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{"id":3041028,"date":"2019-02-25T16:33:00","date_gmt":"2019-02-25T15:33:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/batalj\/3041028"},"modified":"2024-07-18T13:16:06","modified_gmt":"2024-07-18T11:16:06","slug":"batalj","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/batalj\/3041028","title":{"rendered":"BATALJ (Taktik & Strategie) – Drei Schritte voraus"},"content":{"rendered":"Falsch geplant…<\/strong>

…ist halb verloren: Mein Scharfsch\u00fctze schie\u00dft mal wieder ins Leere und mein Roboter erreicht sein Ziel nicht, weil er gegen einen Feind rennt, der sich pl\u00f6tzlich materialisiert. Wie kann es zu solchen falschen Planungen kommen? Weil man in der Rundentaktik von Batalj<\/a> all seinen futuristischen Einheiten im Vorfeld befehlen muss, was sie tun sollen, ohne zu wissen, was der Gegner macht. Und wenn der sich von seiner Position entfernt oder ein Feld fr\u00fcher besetzt, gibt es die oben erw\u00e4hnten Fehlsch\u00fcsse oder Kollisionen. Gerade zu Beginn kann das frustrierend sein, weil manches einfach nicht so l\u00e4uft wie man das gerne h\u00e4tte.

Normalerweise bezieht ja gerade Rundentaktik ihre Faszination aus der totalen Befehlgewalt \u00fcber seine Truppen, wie etwa
Into The Breach<\/a> gezeigt hat. Aber Batalj entwickelt wie das \u00e4hnlich konzipierte Frozen Synapse<\/a> gerade aufgrund dieser\n
\"[GUI_STATICIMAGE(setid=85430,id=92583035)]\"<\/figure>\n
Es gibt mit Re-Linked, Splicers und Rusters drei Fraktionen. Jede besteht aus etwa zehn Einheiten plus Helden. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nUnw\u00e4gbarkeiten seine Spannung: Da die Schlachtfelder recht \u00fcberschaubar sind und man \u00fcber die Kontrolle kleiner Gebiete wichtige Siegpunkte erh\u00e4lt, kann man die Laufwege sowie Zielpunkte seines Gegners manchmal erraten. L\u00e4dt man einen Schuss auf und trifft dann tats\u00e4chlich ins Schwarze oder kann einen Feind fesseln, ist die Freude nat\u00fcrlich gro\u00df. Es geht aber nicht um die totale Vernichtung wie in einem Deathmatch, sondern um f\u00fcnf Siegpunkte f\u00fcr territoriale Kontrolle, die angenehm dynamisch wechseln.

Die wichtige Initiative<\/strong>

Die Zugreihenfolge ist in diesem Spiel mit seiner anf\u00e4nglich vier Einheiten plus Held starken Truppe, die sp\u00e4ter verst\u00e4rkt wird, enorm wichtig: Denn wer als Erster schie\u00dfen oder laufen darf, kann nat\u00fcrlich sicher sein, dass er auch trifft oder am Ziel ankommt – wer als Letzter aktiv wird, ist vielleicht schon tot. Bevor eine Runde mit allen animierten Aktionen wie Spr\u00fcnge, Sch\u00fcsse, Blendungen, Beschw\u00f6rungen, Heilungen\n
\"[GUI_STATICIMAGE(setid=85430,id=92583045)]\"<\/figure>\n
Geht die eigene Planung auf? Oder bewegt sich der Feind woanders hin? \u00a9 4P\/Screenshot<\/div>\n<\/div>\netc. ausgespielt wird, ist ganz genau ersichtlich, wann befreundete und verfeindete Einheiten dran sind; man blickt also immer auf eine gemischte Auslage an Truppenkarten. Aber wie wird die Reihenfolge bestimmt?

Hier haben sich die Schweden ein sinnvolles Prinzip der Verz\u00f6gerung ausgedacht: Je nachdem wie m\u00e4chtig die eigene Aktion in einem Zug ist, desto sp\u00e4ter ist diese Einheit in der n\u00e4chsten Runde dran. Wer sich lediglich bewegt, sammelt einen, wer schie\u00dft vielleicht zwei und wer eine m\u00e4chtige Waffe abfeuert drei bis f\u00fcnf Verz\u00f6gerungspunkte. Man sollte sich also gut \u00fcberlegen, wann man eine Einheit so richtig aussch\u00f6pft. Sehr sch\u00f6n ist, dass alle Aktionen ansehnlich animiert werden, dass es ein Zeitlimit f\u00fcr Aktionen gibt und in jeder Runde sehr transparent die Siegpunkte abgerechnet werden, bis hin zur Ansage des Matchpoints. Au\u00dferdem sammelt man mit gewonnenen Spiel Erfahrung, gewinnt Einheiten sowie Titel dazu.

\n
\"[GUI_STATICIMAGE(setid=85430,id=92583046)]\"<\/figure>\n
Es gibt leider wenig Inhalte zum Start, die einen zum Weiterspielen animieren. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSehr schade ist allerdings der geringe Umfang: Nach einem kurzen Tutorial gibt es nur schnelle Duelle \u00fcber das Internet, falls man denn einen zuf\u00e4lligen Gegner bekommt. Der “Sandbox Modus” ist eigentlich nur daf\u00fcr da, alle Einheiten aller Fraktionen mal auszuprobieren. Man vermisst also Herausforderungen oder eine Kampagne f\u00fcr Solisten, wie etwa in Into The Breach, so dass man sich mal l\u00e4nger mit den teilweise coolen exklusiven F\u00e4higkeiten und Kombinationen besch\u00e4ftigen kann – hier hat man viel Potenzial verschenkt. Au\u00dfderdem k\u00f6nnte die teilweise zu hektische Kamera sowie die Benutzeroberfl\u00e4che noch Feinschliff vertragen: Zum einen ist die gerade aktive Einheit etwas zu schwer zu erkennen, zum anderen ist es schade, dass man sich in der zweimin\u00fctigen Warte- bzw. Aktionszeit nicht mehr Infos \u00fcber den Gegner anzeigen lassen kann, wie etwa seine Laufreichweite, Radien etc.

Fazit<\/strong><\/h3>Batalj ist ein knackiger, cool inszenierter Snack f\u00fcr Taktiker – aber hier war mehr drin! Schade, dass die Schweden ihre interessanten Gefechte nicht um eine Kampagne im Stile von Into the Breach<\/a> bereichert haben; es gibt ja nicht mal K\u00e4mpfe gegen die KI, sondern nur ein Tutorial. So ist man bisher leider auf Online-Matches beschr\u00e4nkt, die aber Laune machen und das Potenzial andeuten. Wenn ihr risikoreiche Gefechte \u00e0 la Frozen Synapse m\u00f6gt, in denen ihr Z\u00fcge auch mal “blind” vorausplanen m\u00fcsst, k\u00f6nnten die futuristischen Duelle aus Schweden euren Nerv treffen. Drei markante Fraktionen k\u00e4mpfen in kleinen Arealen mit wenig Einheiten um Siegpunkte, indem sie spezielle Gel\u00e4ndepunkte besetzen und sich gegenseitig ins Visier nehmen – all das wird ansehnlich visualisiert, au\u00dferdem gibt es viele interessante F\u00e4higkeiten und Kombos. Zwar k\u00f6nnten Kamera, Benutzeroberfl\u00e4che & Co noch Feinschliff vertragen, aber Batalj ist bereits auf Deutsch erh\u00e4ltlich und soll demn\u00e4chst erweitert werden.
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Pro & Kontra<\/strong><\/h3><\/div><\/div>

Gef\u00e4llt mir<\/h3>