
Frontline : Longest Day
A turn-based D-Day wargame with a deceptively rich unit roster that stumbles hard on tutorial design and mission variety - approach with patience or skip it entirely.
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About Frontline : Longest Day
I went into Frontline: Longest Day expecting a tight, Panzer General-adjacent beer-and-pretzels wargame set against the most cinematically loaded operation of WW2. What I got was something messier: a game with genuine mechanical bones buried under poor onboarding, frustrating bugs, and a structural mismatch between setting and systems. The core engine is turn-based hex-grid tactics with over 80 unit types spanning land, air, and marine forces, each carrying a suite of special abilities: flanking maneuvers, encirclements, smoke grenades, APCR ammunition, suppression, combat fatigue, artillery barrages, and mine-clearing engineers. Units earn experience through combat and upgrade over time, which gives each campaign a light RPG progression thread. On paper that is a solid tactical package. In practice, the game throws you into five massive Operation Overlord scenarios covering Utah, Omaha, Gold, Sword, Juno, and Cherbourg without a functional tutorial in sight. The five-page PDF manual covers installation and almost nothing else. If you have not played the predecessor, Frontline: Road to Moscow, you will spend your first session figuring out why your engineer just walked through a minefield instead of clearing it. The mechanical depth that does exist rewards patient play. Adjacency-based mutual support means you cannot just blitz forward in a column; positioning and unit cohesion matter. Terrain is drawn from historical maps and actively shapes combat outcomes. There are three difficulty tiers, and even the lowest setting punishes sloppy play. The problem is that the D-Day scenario bakes in a structural monotony: almost every mission is you, the attacker, hammering entrenched Wehrmacht positions out of bunkers and fortified beaches. The AI is happy to sit tight and let you absorb casualties prying it loose, which is historically accurate but tactically repetitive across five lengthy campaigns. There is no skirmish mode and no multiplayer to break the rhythm when the campaign wears thin. The Steam community reception sits at mostly negative, and the criticism is consistent: bugs (including a tooltip UI panel that clips offscreen and cannot be dismissed), save-file management that involves manually copying XML from a hidden AppData folder, and full-screen issues on modern Windows. These are decade-old problems that were never patched to satisfaction. The game also carries the fingerprints of a mobile-first design, originally built for iOS touchscreens, with the PC version feeling like a port rather than a native release. Who should still consider it? If you finished Road to Moscow and want more of the same engine in a Western Front setting, the unit variety and upgrade loop will hold for a few sessions. Historical WW2 grognards who specifically want to push Allied forces across Normandy terrain, and who can tolerate a complete absence of hand-holding, may find enough friction to stay engaged. Everyone else, especially strategy newcomers or players expecting the polish of modern Slitherine titles, will bounce off it quickly. There are better-supported WW2 tactics games available at similar or lower price points, and this one has seen no meaningful updates in years. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Vista, 7, 8, 10
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 2 GB available space
- Graphics
- 256Mb Vga Card
- Processor
- Pentium 4
- Sound Card
- DirectX Compatible
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Game Info
- Developer
- 88mm
- Publisher
- Slitherine Ltd.
- Release Date
- Dec 9, 2014
