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Band of Brigands: The First Men in Tanks by Christy Campbell

By Christy Campbell

The dramatic tale of the lads who fought a brand new and terrifying type of battle amidst the carnage of the trenches in international struggle I: the British pioneer volunteers who have been the 1st tank-men into conflict.

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Extra resources for Band of Brigands: The First Men in Tanks

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For the sake of our sanity, let's keep our focus on StarCraft. Just typing that last paragraph made me dizzy with nostalgia. As I've explained in the previous chapter, StarCraft's RTS contemporaries were quality games, often with innovations and worthwhile gameplay in their own right. Upon StarCraft's release, legitimate arguments were taking place wondering which game was superior and which would reign supreme. Total Annihilation and Command & Conquer fans touted their games as above and beyond StarCraft for years.

The designers thought of Warcraft 2 as a game with chess pieces - equal parts, for the most part, doing battle on equal terms. On the contrary, the diversity of units in StarCraft was and, for the most part, is unparalleled. The Zerg, Terran and Protoss are three utterly unique factions whose defining characteristics are completely exclusive of the other two races. As development continued, ideas were added and shed. One particularly strange idea that did not make it to the final product was revealed by Bill Roper, the producer of StarCraft, in 1996: There would be three theaters of war (space, planetary and installation) and only a small number of units would be available in each, thus requiring completely different approaches to strategy.

It must seem strange to many that the idea of constant worker production had to be invented, that the habit of harassing workers needed to be devised. After all, it all seems so obvious now. Simply put, StarCraft was very much a blank slate upon its release. Ideas as seemingly simple as transferring groups of workers to newly built expansions (rather than building them one at a time) were groundbreaking. It took a player the caliber of Miguel "Maynard" Bombach (a former Age of Empires player), probably the most dominant American player of all time, to popularize a concept as simple as the worker-transfer.

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