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Overview

Tom Clancy’s Ghost Recon: Shadow Wars is a turn-based strategy game, the first of its kind in the Tom Clancy’s Ghost Recon series. The title draws comparisons to Fire Emblem and the X-COM series of which the latter had been created by Shadow Wars producer Julian Gollop. As in previous series entries, the player assumes the role of the “Ghosts”, an elite squadron of American soldiers. The Ghosts operate in secrecy, used to intervene in situations that the United States does not wish to be publicly involved with. In Shadow Wars, the Ghosts go from Kazakhstan to Siberia attempting to stop a new Russian empire. It is up to the Ghosts to bring peace to control the tensions in the Middle East that have risen due to Russian influence.

Gameplay

Campaign

This is the mode that follows story of the Ghosts through their mission to covertly unravel a Russian conspiracy. Missions have three difficulty levels, which affect health and ability of enemies, as well as the amount of upgrades that the player can use on his Ghosts. PEC points are also awarded, which increase the player’s overall rank.

Skirmish Missions

Skirmish missions test the skill of the player in three different difficulty levels in specific scenarios. The various classes are used in unique situations that highlight each class’ abilities. PEC points are awarded in this mode as well.

Multiplayer

The Multiplayer Mission mode allows players to go up against friends using the same 3DS console in specially designed multiplayer skirmishes. PEC points cannot be earned in this mode.

Characters & Classes

Duke

Class: Commando (Either Anti-Vehicles or Anti-Personnel)

Special Ability(s): Three explosive projectiles

Bio: Special Forces Officer. Comes from a long line of West Point graduates. Solid, dependable, caring, and reasonable.

Weapons:

  • Main: Assault Rifles
  • Secondary: Shoulder Mounted Missile-Launcher

Upgrades:

  1. Commando Specialty – blast against infantry and vehicles
  2. Health 3
  3. Health 3
  4. SCAR-H Assault Rifle
  5. SMLVA1 Missile Launcher
  6. Health 3
  7. HPA1 Body Armor (HP 16; Movement -2)
  8. Health 4
  9. Urban Warrior (No speed reduction in buildings)
  10. G36 Assault Rifle

Haze

Class: Sniper

Special Ability(s): None

Bio: One of the longest established Ghost squad members. Acts as second-in-command to Duke. Calm and soft spoken, he is the voice of reason within the squad, even bringing Duke back into line when the heat really turns up.

Weapons:

  • Main: Heavy Sniper Rifles, Light Sniper Rifles
  • Secondary: AP (Armor Penetration) Grenades, EMP Grenades

Upgrades:

  1. Sniper Speciality – long range damage
  2. Health 2
  3. Health 2
  4. M14 ER Sniper Rifle
  5. CG1 Blast Grenade
  6. Health 3
  7. MPA1Sn – Body Armor (HP 10; Movement -1)
  8. Health 3
  9. Long Shot (10 Power Points per long range attack)
  10. HSR Heavy Sniper Rifle

Saffron

Class: Medic

Special Ability(s): Heal

Bio: Former Navy medic. Looks after the Ghosts like a a mom at times (occasionally referred to as “Mom” in the field), but can also be a strict disciplinarian.

Upgrades:

  1. Medic Speciality – healing and support
  2. Health 3
  3. Health 3
  4. UTSP – pistol
  5. MPGE2 medkit
  6. Health 3
  7. MPA1 Body Armor (HP 10; Movement -1)
  8. Determination (1 Power Point for each HP lost)
  9. Health 3
  10. SG1 Pistol and Riot Shield

Richter

Class: Gunner

Special Ability(s): Support Fire

Bio: Transferred from the Green Berets. Bold and brash, he likes to have fun with the younger squad members.

Weapons:

  • Main: HMG
  • Secondary: Grenades

Upgrades:

  1. Gunner Specialty – defence and support fire
  2. Health 4
  3. Health 4
  4. G101 Heavy Machine Gun
  5. CG1 Blast Grenade
  6. Rage (15 Power Points attacking with < 50% HP)
  7. Health 4
  8. HPA1 Body Armor (HP 16; Movement -2)
  9. Strong Arm (Increases range of grenades by 2)
  10. M249 Heavy Machine Gun

Mint

Class: Engineer

Special Ability(s): Repair Vehicles and Drones

Bio: Newest member of the squad. Passed out of training with the highest marks in the group. Optimistic, talkative, earnest, and trusting.

Weapons:

  • Main: Assault Rifles
  • Secondary: Deployable Gun Turret, Assault Drones

Upgrades:

  1. Engineer Specialty turrets, drones and repair
  2. Health 3
  3. Health 4
  4. SCAR-H Assault Rifle
  5. Health 3
  6. Steadfast (15 Power Points if not moved in a turn)
  7. HPA1 Body Armor (HP 16; Movement -2)
  8. Health 3
  9. Health 3
  10. EMAW1 (Electo-magnetic anti-vehicle weapon)

Banshee

Class: Recon

Special Ability(s): Cloak

Bio: Became a Recon because she prefers to work alone. Fiery temper, which she controls and unleashes at just the right time. Takes no aggravation from anyone – friend or foe.

Weapons:

  • Main: Silenced Carbines
  • Secondary: EMP Grenades, Knife

Upgrades:

  1. Recon Specialty – close combat and stealth
  2. Health 2
  3. Health 2
  4. SCARQ – Silenced SMG
  5. MK111 combat knife
  6. MPA1St Body Armor (HP 10; Movement -1)
  7. Cold Blooded Killer (15 Power Points for a close range kill)
  8. Health 3
  9. Jungle Warrior (No Speed reduction in trees and bushes)
  10. P90 Silenced SMG

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