WAR FRONT: Turning Point: Game Walkthrough and Guide

And what would happen if everything was not at all? So the authors of this game were thinking about what would happen if new types of weapons were invented and the Second World War went on a completely different scenario. Yes, the ravines near the Kursk we have already studied along and across. Now we learn what it would be if Europe was ironing freezing enemy tanks…
Money and other
Statistics in the game to the offensive little. So, where and what the “armor items” is added, it is impossible to know. Yes, and much more – mystery behind a bunch of locks. But everything is very simple with resources. The first one is money ($). First, they are mined by machines from mines. Later you can take control of petroleum wells. And neither one or the other in principle does not dry. But the most greedy can use additional sources of income and just swim in money. Second Resource – Energy (E). Americans, however, for some reason, bypass this resource side, although they are mined themselves. But the Germans and Russians are properly used. Finally, every warrior has many points of life (coolant) and takes how much place in the general military limit (L). That’s all the arithmetic.
By itself, local troops are able to gain experience, in connection with which they become more survivable. And the Americans with the Germans, having gaining a couple of skies (this is available only to the infantrymen), also engaged in self-medication. But here there are no restrictions, even a gloomy infantryman can manage to catch the armor of the most powerful “tiger”, if he has time to do and the likelihood that he will not kill him. In general, solid freedom…
Captains…
What can be said about local heroes? They are actually immortal, after death we simply pay the same amount, and the recovered hero is running again. I don’t even go about any loss of experience here.
Each leader is equipped with 4 abilities. One of them must be activated, the other is simply passive, 2 more passive, but have three levels of “development”. Of course, it is possible to draw up any order of obtaining abilities, but it is best to get them all and not suffer with such nonsense. The basis of each hero is, as a rule, not a personal contribution to the destruction of the enemy, and some influence on the surrounding subordinates. Here and count it. Although, for example, Russian heroes can and themselves help to help victory.
Finally, the heroes, in contrast to ordinary soldiers, are actively engaged in self-medication. Just provide them with a relaxed atmosphere…
In order, calculate!
Sides in the game already three. Campaigns, True, only two. However, even the Russians, deprived of their own plot, look very interesting.
Russians
Why are Russians left without campaign – quite understandable. They and so in ordinary reality won war. However, with their ability to explode Russians will always be terrible opponents.
Building
Center (Supply Center). $ 600, +80 E, 4500 Co. Typical base, produces simple maintenance technique in the face of engineers, ZIS-151, repair trucks, bridges and underground conveyors. Here you can explore 2 additional levels of technology (affects the appearances of your following buildings), 3 inventions (increase in the speed and capacity of the zisov, the opening of combat strategies, an increase in building strength). Finally, here are 3 directions of development of their armed forces (strengthening tanks, aviation or fortifications).
Power station (Accumulator). $ 800, +300 E, 1800 Co. Just supplies the whole camp of energy. At the second technological level, they can arrange subbotniks in them, and some time of the station will produce an increased amount of energy for $ 300.
Machine bunker (MG Bunker). 800 $, +55 e, 2000 coolant. Strengthening that perfectly copes with infantry. Enemy arrows die away very quickly.
Okopan Tank (At Bunker). $ 1500, +55 E, 2000 Co. Analogue of the machine gun bunker, but against infantry. Effectively straightens with enemy tanks, even with their large number. Tank factory is needed.
This is interesting: From any bunkers, besides machine-gun, you can shoot yourself. It is only necessary to switch from it to the view from the first person, and then you can exterminate enemy tanks and aircraft.
Anti-aircraft installation (AA Bunker). $ 1000, +55 E, 2000 Co. Last stationary construction for defense, this time – against enemy aviation.
Propaganda Tower (Propaganda Tower). 2000 $, +70 e, 2000 coolant. Slows down the enemy troops and speeds up its radius. At the same time you can spend 2 improvements. The first to a quarter increases the slaughter power of his troops, the second allows you to lure the combat units of the enemy to your side. Last improvement is carried out only manually.
Training Camp (Training Camp). 1000 $, +45 e, 1800 coolant. Produces infantry and heroes. Here you can spend 3 improvements in your infantry. This is an improvement in the range of vision at night by 50%, the possibility of capturing buildings by infantry and the release of 2 infantry units for the same price.
Tank Plant (War Factory). $ 3000, +75 E, 3000 Co. Looks all tanks. You can slightly increase the rate of production of your technique.
Gulag (Gulag). $ 1000, +75 E, 2000 Co. This institution is used quite predictably – after your victories, this building is filled with prisoners who bring stable income. True, over time, they die, not stuffing unbearable working conditions. You can improve the building by increasing its capacity and productivity of prisoners.
Radio Station. $ 2250, +135 E, 2000 Co. Serves as a kind of radar, connecting all enemy units within the radius of their activities. There are also 2 rechargeable abilities – art printing (for $ 2,000) and call 5 partisans at the specified card point (for $ 1500). When using these abilities, each radio station is considered separately – there would be only energy and money. Three radar – three pairs of abilities.
Airfield (Airfield). $ 2800, +110 E, 3000 Co. A kind of aviation headquarters. Can produce fighters and attack aircraft in the amount of 2 pieces on the airfield (after improvement – up to 4). In addition, the airfield has 2 specials: carpet bombing for $ 1200 and the “breath of winter” (ice bomb, in the vicinity of the fall of which everything freezes, stops working and quickly destroyed). But both abilities cannot be called – it is necessary to recharge previously used. Fortunately, no one limited us in the number of airfields. But the paratroopers are planted separately from bombers. Again, it makes each of the airfields.
This is interesting: “Winter’s breath” will work even when your plane is discharged. Bomb will break where he falls. And, that is characteristic, it will work on anyone who will turn out there, without separation on their and strangers.
Research Center (Research Facility). $ 4000, +70 E, 2400 Co. Conducts several technologies, of course, for money. This is an increase in artillery, a decrease in the cost of technology (already 2 technologies), sociability for the Tank “Kharkov” and improving its characteristics.
Black Market (Black Market). $ 4000, +80 e, 3000 coolant. Here you can buy 4 units of the enemy, the price varies depending on the set of equipment. The fleet of technology changes periodically, you can only buy the whole set immediately (all 4 units). Later you can make an “superstructure”, after which each market will bring stable income.
Infantry and special equipment
Engineer (Combat Engineer). $ 400, 1 l, 90 Co. Just builds any buildings. And nothing more. Produced in the training camp and in the center.
ZIS-151 (ZIS-151). $ 300, O L, 130 Co. Resource collector who confidently drag everything on the base.
Repair Tank (REPAIR TANK). 800 $, 2 l, 200 coolant. Repairs all the technique within the radius of its action. Produced on a tank factory.
Bridging Truck. 800 $, 2 l, 200 coolant. Not in any game there is the possibility of building their own bridges. Here it is poured. Only the need for this is usually no…
Underground Transporter (APC Mole). 1500 $, 3 l, 250 coolant. Means for the secret transportation of your infantry underground in the rear of the enemy. Already 10 fighters may be far behind the enemy’s troops. Sometimes it makes sense to create nastiness…
Automarter (Red Army Infantry). 100 $, 1 l, 60 coolant. Ordinary infantry, which eventually learns to capture buildings. At the same time, it’s good that it struggles with enemy infantry.
Grannyetteer (Molotov Infantry). 180 $, 1 l, 70 coolant. Metal all the famous “Molotov Cocktail”, filling out everything around. Bad gets on moving techniques.
Commissioner (Komissar). 210 $, 1 l, 75 coolant. In some radius around this figure, all the infantry begins to apply a greater damage to the enemy.
Krasnoarmeysky Sanitary (Red Army Medic). 250 $, 2 l, 50 coolant. Engaged in the treatment of infantrymen in some radius around them. In general, Russians are the only ones who use the services of professional medical professionals.
Moonshine (Vodka Dealer). $ 330, 2 l, 50 coolant. This individual exhibits a vodka box directly on the battlefield, after which the fighters become immortal until the homemooner is alive. Their lifetime will be at the level of 1 units, but for some reason vodka completely saves death from death.
Alexey Mikhalkov. 500 Oh. Like all other heroes worth $ 4000. It is a gunner from the machine gun, perfectly acts against the infantry, but can bother and tanks. The first ability is activated, while he complies with damage for 30 seconds, but it gets 5 points of damage every second. The second ability allows him to hit several goals at once. The third ability increases the amount of life and reduces damage applied. The latter – increases recharging time for the surrounding enemy technique.
Nadia Amanova. 350 Oh. But this is already a born saboteur. Easily takes control of any enemy tank, except for supertechnics and tanks in which heroes are sitting. If for 20 seconds it did not enter the battle, then the second ability turns on, then Nadya becomes invisible and, until it fits, the enemy is not noticeable. Next, she can significantly increase its range of vision. Finally, when using the last ability, Nadia hides not only herself, and the surrounding troops. True, they can detect an enemy technique if it turns out to be at some distance.
General Nazarov. 350 Oh. Strange Sniper General… The first ability he is an exact shot embroils the enemy driver from the tank. Only then you have to fit some infantry to the tank, so that he captured the car. The second ability of Nazarov creates 1% chance that those surrounding instead of several units of experience will immediately receive the level. This ability is acting on the heroes. Next, it increases the radius in which it exists on the subordinates, and the last ability increases the number of experience gained to whom the general affects. In a word, those who are next to him, one way or another will receive their experience.
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