I review Hammer and Sickle, and feel the need to open with a bit of history:
"In what might be considered an alchemical achievement, Nival Interactive came out of nowhere in 2003 to release a game with a perfect engine. Silent Storm combined the two greatest games in the squad-level turn-based strategy (yes, it's a genre) genre, melding the realistic combat gameplay of Jagged Alliance 2 with the massively complex, completely destructible environments of UFO: Enemy Unknown. These two features, along with great physics and amazing ballistic modeling conspired to make Silent Storm possibly the finest turn-based combat simulator ever designed. The only problem was that there wasn't much of a game built on top of it. No story to speak of, no gameplay besides strategic battles—it was really just a series of combat scenarios that had to be fought in a specific order. The next year they released an add-on called Sentinels which added a simple economic system to the game, a little more story, and explodable heads. Finally, in late 2005 they released the third game in the series: Hammer & Sickle, which fulfills the promise of the earlier titles by using the perfect combat engine to make a full-fledged role-playing game (RPG)."
But do they work well together? The solution to that mystery
here.