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Download issue cgw_37 - Computer Gaming World Museum

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It is a "solitaire-only" game, always your<br />

Americans against the computer's Germans.<br />

As a tactical game, actions center on little<br />

pieces of the overall battles. For instance,<br />

the "Aachen" scenario does not portray the<br />

entire battle for the city, but rather shows<br />

one of the small block clearing battles<br />

necessary for the liberation of the city.<br />

FOF contains eight scenarios (with eight<br />

different maps). Each has the "feel" of one of<br />

the actual battles that the First Infantry<br />

fought (a raid in Tunisia, a road clearing in<br />

the mountains of Sicily, and others). In each<br />

case, you command a company (about<br />

20 to 30 of the fireteam-sized units plus a couple of tanks) and<br />

you face variable numbers of Germans depending on the scenario.<br />

The scenarios can be played alone in any order or as a campaign<br />

game where they are played in order and surviving units gain experience<br />

and go on to the next scenario, while destroyed ones are<br />

replaced with green troops.<br />

FOF is, above all, easy to play. Each turn starts with an Observation<br />

Phase where you can check your units. This phase is<br />

followed by fire orders and movement orders, respectively. After<br />

all orders have been given, comes the Execution Phase, where you<br />

can watch your units and the computer's moving and firing around<br />

the map.<br />

Combat algorithms appear to be fairly true, but one is left<br />

guessing because the rulebook contains very little detail about how<br />

combat is actually resolved.<br />

The graphics in FOF are both a blessing and a curse. The<br />

eight individual scenario maps are done very nicely, with the various<br />

terrain features easily discernible. However, the icons for the<br />

units on the board are almost indistinguishable. It is very difficult<br />

to tell whether a unit on the screen is a rifle team, a bazooka team,<br />

an engineer team, or a forward observer (other units are fairly easy<br />

to tell apart). This problem is compounded because units on screen<br />

are only identified by the name of the team leader. In an effort to<br />

personalize the game, Roger has given names and a significant<br />

amount of descriptive prose to all of the units. The rules give no<br />

clue to the importance of all of the verbiage about the various<br />

units.<br />

Further, the rulebook is short on explanations of how important<br />

the various combat modifiers are. Obviously, being a target in<br />

the woods or a building is better than being a target in the open,<br />

but how much better? What chance do you have to do any damage<br />

if you are firing any weapons at maximum range? Would you<br />

be better off to hold your fire until the enemy gets a bit closer?<br />

How is his chance of spotting your quiet units increasing as he approaches?<br />

There is virtually no quantification in the rulebook.<br />

That helps avoid scaring off the newcomers, but it also frustrates<br />

experienced players who want to utilize their forces at maximum<br />

efficiency.<br />

UNDER FIRE<br />

Under Fire (UF) was designed by Ralph Bosson and published<br />

by The Avalon Hill Game Company in 1985 [Apple, $60]. It has<br />

often been referred to as "Squad Leader on a disc," since the scale<br />

is similar to that AH classic. This is an appellation that Ralph detests<br />

and he will tell anyone that there is virtually no comparison.<br />

UF is not Squad Leader. The scales ARE very similar, but the<br />

mechanics are very different.<br />

UF is a tactical game of <strong>World</strong> War II infantry combat. There<br />

are vehicles in the game, but they generally take supporting roles<br />

to the infantry. The game simulates generic engagements between<br />

German and Russian or American troops (you can even design a<br />

Russians vs. Americans scenario if you want). It can be played as a<br />

two-player game or in solitaire mode with the computer playing<br />

either side (the only game of the three where you can command<br />

the Germans in a solitaire game). The units include infantry<br />

squads (10 men) or "half squads," gun and mortar crews, individual<br />

leaders, and individual vehicles.<br />

For predesigned scenarios, UF has three maps with three different<br />

types of scenario (attack/defend an objective, breakthrough,<br />

and meeting engagement) available on each map. Beyond<br />

that, and at the heart of the versatility of this game, limitless<br />

"design your own" scenarios are available by designing your own<br />

maps and by "buying" your own units for a scenario.<br />

UF is played on a map representing a variable 12 to 72 meters<br />

per square. The normative unit of maneuver is a squad or individual<br />

and the time scale is described as "relative" (all units are<br />

moving at the correct proportional rates). You play the game by<br />

giving your units movement objectives at the beginning of each<br />

turn (if you want them to go somewhere). The computer then begins<br />

executing the movement pulses (of which there are 24 in each<br />

turn), letting both players know as it goes along what units are<br />

visible to the enemy at each pulse. After the proper number of<br />

pulses, a combat interval ensues. Each player can check for targets<br />

for each of his units and order any units currently spotting any<br />

enemy units to fire at them. Units can also fire "indirect" or "area<br />

fire" into locations where the enemy is not spotted but is thought<br />

to be (such fire is much less effective, but you can always get<br />

lucky!). After a combat interval, the cycles continue in the same<br />

way. UF's documentation is extensive, and provides a real understanding<br />

of the various units commanded. It is still a bit light on<br />

explaining exactly how the combat algorithms are constructed, but<br />

there is so much detail on the various weapons carried by your<br />

troops that it is easier to make some educated guesses about the<br />

effect that each of your units is likely to have on the enemy. The<br />

graphics in UF are very good; the maps look more like photographs<br />

than with either of the other games and the icons for the<br />

various units are easy to differentiate (if not, cycling to identify<br />

the unit gives a complete description of the number of men and<br />

the weapons they carry).<br />

Continued on pg. 42

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