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274 lines
17 KiB
Plaintext
274 lines
17 KiB
Plaintext
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COMMAND HQ
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1918: The convoy steams out of New York harbor into the hostile Atlantic and
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the unknown. Do the wolves lurk hungrily just off the coast? Or farther, out in
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the reaches, or just off the coast of Scotland? The German battlefleet is
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moving. Can the Royal Navy hold it? Meanwhile, on the bloodsoaked plains of
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France the armies mass again. Armies scattered around the world embark in their
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slow transports and begin the long crawl to Paris. Can it hold, or will the last
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gasp of the Central Powers drive it under? As supreme commander of one side or
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the other in COMMAND HQ, you will decide the issue. (This review is based on the
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IBM-PC version.)
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COMMAND HQ from MicroPlay/MicroProse is a grand strategic-level game set in one
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of five time periods. The game is played either versus the computer opponent or
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a "real" opponent (alternating at the same keyboard, or via modem connection).
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The main screen shows a projection of the whole world in high resolution
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graphics, with colors representing terrain, cities, bases, and in some cases
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oilfields, in addition to the players' units. The interface is point-and-shoot:
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You zoom in to examine the action in a theatre, then individually manipulate
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units. The entire game is played from this single screen using pop-up menus and
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a pointing device or keyboard to control the action. The interface is intuitive
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and easy to learn, especially if you're using a mouse.
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COMMAND HQ is not a turn-based game; it runs in real-time, which makes
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two-player games on one keyboard unwieldy, although possible. The clock
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continues as you zoom to a theatre and select a unit to modify its orders. As
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days pass, your fleets sail across the seas, infantry units dig in, tanks roll.
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Things continue without your intervention, though once a unit's orders are
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complete, it stops and sits in place, awaiting further commands. COMMAND HQ is a
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game of priorities: The important theatre gets the minute attention, while
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others fend for themselves on general "move that way" or "hold in place" orders
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until you can spare the time to fine-tune troop deployments or convoy routes.
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This does lead to some interesting snafus.
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The units vary from scenario to scenario, with the early scenarios employing
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only subsets of the full complement. Learning the game by playing WWI, then
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WWII, and finally the more advanced scenarios, is recommended, as it allows you
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to become familiar with the idiosyncracies of each unit class gradually. You
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begin with infantry armies, the basic unit for holding terrain; cruisers; the
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basic element of seapower (in reality, surface fleets of many battleships) --
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cruisers and destroyer, along with support elements); and submarines. Each has
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its own particular strength and/or weakness. Infantry moves slowly, both on land
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and sea; on sea, it is assumed to have boarded transports and is very vulnerable
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to being sunk. However, it may entrench if stopped in one place for several
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turns, making it much tougher on defense. An infantry unit entrenched in a city
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(which adds an additional defensive bonus) is a chore to root out. Cruisers, on
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the other hand, move fast, but only on the seas. They may project their
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firepower several spaces away, on land or sea, unlike infantry, which must be in
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contact (overlapping) with the unit they are attacking. Submarines possess the
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element of stealth. A stopped submarine is invisible unless it is in contact
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with a unit (again, overlapping), as long as it is stopped. If it is moving, it
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can be spotted by motionless units. Submarines eat transports for breakfast in
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one gulp.
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Units are controlled by giving them orders. To give a unit orders, you first
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select it by pointing at it; then you tell it where you wish it to go. If it
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intersects with a hostile unit, it will attack. It may pass through friendly
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units, cross seas, etc., in the process of going where it has orders to go.
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Often, it is better to micromanage a unit's movement by sending it to point A,
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then point B, then finally point C, rather than telling it simply "go to point
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C," since units tend to either go "crow's flight" overland, or follow
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"established shipping lanes" when at sea, which can take them through
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undesireable obstacles (such as enemy units or hostile terrain), or far out of
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the way.
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The world is composed of various forms of terrain: Some of these affect
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movement (ocean, dock, forest, jungle, lake, mountain, polar); some give
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defenders bonuses (base, city, mountain); some cause attrition (polar, nuclear
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wasteland, desert, jungle), resulting in "damage" to the unit occupying that
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terrain. There are also cities, bases, and oil fields. Units are created, or
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"bought," in cities or bases. (Sea units must be created in cities or bases that
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are ports; not all cities and bases situated on the sea's shore are ports.)
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Cities are the source of revenue, each yielding 50 million (per year?), and oil
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fields provide oil, adding to the supply required to support units, cities, and
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bases. In addition, units occupying cities, bases, or oilfields may be repaired
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over time if damaged. Cities and bases also possess an intrinsic defense
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capability. The local populace does not take kindly to being invaded, and will
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snipe at occupiers until fully pacified, making the conquering of hostile cities
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by tired units a risky business.
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Each unit possesses a strength bar that represents its current battle
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readiness. If it falls to zero, the unit may be destroyed. Strength may be
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reduced in combat, by entering hostile terrain, or by paradropping. Strength is
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regained by remaining motionless in a city, base, or oilfield. In combat, each
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until also possesses a facing arrow. A unit attacks in the direction it is
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facing, and it will turn to face a hostile unit that it overlaps. Units under
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attack may become pinned, preventing them from moving until the combat is
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decided. Repeated retreat orders may result in movement in this case. Attacking
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single hostile units with two (or more) units results in two friendly attacks
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per one enemy attack. With land units it is possible (and desireable) to attack
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an enemy unit from two directions, resulting in one head-on attack, and one
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flank or rear attack. This yields much greater damage to the defending unit. At
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sea there is no flanking or pinning; units are always free to move.
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Limited intelligence plays a major role in this game. Each type of unit has a
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spotting range, usually quite short. Air power and carriers are important due to
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their sighting range, even if their other benefits are ignored. Satellites (and
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thus, their killers) have a tremendous impact on play in the scenarios they
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inhabit. A very common occurance is for the player to receive a "XXXX city [way
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out in the boonies away from any 'hot' area] has fallen!" as the result of an
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unspotted enemy unit sneaking in round-about.
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With the WWII scenario come carrier fleets, tank armies, and air wings. The
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critical role of airpower in modern war is well-modeled, as is the role of the
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carrier in projecting that air power. Air units have a range in which they may
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conduct missions, fly recon, and conduct CAP. Once an air unit flies a mission,
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it becomes "unready," and must rest for a period of time. It may still fly CAP
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at a lesser effectiveness, and CAP missions are done at a lesser readiness
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penalty. Recon may be flown only by a ready air unit. Both recon and CAP are
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entirely automatic. Unready units forced to fly CAP are more vulnerable to being
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shot down, as are units flying missions at extreme range near the base of an
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enemy air unit.
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Tank armies project more firepower than infantry, move faster, and "overrun"
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infantry units (i.e., are not pinned by infantry), thus becoming the offensive
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arm of the land forces. They also cost more to build. They may not entrench, and
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therfore are more suitable for fluid defenses than static ones.
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The game's handling of nuclear weapons is well done. When they are available in
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the later scenarios, they are cheap (for the firepower), but come at a high
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political expense that must be balanced against the benefits in the "quick-kill"
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of using them. Use of nukes, especially the nuking of cities (you are not
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allowed to nuke your opponent's capital), results in the defection of a random
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number of allies to neutral status, or neutrals to enemy status. First use
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carries an additional penalty, versus "hey, he did it first!"; this makes the
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first employment of nukes a tough decision. In addition, if one side uses three
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nukes more than the other side (assuming that side hasn't won the war...or lost
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the war after all its allies deserted), that side cannot employ nukes again
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until the other side does. Alongside all these political penalties, repeated use
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of nukes degrades the environment, resulting in nuclear wasteland (very
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dangerous to units), a drop in productivity of cities (no more $50 million
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each), or possibly a "lose-lose" situation due to full-blown nuclear winter!
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Another interesting element is the use of cease-fires in the later scenarios.
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In cease-fires, units may be freely redeployed anywhere, unobserved unless the
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opponent conducts an intelligence scan that gives him a glimse of current
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deployments (which then, of course, change as rapidly as possible). This leads
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to an environment of war, cease-fire, scramble to redeploy, war, cease-fire --
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all scrambles for advantage.
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Foreign aid adds to the political side. If a neutral city is conquered, the
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rest of that country is very susceptible to the influence of a foreign aid
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"gift" from the other side. Again, the attacker has a dilemma. The result is
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usually massive overruns (timed to occur as simultaneously as possible), so that
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the other side can't sneak in some cheap benefits. Of course, this does tend to
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lead to weaknesses elsewhere, which leads to surprise attacks, which makes
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things quite interesting.
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The game also includes a "war film" feature, whereby you can turn a finished
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game into an archive file for later playback. For those of us solitary gamers
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who love to show off our strategic coups when the occasional opportunity arises,
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this is a nice addition. A film may be interrupted, and play may be resumed at
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any point.
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There are five "scenarios" in the game, but you can play either side, and play
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is different from the "other side."
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World War I, which makes the best learning scenario (it incorporates only
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infantry, cruiser, and sub units), begins late in that war (1918), at the final
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gasp of the Central Powers. The U.S. has just entered the war and is shipping
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men and material across the Atlantic to turn the tide. As the German leader, you
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must slip your fleet past the watchful Brits, stop the convoys, mass and attack,
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capture Paris...no problem! The Allied leader must, of course, prevent all of
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this, gather forces in France, launch an overwhelming attack on Germany, and
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topple the Kaiser by capturing Berlin. Naturally, there are very roundabout ways
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to accomplish any of these objectives. The playing field is the whole world!
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World War II introduces tanks and airpower, both land-based and carriers. Along
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with airpower come air-transport and paratroops, adding whole new tactical
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approaches. It begins in late 1941. America has just entered the war, the
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Japanese have crushed the Phillipines, western Europe is consolidated under the
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mailed fist of the Nazi hoardes that now looks east. Only Great Britain holds
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out. The fall of Washington yields an Axis victory. Again, Berlin is the key for
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the Allies. Before it's over, the war may range across the steppes, into the
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vast reaches of the Atlantic, Pacific, and Indian Oceans, on the beaches in
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North Africa, Europe, Iceland, Norway, India, Diego Garcia, Brazil, Australia,
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Indochina, America, Canada, and on, and on....
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World War III, a hypothetical 1986 scenario, pits the Warsaw Pact versus NATO.
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Again the arena is the whole world. Oil is added as a strategic consideration in
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this scenario, along with satellite and satellite killers, nukes, foreign aid,
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intelligence scans, and cease-fires. Many more strategies result, as opposed to
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the simpler tactical additions in the WWI to WWII jump: This is Moscow versus
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Washington.
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2023 (WWIV?), another hypothetical scenario, is played with the 1986 rules and
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units, but presents a randomly selected mix of cities and oil fields. It is the
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more distant future, when alliances have shifted, new patterns formed. All the
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prior scenarios begin with the same setup each time you play them; this one is
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always different. In addition each side begins with a pool of money and build
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its initial forces.
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The last scenario is a far-future set on earth, when the world is populated by
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city-states, all independant. Your goal: Conquer the world. (Translation: Find
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the other guy and topple his capital.) This scenario is reminiscent of the
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classic EMPIRE, but with more economic considerations, a fixed playing world,
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and a different mix of units.
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COMMAND HQ's manual isn't as big as the typical MicroProse manual (which may be
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a relief to some), but it's up to the normal MicroProse standards. It includes
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tips on play, a tutorial, and historical summaries for the historical scenarios
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(the WWI section is especially informative), and some notes for the
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future/hypothetical ones.
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The programs are distributed on either two 5-1/4" or one 3-1/2" diskette. The
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game requires an IBM PC, XT, AT, PS/2, Tandy 1000, or 100% compatible machine,
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with at least 512K (or 640k for Tandy) of RAM. It supports keyboard, mouse, or
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joystick play. Either of the latter two are recommended, but I played with a
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combination of mouse and keyboard. The games also requires EGA, VGA, MCGA, or
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Tandy 1000 graphics; EGA systems must have 256K on the card. (Note: The game
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does not support CGA. The box may state otherwise.) Your DOS must be 2.1 or
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above (and the game is known to run with DOS 4.0).
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COMMAND HQ may be played from either floppies or hard drive; a simple INSTALL
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program is provided on the first diskette. The SETUP program mentioned in the
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Technical Supplement is rolled into the INSTALL program, and modifies your video
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or accessory setup after the game is installed. The program files take up
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relatively little space (maybe a megabyte, when the save directories are
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included).
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Contrary to what the Technical Supplement says, the game does not use a
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key-disk protection scheme. MicroProse decided to spare us that grief at the
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last minute, and instead employed a manual-based system. The games sends you to
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a page of the manual, then asks for the "first word of line 3 in column two,"
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prompting you with the first letter to help. It only asks once per play session,
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so it's not at all intrusive.
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The game supports no specialized soundcards, and makes very little use of sound
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-- except for rumbles of battle when units meet. Sound support would add to the
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game, but its lack doesn't detract much.
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As mentioned above, head-to-head play with another gamer is supported via
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modem, or even using single keyboard (though the latter is a bit kludgy). The
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READ.ME file provides details on establishing modem connections; A
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Hayes-compatible modem is required for modem play. MicroProse also intends to
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support LAN play in the future.
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COMMAND HQ is another winner from the MicroProse crowd. It's very good for solo
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play, but its real strength lies in play against a "real" opponent. I found the
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AI to be average, and the "levels of difficulty" appeared to affect the
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opponent's starting units and speed of repair and readiness recovery more than
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it affected the intelligence of the computer's moves. The last two scenarios,
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however, do provide an infinite series of new games to play.
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The graphics were not spectacular, although the main playing map, its zooms,
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and the units were all visually pleasing. I was disappointed with the quality of
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the art in the animations. (Jet attack aircraft in WWII?) Graphics don't affect
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play (except to slow it down); I turn them off. The same with the lack of sound
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support: It's not a must, but it is becoming standard. Heh...surprise attacks
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would _really_ be a surprise with good sound support!
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As far as game play goes, it is smooth: The speed control lets you slow things
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down and issue lots of minute commands if the situation demands, but lets you
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speed things up so that time flies if things are relatively static, or when long
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strategic redeployments are taking place. Usually things are happening, and
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fast.
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The mechanics of the game, and the abilities of the units, lead to very
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realistic tactics and strategies. Pincer movements are a must at the tactical
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level, whether from flanking attacks by tanks, paradrops behind the lines, or
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end-run seaborne landings. Strategic end-arounds are also common, and necessary
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to win. Combined arms attacks make a huge difference. Invasions work best when
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the beaches are pounded by cruisers, bombed by planes, then assaulted with
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tanks. You can't attack everywhere. Where do you defend, where do you ignore,
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where do you attack? Which unit mix?
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He who arrives firstest with the mostest wins.
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COMMAND HQ is published by MicroPlay and distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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