how long is russia supposed to hold?

during my games with my father we often play agianst each other but we always finish really quickly like the game posted this is end round 4 how long is russia supposed to last and how do you make sure it gets there though he did make a big blunder in round 4 of having 5 transports sunk

https://preview.redd.it/7i025q0qfljh1.png?width=1919&format=png&auto=webp&s=9599e09b6e799ca91a450b8e34ead02ecc5e7180

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u/First-Swimmer-5171 — 5 days ago

My first experience of the DEMO

Having played Supreme Commander off and on for years, I heard about the demo on Steam and wanted to try it out. Having played the tutorial scenarios and the first mission, I have some thoughts that I would like to throw out there.

What I particularly enjoyed was the mission design shown in the first mission. The way the sector system works is well thought out, as it allows inexperienced players to simply hold the ones from the initial map, which are also anchored by the bases the NPCs build, while more experienced players can push out. It is also good design that the easiest attackable base is right next to the main production area of your initial base. This allows players to make use of the units they built during the last battle and make a small push, as the pre-level dialogue makes it clear that the other two require significantly larger forces.

For now, the ice seems a bit contextual, but it is also a good way to lock off certain areas from ground units in future levels, so who knows what the future plans are for that.

The real scene-stealer is the T5. It is also a good design choice, as the player has previously not been asked to deploy much anti-air capability. The large shout-out and urgent tone of the NPC make it immediately clear that this is a major threat. Additionally, it forces a break in the flow, requiring the player to change priorities in what is likely, at this point, a 30-minute game. It is also nice that the mobile AA can stay out of range of the T5, and that its health has been reduced significantly, making it killable with T2 defences. Its attack on the enemy base also damages those enemy defences, reducing the threat from that side for a while before the T4 units start coming.

some other thing i would like to comment about is the choice to have "experimental" split in T4 and T5. i previously disliked that the endgame experimentals and utility experimentals where grouped together with the fat boy and the nuclear artillery how name escapes me are both part of the group of 4 experimentals everbody gets. this split should allow for some experimental warfare without it immedilty ending the game. at the same time the sniperbot feels a bit meh it offers litter more then the T3 sniper bot i feel it needs something more no idea what though.

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u/First-Swimmer-5171 — 24 days ago