Campaign (1992) 
| Details (Commodore Amiga) | Supported platforms | Artwork and Media | |
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| Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Related Titles: Comments: | Empire SoftwareStrategy 512K Yes Eng 3.5" Floppy disk Worldwide Campaign 2 | Click to choose platform: Atari ST Commodore Amiga |
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Dec 1992 (CU Amiga) 3rd Dec 2011 09:49The smell of diesel, the sound of gunfire, the heat of battle... yes, it is Nick Veitch arriving for work.
WAR, LOGICAL?
The logic of war seems to be that if the belligerent can fight, he will do it with tanks. Certainly during WWII, from the initial Blitzkrieg to the last stand at Berlin, when something had to be done it was done with heavy armour. Tanks are the backbones of the modern army. At least that is what Empire believe, and who can blame them for adding their string of reasonably successful tank simulations (Team Yankee, Pacific Islands) with yet another.
Campaign bears very little relation to those previous titles though. Although predominantly a tank simulation, the strategy aspect has been developed far beyond just popping into your trusty two-tracked friend and blasting holes into the enemy. The campaign map (which can be anything from the size of Greater London to most of Western Europe) is the focus of attention now. Tanks, ships, aircraft, convoys and factories must all be managed properly to produce a successful outcome to the conflict. Everything is arranged in groups and depicted on the map, with optional unit names if you cannot tell your shock force from your light artillery. The issuing of orders is as simple as clicking once on the unit and once on its destination. The computer can take control of any units that you are not particularly bothered about, which means you can leave it to take care of airstrikes and ship-to-shore shellings if you cannot be bothered re-designating the targets every half an hour.
CLOSE COMBAT
When opening forces get too close to each other a close quarters combat ensues. You are given the option to let the computer calculate the outcome, but you will never win any medals that way and you could suffer a shock defeat. At least if you are controlling the tanks you know who to blame when the dust settles.
A schematic map showing trees, buildings and minefields in the surrounding area is displayed, along with small boxes depicting your tanks. To take direct control of a tank simply click it on and it will turn blue. The you can go to the 'from the turret viewpoint' and see the terrain as it would appear to the tank commander.
The surrounding terrain is quite well detailed considering the speed at which it animates. The detail level of the ground and of the surface objects can be altered to allow for accelerated machines. This doesn't quite compensate for the speed of an '030 though, and the stealth and tactics of tank battle turns into a dodgem ride with machine guns.
The tank is actually best controlled by the keyboard and a preferences screen allows you to choose whichever keys you like for the specific tasks. Each track on the vehicle is controlled individually and, where applicable, the turret is moved left or right independently. Some of the vehicles can also tow the field guns around, but if you are deploying field guns and trucks on the front-line then something is going wrong...
HIT 'EM FROM THE AIR
Air and artillery support can be controlled manually or by the computer and can deliver a devastating blow to a close group of enemy vehicles, although more often than not you can hit your own tanks if engaging at close quarters.
All the vehicles and aircraft in the game have been lovingly researched and are very accurately represented. This not only applies to the polygon rendering of the vehicles, but also to their physical capabilities as well; speed, range, armour gun traverse – every important military aspect of the vehicle is taken into consideration. All the information in the 170 page equipment manual finds its way into the game somewhere.
The vehicle types used for the main ground forces include engineer, spotter, infantry, light and heavy artillery units as well as MBTs. Each has a different function – engineers can lay or clear mines, spotters direct artillery fire, etc. All of them, that is, apart from the infantry. The use of infantry is not explored at all in the game which is not only a great omission in terms of historical fact, but can also severely restrict strategic options. No airborne units means no way of securing important objectives ahead of your advancing machines. No infantry means that easily defendable positions such as bridges, mountain roads and cities must be protected by tanks. This does not detract from the fun of the game, just from its realism.
The map editing section allows you to create your own battles, down to the rivers, roads and minefields and also allows for a bit of fiddling if you think a campaign is going particularly badly. This boosts the longevity of the game quite considerably, even though there are a lot of sample campaigns included. The computer controlled units show no flair for strategy, but their tactical manoeuvers are quite good and, if provided with decent equipment, can make for a challenging game.
WAR, LOGICAL?
The logic of war seems to be that if the belligerent can fight, he will do it with tanks. Certainly during WWII, from the initial Blitzkrieg to the last stand at Berlin, when something had to be done it was done with heavy armour. Tanks are the backbones of the modern army. At least that is what Empire believe, and who can blame them for adding their string of reasonably successful tank simulations (Team Yankee, Pacific Islands) with yet another.
Campaign bears very little relation to those previous titles though. Although predominantly a tank simulation, the strategy aspect has been developed far beyond just popping into your trusty two-tracked friend and blasting holes into the enemy. The campaign map (which can be anything from the size of Greater London to most of Western Europe) is the focus of attention now. Tanks, ships, aircraft, convoys and factories must all be managed properly to produce a successful outcome to the conflict. Everything is arranged in groups and depicted on the map, with optional unit names if you cannot tell your shock force from your light artillery. The issuing of orders is as simple as clicking once on the unit and once on its destination. The computer can take control of any units that you are not particularly bothered about, which means you can leave it to take care of airstrikes and ship-to-shore shellings if you cannot be bothered re-designating the targets every half an hour.
CLOSE COMBAT
When opening forces get too close to each other a close quarters combat ensues. You are given the option to let the computer calculate the outcome, but you will never win any medals that way and you could suffer a shock defeat. At least if you are controlling the tanks you know who to blame when the dust settles.
A schematic map showing trees, buildings and minefields in the surrounding area is displayed, along with small boxes depicting your tanks. To take direct control of a tank simply click it on and it will turn blue. The you can go to the 'from the turret viewpoint' and see the terrain as it would appear to the tank commander.
The surrounding terrain is quite well detailed considering the speed at which it animates. The detail level of the ground and of the surface objects can be altered to allow for accelerated machines. This doesn't quite compensate for the speed of an '030 though, and the stealth and tactics of tank battle turns into a dodgem ride with machine guns.
The tank is actually best controlled by the keyboard and a preferences screen allows you to choose whichever keys you like for the specific tasks. Each track on the vehicle is controlled individually and, where applicable, the turret is moved left or right independently. Some of the vehicles can also tow the field guns around, but if you are deploying field guns and trucks on the front-line then something is going wrong...
HIT 'EM FROM THE AIR
Air and artillery support can be controlled manually or by the computer and can deliver a devastating blow to a close group of enemy vehicles, although more often than not you can hit your own tanks if engaging at close quarters.
All the vehicles and aircraft in the game have been lovingly researched and are very accurately represented. This not only applies to the polygon rendering of the vehicles, but also to their physical capabilities as well; speed, range, armour gun traverse – every important military aspect of the vehicle is taken into consideration. All the information in the 170 page equipment manual finds its way into the game somewhere.
The vehicle types used for the main ground forces include engineer, spotter, infantry, light and heavy artillery units as well as MBTs. Each has a different function – engineers can lay or clear mines, spotters direct artillery fire, etc. All of them, that is, apart from the infantry. The use of infantry is not explored at all in the game which is not only a great omission in terms of historical fact, but can also severely restrict strategic options. No airborne units means no way of securing important objectives ahead of your advancing machines. No infantry means that easily defendable positions such as bridges, mountain roads and cities must be protected by tanks. This does not detract from the fun of the game, just from its realism.
The map editing section allows you to create your own battles, down to the rivers, roads and minefields and also allows for a bit of fiddling if you think a campaign is going particularly badly. This boosts the longevity of the game quite considerably, even though there are a lot of sample campaigns included. The computer controlled units show no flair for strategy, but their tactical manoeuvers are quite good and, if provided with decent equipment, can make for a challenging game.
(Anonymous) (Unknown) 24th Nov 2010 09:06| Cheats | Trivia |
|---|---|
| There are no cheats on file for this title. | No trivia on file for this title. |
History
This title was first added on 11th April 2007
This title was most recently updated on 3rd December 2011








