nicely, pretty much at 60fps, and the UI isn't annoyingly slow to open, and actually loading times are fast. d2c66b5586