Quote Originally Posted by Overload View Post
Why should I play this instead of Kancolle?

Not that I mind you posting the game. I'm just missing some details/reasoning in your post e.g. to explain "more polished combat engine".
It's a valid point. I made this thread in response to a conversation elsewhere. As I was in a hurry, I didn't think of the more general audience. That conversation roughly went "not sure if I want to KanColle when it comes over to Nutaku, can I sample its gameplay beforehand?"

So let's do this, why you'd want to play this instead of KanColle itself. First the small (but not necessarily trivial) things:
- Setting: preference for European theatre of WWII instead of Japan.
- Easier Access: KanColle requires more technical hoops to play - a VPN to fake a .jp IP address, setting your system clock, getting selected by a lottery when a new server opens (not sure if this hoop still applies). Milihime doesn't need anything special once you have a Yahoo.co.jp account.
- 3D engine in combat graphics: the battles look better than without losing anything KanColle does.
- Leniency in death: KanColle has permadeath. Milihime allows rez.


KanColle is notorious for aggravating targeting habits by the AI. As you may know, there is no player interaction once combat starts (this is unchanged in Milihime). Select units, decide formation, watch wanton waste of firepower. Great battleship cannons will happily waste their turn shooting at a 1 HP destroyer when there's an enemy battleship right in front of them. In Milihime, units face off against their opposite slots first. Artillery help other units by shooting many times a turn. Ok sure you can still have big guns wasting their shot on a near-dead tiny target but you can do something about that: formation choice influences who faces who so (provided you win at scouting) you can ensure the big gun is paired against a big target.

Since you have strong player influence on combat pairings, there are rewards for good formation decisions. Tactical commanders are terrible in a fight (and easily shot out of action) but if kept alive they grant everyone an extra shooting phase as well as a nice buff ("elite tactics"). For example, Rommel (in a command jeep). Infantry are guaranteed to crit (very hard) if they survive until the end of combat, which just might be the (cost effective) edge you need.