
Quick, name one of the sides in Act of War! Can't do it, can you? Because even if you played the game -- and there aren't many of you who did -- you had to admit it was a bit lacking in character. So it's a welcome change of pace that the new High Treason expansion gives it even more character with a generous spread of new units, a hearty single-player campaign, and lots of multiplayer content.
The different sides each get new units, with a few new rules that apply to everyone. Artillery now hits harder and reaches farther, which makes for some really fun surprises if you manage to park a few guns in the right place. The elite US troops, Task Force Talon, get a crewed gun that can attack infantry or vehicles, an incredibly powerful long range missile launcher, and a new infantry upgrade to give them the hardest hitting troops in the game.
The regular US Army gets its own scout helicopter and a fancy Electronic Fighting Vehicle, which adds a bit of micromanagement, but is well worth the effort. These EFVs are support units that can be used to cloak an army, improve its accuracy, or shut down buildings and defensive emplacements. If you liked the Science Vessel in Starcraft, the EFV is for you.
Finally, the Russian-esque Consortium gets a stealth helicopter, a sniper buggy, and a heavy bomber. These new units round out each side nicely, giving them each more choices for how to develop their armies.
There's even more choice with the new mercenaries, which are a cool new gimmick. Each side has access to nine unique mercenaries during skirmish and multiplayer gamers. However, only one player at a time can hire any given mercenary unit, and you pay for them only for as long as you use them. Each one is useful for specific situations, such as storming a building, healing your troops, taking enemy prisoners after a fierce battle, or quickly bringing in an airstrike. They're powerful, expensive, and a constant option (if you buy them) or threat (if your opponent buys them).
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Posted: 1 Jun 2006