Following the « What you see is what you get » principle, Win That War! Relies on accurate physical simulation, rather than precalculated damage and approximations.
Thus, for example:
- Damage is applied at the moment of a projectile’s impact (not at launch time)
- Accidental friendly fire is possible
- Any object that comes between a unit and its target may intercept a projectile.
All units and weapons have their own characteristics. Here are a few gameplay situations that may occur, as a consequence of realistic ballistics.
Bombers and artilleries have in common the ability to aim at a position on the ground instead of a unit. They aren’t much good at hitting a fast-moving target. Especially effective against buildings, they can also perform barrage shots to deny access to a zone or prevent enemy passage through a bottleneck.
Since projectiles take time to reach their target, it may occur that the damage gets dealt after the attacking unit has been destroyed, possibly resulting in mutual kills.
Seeker missiles are able to circumvent obstacles in order to reach a hidden target. This characteristics, in addition to splash damage, makes them very effective in mountains, where they can ambush their targets and deny passage through tight canyons.
On the other hand, seeking projectiles have their limits. Very fast units such as buggies can easily dodge them by moving in unpredictable patterns.
Laser shots are almost instantaneous. This is why a Sentinel unit and its fast-tracking laser turret will easily decimate an army of flimsy buggies.
Lasers can be obstructed by terrain obstacles. This is why, given the order to attack, the AI will try to place its laser-wielding units individually to give them an optimal shooting angle without being blocked by friendly units.
It is possible to give a group of units the order to position themselves for an attack on a specific position using the « Aim » command (ctrl+right click).