Download issue cgw_37 - Computer Gaming World Museum
Download issue cgw_37 - Computer Gaming World Museum
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STRATEGICALLY SPEAKING<br />
Strategically Speaking covers strategy game tips, including tips<br />
on wargames, sports games, economic and other simulations, as<br />
well as classic style games.<br />
DISCLAIMER: The tips printed in SS are those of the authors.<br />
We try to avoid printing tips that don't work, but we cannot<br />
playtest all, or even most of them. So, let the player beware.<br />
We pay $5.00 for each SS tip printed. Tips can be mailed to<br />
Strategically Speaking c/o CGW, PO Box 4566, Anaheim, CA<br />
92803-4566.<br />
Try to keep under 250 words if possible.<br />
STAR FLEET I<br />
(Interstel Corporation)<br />
Do not hesitate to place a tractor beam on a Krellan ship, even<br />
if a Zaldron ship is in the same quadrant. The "Officer's Manual"<br />
(p. 9) is wrong when it states that the enemy will fire whenever<br />
you use your tractor beam or transporter. This only occurs about<br />
5% of the time. At level 8 and above, mines are more effective<br />
than torpedoes against single, Krellan ships. To use mines most efficiently,<br />
enter the edge of the quadrant in the fifth or sixth sector<br />
in that row or column. On your next turn, move in a straight line<br />
for nine sectors across the quadrant and lay eight mines while you<br />
move (laying nine mines may block a torpedo shot). If the enemy<br />
does not collide with a mine, firing a torpedo may prompt him to<br />
move into the mines or destroy him if he doesn't move. If you are<br />
low on torpedoes, firing your phasers at a very low power setting<br />
(around 5 units) may get the enemy to move into the mines.<br />
At the higher levels, avoid speeds above C factor of 3 because<br />
it increases the risk of ion storms which can severely damage your<br />
ship. If you are low on power and far from the nearest starbase,<br />
use two moves to get home. First, choose an unoccupied quadrant<br />
about halfway to the nearest starbase. Ideally, this quadrant<br />
should have few stars (to minimize the risk of collision). Plan to<br />
stop on the edge of this quadrant which is nearest your starbase.<br />
Then, if a Zaldron ship does appear, you will be able to flee the<br />
quadrant and head home without the risk of colliding with the<br />
Zaldron.<br />
John Clarke<br />
Minneapolis, MN<br />
MECH BRIGADE<br />
(Strategic Simulations, Inc.)<br />
When offered the opportunity to purchase Attack Helicopters,<br />
you should turn it down. Your opponent will have no way of<br />
knowing your decision and will be forced to buy an Air Force Defense<br />
Unit, which is ineffectual against almost anything besides<br />
helicopters. You can then use your extra purchasing power to buy<br />
more tanks, which you can never have enough of.<br />
Speaking of tanks, when on defense or in a meeting engagement,<br />
get the fastest tanks you can. Try to leave a reserve company<br />
deployed well to the north or south of your main body. Once<br />
the bulk of your troops are fully engaged and the enemy's main<br />
force has been located, slip this reserve force at full speed behind<br />
the enemy, preferably placing them in covered terrain. They can<br />
then blast away at the enemy's weak back armor with virtual impunity.<br />
During meeting engagements, the computer is slow to get off of<br />
the mark. Thus, you can usually occupy the objective first. You<br />
should take advantage of this, since the objective squares are usually<br />
covered and you can often catch the enemy in open terrain.<br />
Whenever possible, use your tanks to support infantry. Speed<br />
can be critical in the game and in this way, you can also take best<br />
advantage of combined arms concepts. Use your MICV's primarily<br />
as anti-tank weapons.<br />
Finally, the old cliche is true. The best anti-tank weapon is<br />
another tank!<br />
Kenneth B. Strumpf<br />
Milwaukee, WI