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Download issue cgw_37 - Computer Gaming World Museum

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unit. Similarly, movement capabilities were masked beyond reason.<br />

Historically, Napoleon Bonaparte carried a pair of calipers (preset)<br />

in order to utilize map studies and determine when and where<br />

he could coalesce his army into a massive strike force. Granted the<br />

vagaries of combat and the chance of noncompliance with orders.<br />

There is still some basis for ordering units with a reasonable expectation<br />

of mission accomplishment. Such is missing herein. The<br />

developer contends that this is a misconception by this reviewer.<br />

Mr. Newburg feels that this reviewer has attempted to view this<br />

product through the perspective of a modern military officer and<br />

that <strong>World</strong> War II staff officers did not perform their duties in the<br />

way that contemporary military officers do. Thus, Mr. Newburg<br />

feels that this reviewer's military experience has worked against an<br />

unbiased view of the design. This reviewer remains unconvinced.<br />

The designer's comments note that this is a "case history simulation...<br />

If you can imagine the difficulty of this kind of a situation,<br />

and if you think you are up to it, try playing this game a few<br />

times. But if this isn't your cup of tea... if, when you bought this<br />

game, you expected to have perfect control over what was happening,<br />

to know everything there was to know, and not to have to<br />

answer to anyone for your actions... then perhaps you should have<br />

bought a board game. or one of those computer games with lots of<br />

pretty pictures from another company. Stalingrad Campaign is for<br />

those players who can think, and deduce. its for those who can<br />

cope with reality." By implication, this states that this product is<br />

for those players who can think and deduce, and not for the bulk<br />

of garners. This hubris cannot be justified given the state of SC. At<br />

best, it is self-serving.<br />

Game Play<br />

As noted in the documentation, German allies are notoriously<br />

unreliable. Italian Corps will seldom be able to stand in the main<br />

battle line given their poor staffing and morale. Hungarian and<br />

Rumanian units fare slightly better. Insofar as tactical expertise is<br />

concerned, long-range targets should be selected if at all possible.<br />

This permits the staff to handle the orders without tiring itself by<br />

constant revisions to operations plans (in reality, there is nothing<br />

so frustrating as finishing an ops plan only to have it superseded<br />

immediately by a new one due in another few hours).<br />

However, the game play itself constrains the player. The German<br />

must initially take advantage of his numerical and equipment<br />

superiority. No matter how successful his play, the German will<br />

eventually be forced to assume the defensive. The Russian offensive<br />

cannot be avoided, but only blunted by defensive maneuver.<br />

Again, maximum long-range use of objectives coupled with recognition<br />

of when and where to yield territory is the key to victory.<br />

Unfortunately, this compels an ahistorical response in that the<br />

player, responding to history as he knows it, will suspend his offensive<br />

in order to assume the defensive. A Soviet offensive surprise<br />

can be avoided by the German, and should be if victory is<br />

one's goal.<br />

Conclusion<br />

Simulations Canada's hybrid of board and computer wargames<br />

is an interesting concept. While not part of the mainstream in either<br />

sphere, the company has staked out a small niche of dedicated<br />

gamers. The basic problem with board and counter assists to the<br />

computer is a space consideration. Most computer owners do not<br />

have the space next to their computer for easy accessibility.<br />

However, this writer recommends that any serious wargamer<br />

should consider having a Simulations Canada product in his library.<br />

The naval simulations appear to be both more historical<br />

and more interesting as studies. The design approach is more successful<br />

on the open seas than constricted on the land masses.<br />

Bill Nichols feels that though "most gamers weaned on board<br />

games would find this disconcerting," the priority in the design<br />

was to utilize the headquarters as critical elements together with<br />

the abilities of the commanders. Although SC offers some innovative<br />

concepts, it does not succeed as a total product.

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