ReconInForce Riemenrade Studios LLC "Soundly strategic gameplay!" -iFanzine "ReconInForce is one of the best TBS I ever played...on any platform" -Dan Huff… Free Buy Now Watch Media Details"Soundly strategic gameplay!" -iFanzine "ReconInForce is one of the best TBS I ever played...on any platform" -Dan Huffman "So many synergies and combos I am surprised a small indie company was able to pull off such a stimulative game" -Lost in Tactics ReconInForce is a turn based strategy game using deception, ambush, and tactics. Dominate the field with an armada of troops and unlimited strategic options. Sneak through cities and forests or deploy smoke to hide until it is time to strike. Spy on the enemy with scouts to prevent surprises. Leverage the strengths of your commanders and soldiers to attack and destroy the enemy’s base! ReconInForce Features: -Test your strategies in single player with three difficulty levels -Challenge your friends in online or local multiplayer -Master eight unique commanders, each with a special gameplay style and tailored for specific strategies and terrain -Command over 30 unique units with characteristic personalities that add depth to gameplay -Conquer more than 20 battlefields that offer a variety of strategic options for defeating your opponent -Jump into action as the commander of the 17th Guards! Follow on Twitter @ReconInForce or check out the Facebook page Recon in Force Information Seller:Riemenrade Studios LLC Genre:Board, Strategy Release:Jun 03, 2015 Updated:May 28, 2018 Version:2.0.6 Size:97.5 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal binlabu Well-Known Member Dec 3, 2014 433 0 0 HO CHI MINH CITY , VIET NAM https://www.youtube.com/channel/UCjmmjgzHZu-YUVtd0i2oKRA #2 binlabu, Jun 2, 2015 Video Gameplay Subscribe to the TouchArcade YouTube channel GamerDog Active Member Apr 14, 2015 38 0 0 Grade 5 Bendigo, Australia http://jakesanimalfacts.weebly.com #3 GamerDog, Jun 3, 2015 Looks great Game play trailer is pretty long, but it looks great. Love these sort of strategy games, graphics look pretty good too. Downloading now! jibjelly Well-Known Member Apr 17, 2015 356 0 0 #4 jibjelly, Jun 3, 2015 Subscribe to the TouchArcade YouTube channel gmattergames Well-Known Member Mar 1, 2013 607 42 28 #5 gmattergames, Jun 4, 2015 Don't see this getting much attention, which is too bad because its really well done. Still not sure about the AI and how the difficulty changes behavior, but a few matchups have been challenging, which is encouraging. Haven't tried multiplayer, as there's more than enough maps to keep single player interesting. It's turn based, but it queues commands in a way, allowing you to plot attacks as quickly as select a unit and pick its target, expediting the pace as needed. The IAP model is straight forward: pay a premium to unlock different factions, however the default army is so well balanced, doesn't appear necessary. Either way, game lets you "demo" each faction without IAP, which is cool. Kind of wish the game gave a battle summary, but it does track overall achievements and ranking. If your into the Advance War style turn-based play, don't hesitate, this should satisfy. Garren Member Apr 28, 2015 12 0 0 #6 Garren, Jun 4, 2015 Official Gameplay Trailer Hey guys, Here's a more condensed gameplay trailer that you might like: YouTube: video And the App Store link: http://apple.co/1IiYYYi Thanks, Garren Garren Member Apr 28, 2015 12 0 0 #7 Garren, Jun 4, 2015 Thanks! Glad you like it! Here's a post you might enjoy about the game's AI: http://www.reconinforce.com/rif-behind-the-screen-the-ai/ I should add a section about what changes between different difficulty levels. Let me know if you want to hear more about it. Thanks again! Dragan Well-Known Member Aug 21, 2014 365 7 18 Belgium #8 Dragan, Jun 4, 2015 I have to agree with the positive review, looks and feels very professional. Just would like to know if more single player content will be added before i buy the value pack. Garren Member Apr 28, 2015 12 0 0 #9 Garren, Jun 5, 2015 Thanks! No additional commanders/factions are planned but more maps will arrive with each update. And those maps will be free! gmattergames Well-Known Member Mar 1, 2013 607 42 28 #10 gmattergames, Jun 5, 2015 Fascinating article, nice approach to coordinating AI. My original comment was really about how difficulty level changes AI behavior. Perhaps I missed it in your blog, but it appears difficulty levels modify AI budget? Garren Member Apr 28, 2015 12 0 0 #11 Garren, Jun 5, 2015 Yup! AI budget is one of the differences between the levels. The AI on easy attacks less, deploys fewer troops, and doesn't use abilities. The AI on Hard is very aggressive in territory control, even at the expense of its own units. The Hard AI also can see through the fog of war. (So it cheats a bit) Dragan Well-Known Member Aug 21, 2014 365 7 18 Belgium #12 Dragan, Jun 5, 2015 More maps is good enough for me, i don't like m.p., and the commander pool is great as is. gmattergames Well-Known Member Mar 1, 2013 607 42 28 #13 gmattergames, Jun 5, 2015 Definately noticed on hard difficulty, AI can behave a bit foolishly, creating wave after wave of antitank infantry, as it attempts to counter my growing numbers of mobile artillery. Tactic would work well if my arty were instead tanks, but due the incredible range of mobile artillery, the AI endures massive casualties, where otherwise an armored blitz would be much more effective. Also noticed, enemies can appear well within the range circle but are not available targets. Similarly, sometimes enemies appear out of range, but are valid targets. Not sure if it's an anomaly with the isometric perspective or an actual bug, but it's not a consistent or predictable issue that I can see. Garren Member Apr 28, 2015 12 0 0 #14 Garren, Jun 5, 2015 Two great points, yes the AI is countering your armored artillery with anti armor units but it can consider a tank assault as well! For enemies that are not nearby line of sight rules are enforced. Because of the isometric view that can cause confusion. I'm open to suggestions as to how to convey that an enemy is in range but cannot be "seen." We chose just the absence of a targeting icon but could easily add some other icon. I'm dedicated to the continued support of this game and could implement an interface change for the next patch. Let me know soon and I will consider including it! gmattergames Well-Known Member Mar 1, 2013 607 42 28 #15 gmattergames, Jun 6, 2015 Makes sense. As an indicator, When a friendly unit is selected,while you tap and hold any enemy unit, or any space for that matter, draw a line between the two units, up to the where LoS is obstructed. Something like that. Garren Member Apr 28, 2015 12 0 0 #16 Garren, Jun 6, 2015 Ah, yes, good idea! Definitely on the list for a future update. Reminds me of the user interface from the Close Combat series. Like this: http://media.moddb.com/images/games/1/1/213/Close_Combat_2_battle.jpg BadWally New Member Jun 8, 2015 4 0 0 #17 BadWally, Jun 8, 2015 I've been enjoying this the last few days - both solo and multiplayer. As a fan of turn based wargames, this is just my style of game. When I start a solo match, at the point where I can select a commander, one is marked with a star. What is the significance of the star? As an old school, grognard type gamer, I feel the need to pore over charts and rules. Would you consider making a pdf of unit attributes - organized by commander? This game plays quickly. But I execute moves at a crawl sometimes because I'm constantly help-clicking units to see their starting health, damage dealt to various enemy types, terrain modifiers on movement, etc. Garren Member Apr 28, 2015 12 0 0 #18 Garren, Jun 8, 2015 Last edited: Jun 8, 2015 Hey BadWally, thanks for the post! The star indicates the "developer's choice" commander for that particular map. It is also the commander that that AI is likely to choose, but no guarantees. I understand the grognard style but sadly I don't have a manual of unit stats at this time. However, I can send you an XML file of unit attributes if you want! In the next update you can expect to see a slight tweak to the user interface which attempts to help make decisions on which units to target. In the picture below, the artillery could fire at the tanks but is much better served by firing at the infantry. However, if the artillery could deliver the "final blow" to that tank, then the targeting reticule would be red instead of the usual yellow. I hope this update will slightly satisfy your desire for a more in-depth list of attributes until those can get going. Garren Member Apr 28, 2015 12 0 0 #19 Garren, Jul 8, 2015 Finally fixed this in Version 1.2, which just released today! The AI will now deploy smarter countermeasures to counter a heavy armor or a heavy artillery strategy. You can read the full release notes here: http://www.reconinforce.com/rif-version-1-2-release-notes/ I hope that you enjoy playing ReconInForce! Collin Well-Known Member Jul 29, 2010 719 46 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #20 Collin, Aug 28, 2015 I'll check this out tomorrow. It certainly looks and sounds interesting, and the dev is active which is always a plus. Have you considered bundling all of the factions in a single IAP? Even if you don't, I'll get a couple if I enjoy the game to help support continued development. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Looks great Game play trailer is pretty long, but it looks great. Love these sort of strategy games, graphics look pretty good too. Downloading now!
Don't see this getting much attention, which is too bad because its really well done. Still not sure about the AI and how the difficulty changes behavior, but a few matchups have been challenging, which is encouraging. Haven't tried multiplayer, as there's more than enough maps to keep single player interesting. It's turn based, but it queues commands in a way, allowing you to plot attacks as quickly as select a unit and pick its target, expediting the pace as needed. The IAP model is straight forward: pay a premium to unlock different factions, however the default army is so well balanced, doesn't appear necessary. Either way, game lets you "demo" each faction without IAP, which is cool. Kind of wish the game gave a battle summary, but it does track overall achievements and ranking. If your into the Advance War style turn-based play, don't hesitate, this should satisfy.
Official Gameplay Trailer Hey guys, Here's a more condensed gameplay trailer that you might like: YouTube: video And the App Store link: http://apple.co/1IiYYYi Thanks, Garren
Thanks! Glad you like it! Here's a post you might enjoy about the game's AI: http://www.reconinforce.com/rif-behind-the-screen-the-ai/ I should add a section about what changes between different difficulty levels. Let me know if you want to hear more about it. Thanks again!
I have to agree with the positive review, looks and feels very professional. Just would like to know if more single player content will be added before i buy the value pack.
Thanks! No additional commanders/factions are planned but more maps will arrive with each update. And those maps will be free!
Fascinating article, nice approach to coordinating AI. My original comment was really about how difficulty level changes AI behavior. Perhaps I missed it in your blog, but it appears difficulty levels modify AI budget?
Yup! AI budget is one of the differences between the levels. The AI on easy attacks less, deploys fewer troops, and doesn't use abilities. The AI on Hard is very aggressive in territory control, even at the expense of its own units. The Hard AI also can see through the fog of war. (So it cheats a bit)
Definately noticed on hard difficulty, AI can behave a bit foolishly, creating wave after wave of antitank infantry, as it attempts to counter my growing numbers of mobile artillery. Tactic would work well if my arty were instead tanks, but due the incredible range of mobile artillery, the AI endures massive casualties, where otherwise an armored blitz would be much more effective. Also noticed, enemies can appear well within the range circle but are not available targets. Similarly, sometimes enemies appear out of range, but are valid targets. Not sure if it's an anomaly with the isometric perspective or an actual bug, but it's not a consistent or predictable issue that I can see.
Two great points, yes the AI is countering your armored artillery with anti armor units but it can consider a tank assault as well! For enemies that are not nearby line of sight rules are enforced. Because of the isometric view that can cause confusion. I'm open to suggestions as to how to convey that an enemy is in range but cannot be "seen." We chose just the absence of a targeting icon but could easily add some other icon. I'm dedicated to the continued support of this game and could implement an interface change for the next patch. Let me know soon and I will consider including it!
Makes sense. As an indicator, When a friendly unit is selected,while you tap and hold any enemy unit, or any space for that matter, draw a line between the two units, up to the where LoS is obstructed. Something like that.
Ah, yes, good idea! Definitely on the list for a future update. Reminds me of the user interface from the Close Combat series. Like this: http://media.moddb.com/images/games/1/1/213/Close_Combat_2_battle.jpg
I've been enjoying this the last few days - both solo and multiplayer. As a fan of turn based wargames, this is just my style of game. When I start a solo match, at the point where I can select a commander, one is marked with a star. What is the significance of the star? As an old school, grognard type gamer, I feel the need to pore over charts and rules. Would you consider making a pdf of unit attributes - organized by commander? This game plays quickly. But I execute moves at a crawl sometimes because I'm constantly help-clicking units to see their starting health, damage dealt to various enemy types, terrain modifiers on movement, etc.
Hey BadWally, thanks for the post! The star indicates the "developer's choice" commander for that particular map. It is also the commander that that AI is likely to choose, but no guarantees. I understand the grognard style but sadly I don't have a manual of unit stats at this time. However, I can send you an XML file of unit attributes if you want! In the next update you can expect to see a slight tweak to the user interface which attempts to help make decisions on which units to target. In the picture below, the artillery could fire at the tanks but is much better served by firing at the infantry. However, if the artillery could deliver the "final blow" to that tank, then the targeting reticule would be red instead of the usual yellow. I hope this update will slightly satisfy your desire for a more in-depth list of attributes until those can get going.
Finally fixed this in Version 1.2, which just released today! The AI will now deploy smarter countermeasures to counter a heavy armor or a heavy artillery strategy. You can read the full release notes here: http://www.reconinforce.com/rif-version-1-2-release-notes/ I hope that you enjoy playing ReconInForce!
I'll check this out tomorrow. It certainly looks and sounds interesting, and the dev is active which is always a plus. Have you considered bundling all of the factions in a single IAP? Even if you don't, I'll get a couple if I enjoy the game to help support continued development.