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GAME DETAIL

Last Tank Standing

種別:ゲーム 発売日:近日登場 日本語対応未確認
価格未定

Last Tank Standing is a real-time tank tactics game. No base building, no resource gathering. You buy an army before the battle, you fight with what you bought, and the winner takes all.

このゲームについて

Steamの詳しい説明を読む

Last Tank Standing is a real-time tactics game about tanks, and about the one thing every tank commander learns the hard way: the front of a tank is the worst place to shoot it.
You command platoons, not single units. A squad of three heavy tanks, five light tanks, twelve riflemen. You pick where they go and what they shoot, and the game handles the rest. Every shell is real. It flies, it hits a specific face of a specific tank, and it either goes through or it bounces. Most fights are decided by who gets around the other side first.
There's no base building and no resource gathering. You get a budget before the battle, you spend it on an army, and then you fight with what you bought. If you lose your tanks, you don't get more.

Every tank has a weak side
Each vehicle carries different armour on its front, sides and rear, and each gun has a penetration value. Put those together and you get the whole game in one example: a Lark light tank can't scratch a Bastion heavy tank from the front. Its 90 mm gun bounces off 176 mm of armour every single time. But the Bastion's rear is only 46 mm. Get a Lark behind it and four hits will kill it.
So the heavy wants to face you, and you want to make it turn. That's most of what you'll be doing: pinning the enemy with something tough, then sending something fast around the flank.
Hover over an enemy with a squad selected and the game tells you which face you'd hit and whether your gun can get through. When a shot penetrates the side or rear, you'll see it. Turrets pop off, ammo cooks off, wrecks burn.

You only see what your squads can see
There's real fog of war. Forests and towns hide units, ridges block sight, and a squad that fires gives away where it is. Scout cars and infantry are how you find the enemy before their guns find you. The AI plays under the same rules: it sees what its units see and gives the same orders you can.
Ground matters too. Rivers push armour onto bridges and fords. Towns are full of corners to ambush from. Tanks knock down trees and flatten fences on their way through, and they can't drive through each other, so a column on a narrow road has to take turns.

It looks better every update
We've been rebuilding the look of the game: grass and real ground under the tanks, cloud shadows drifting across the map, trees that bend when the wind picks up. Machine guns spray short tracer bursts, tank shells glow and light the ground under them as they fly, and the bigger the gun, the bigger the shell. Fights at dusk, in fog or in the rain look completely different from a clear afternoon.

The units
Two armies, nine kinds of unit each. They mirror each other closely, with small differences: the Iron Compact fields bigger, cheaper infantry squads and a six-strong tankette, and the Karst Dominion's tank guns punch a little harder. Every unit has at least one ability on a cooldown.

Heavy tanks (squads of 3)
• Bastion (Dominion) and Mammut (Compact). About 175 mm of armour on the front, under 50 mm on the back. Slow, long-ranged, and close to unkillable head-on. Ability: Sabot Round, which gives each tank's next shot +40% penetration.

Medium tanks (squads of 4)
• Bulwark-7 (Dominion) and Gorgon (Compact). The all-rounders. Their machine guns shred infantry and their sabot rounds can crack a heavy's side. Ability: Sabot Round.

Light tanks
• Lark (Dominion, squads of 5) and Jackal tankette (Compact, squads of 6). The fastest tanks in the game and the thinnest. They die to almost anything head-on, and they kill almost anything from behind. Abilities: Overdrive (+50% speed for 10 seconds) and Smoke Dash (sprint clear behind a trail of smoke).

Tank destroyers (squads of 2)
• Longhorn (Dominion) and Basilisk (Compact). The biggest guns on the field, around 200 mm of penetration and the longest direct-fire range. Thin armour. Park them somewhere hidden and let the enemy come to you. Ability: Steady Aim, which makes the next shot far more likely to hit.

Scout cars (squads of 3)
• Vespa (Dominion) and Marten half-track (Compact). Fast, see far, and can't fight much. They're the eyes of the army. Ability: Signal Intercept, which reveals every enemy nearby for 5 seconds.

Infantry
• Karst Rifles (12 men) and Vostok Conscripts (16 men). Cheap, good at holding ground and hiding in woods and towns, and in trouble the moment a tank's machine gun finds them. Ability: Smoke Screen, a wide line of smoke thrown out ahead.
• Breacher AT Team (Dominion, 6 men) and Mallet AT Section (Compact, 7 men). Anti-tank teams that kill tanks up close and can't do a thing against machine guns. Ability: Steady Aim.

Artillery
• Ridgehammer and Anvil mortars (squads of 3). Indirect fire with travel time and scatter. They need someone else to spot for them. Ability: Smoke Wall, three smoke shells in a line.
• Thunderline howitzer and Bruya field gun (squads of 2). The longest range in the game, around 430 to 450 m, slow to fire, and helpless if anything reaches them. Ability: Creeping Barrage, five shells walking out from where you aim.
Squads that survive gain rank during a battle and shoot a little faster and straighter. You can also pick a design for every vehicle and gun in your army.

A campaign, if you want one
There's a story campaign: 35 missions across three wars and sixteen years, following one tank officer from a border rebellion to a full invasion. Missions play in stages, with new orders over the radio while you fight. Search a village for evidence, escort a convoy, hold a crossing, get out of a red circle before the shells land. It runs about 10 to 12 hours, and the first mission teaches you the controls on the real thing.

And when you just want a fight
• Skirmish: 30 maps across steppe, forest, highland, river and town, three map sizes, your choice of weather and time of day, and free-for-all on most maps.
• Operation mode: a turn-based front map where every attack is a real-time battle, and your armies carry their losses and rank from fight to fight.
• Siege: hold one position against waves that keep getting bigger.
• Daily Challenge: one battle a day, the same for everyone, against an enemy with two to three times your budget.

Pause any time and keep giving orders. Single-player, mouse and keyboard. Interface in English, German, French, Spanish, Russian, Simplified Chinese and Japanese.
Find the back of the heavy.

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基本情報

発売日
近日登場
価格
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価格区分
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開発元
Isometric Studio Gamers
販売元
Isometric Studio Gamers
対応OS
Windows
コンテンツ種別
ゲーム

対応言語

言語 対応 フル音声
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英語 ○ —
フランス語 ○ —
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