1900-1950 (PART II of V)

INDEX

C D E

Select the first letter of the word from the list above to jump to appropriate section of the glossary.

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-C -

CAMPAIGN
(Am/ST/I) Empire; Jonathan Griffiths; 1992; **
Int/Land/Op-Tac
1

Billed as a strategic-tactical simulation of the World War II Western Front, it was marginally adequate on the former level and an arcade rendition of the latter. Some interface inadequacies contributed to the "vanillaness" of this game, but with World War II-era tanks zooming around like race cars, one should take any relationship to history with a pillar of salt.

CARRIER FORCE
(A/C/Ap) Strategic Simulations Inc.; Gary Grigsby; 1983; ***+
Adv/Nav-Air/Op
1-2

A tactical/operational simulation of the major Pacific carrier battles of World War II, it was marred by extremely very awfully slow execution. Historically, it taught valid lessons, e.g., at Midway, it paid to separate each carrier into a separate force. While carrier doctrine calls for massing of battle groups, at this early stage of the war, anti-aircraft defenses were insufficient to provide mutually-covering fires; therefore, separate task forces helped assure survival. It was superseded by designer Gary Grigsby's CARRIER STRIKE.

CARRIERS AT WAR
(C/Ap) Strategic Studies Group; Roger Keating and Ian Trout; 1984; ****
Int/Nav-Air/Op
1-2

Similar in coverage to CARRIER FORCE, it excelled in its flexibility, options and limited intelligence. It was broader in scope, and highly recommended for the 8-bit market.

CARRIERS AT WAR
(I) Strategic Studies Group; Roger Keating and Ian Trout; 1991; ***+
Int/Nav-Air/Op
1-2

The 16-bit conversion, it did everything its predecessor had done, but with updated graphics.

CARRIERS AT WAR II
(I) Strategic Studies Group; Roger Keating and Ian Trout; 1993; ****
Int/Nav-Air/Op
1-2

Upgraded by computer technology, this was graphically attractive and offered excellent gameplay. Its major flaw was the lack of a campaign; since each scenario is a stand-alone operation, this allowed the player to "go-for-broke" and not worry about conserving assets for future operations.

CARRIERS AT WAR CONSTRUCTION KIT
(I) Strategic Studies Group; Roger Keating and Ian Trout; 1993; ***+
Int/Nav-Air/Op
1-2

The other half of CARRIERS AT WAR II, the documentation was voluminous and offered a fascinating look into carrier operations during World War II. Of course, designing a scenario was not easy and was time-consuming, but for the grognard ...

CARRIERS AT WAR, THE COMPLETE
(I CD) Strategic Studies Group; Roger Keating and Ian Trout; 1995; ***+
Int/Nav-Air/Op
1-2

An amalgamation of CARRIERS AT WAR, CARRIERS AT WAR II and the CARRIERS AT WAR CONSTRUCTION KIT packaged together, with several bonus scenarios (totalling 33 in all).

CARRIER STRIKE
(I) Strategic Simulations, Inc.; Gary Grigsby; 1992; ; ****
Int/Nav-Air/Op
0-2

Gary Grigsby's updated version of CARRIER FORCE, it did not have the graphic capabilities of CARRIERS AT WAR II, but it did have a campaign option. While I considered this to be a worthwhile option, I do have to admit that my then-fifteen year old son would not even bother booting this up, although he was fascinated with CARRIERS AT WAR. In summary, I would recommend this to the grognard, while CARRIERS AT WAR has more appeal to the MTV generation.

CARRIER STRIKE EXPANSION DISK
(I) Strategic Simulations, Inc.; Gary Grigsby; 1992; **
Adv/Nav/Op
1-2

Added scenarios, planes and a 1946 campaign. Interestingly enough, the latter campaign allowed the first stand-off bomber strikes, which radically changed carrier warfare. However, in one of the more inane marketing decisions ever made, SSI sold this at an outrageously high retail cost, which served to minimize its distribution.

CASTLE WOLFENSTEIN
(A/C) Muse; Silas Warner; 1983; ****+
Beg/Land/Tac
1

An arcade "classic", this product took the dungeon mentality and transferred it to World War II. Postulating an escape from a Nazi castle, it was sheer fun, even if the screen had to redraw itself each time your character bumped into a wall. And it talked! ... well, sort of, but in 1983, this was shocking. Like PAC-MAN, its graphics are dated, but it remains a classic of computing and its descendants include WOLFENSTEIN-3D, DOOM and the shooters of today.

CHAIN OF COMMAND
(I-95 CD) 2am.com; Mark Granat; 1999; ****
Int/Land/Tac
1-multi; M

An on-line game of World War II small unit combat operations (Normandy).  While graphically ordinary, its "gotcha" was the use of allowing the player to utilize four soldiers.  Only one represented the player himself, but he would not know who that was until the end of the scenario.  Victory points were awarded to survivors only.  Thus, for the first time, the traditional "gamer suicide" motif was penalized, and the game became a much more suspenseful (and conservative).

CHUCK YEAGER'S AIR COMBAT
(I) Electronic Arts; Brent Iverson; 1991; ****+
Adv/Air/Tac
1

A flight simulator offering the ability to fly scenarios in World War II, Korea or Vietnam, or mix-and-match them. Good game play and an excellent post-mission analysis yielded a recommendation.

CIVILIZATION
(Am/M/I) MicroProse; Sid Meier; 1991; *****
Int/Land/Str
1

A "Sid Meier classic"; civilization from 4000 BC to 2100 AD. More addictive than crack, it should have come with its own warning label. The only deficiency is that it was so rich and textured that the documentation was incomplete, thereby almost necessitating the purchase of the strategy guide.

CIVILIZATION II
(I-95) MicroProse; Sid Meier; 1996; ****+
Int/Land/Str
1

The sequel, and an even richer and more textured experience. There is no question that this is a "must-have", yet as a sequel, it does lack some of the joie de vrie and novelty that its predecessor possessed. Still, it does more and has replaced its antecedent as the "One Game to Have" when you're having one or more than one.

CLASH OF STEEL
(I) Strategic Simulations, Inc.; Martin Scholz; 1993; ****+
Int/Land-Nav/Str
0-3

A strategic and eminently playable simulation of World War II in the entire European Theater (including both Eastern and Western Theaters). Reminiscent of Avalon Hill's boardgame HITLER'S WAR, it is everything that STORM ACROSS EUROPE should have been and wasn't. Although the graphics are dated, in effect, they were not the attraction of this program, and it still offers great play value today.

CLASH OF WILLS
(A/C) DKG; Marc Summerlott; 1985; *+
Int/Land/Str
1-3

A strategic simulation of the war in Europe (1939-1945), covering both Eastern and Western Fronts. Primitive graphics and poor user interface coupled with extremely poor documentation deterred most players. Yet, its sheer scope did offer some playability and enjoyment. Of course, for its time, there was little competition, but for a more playable treatment, cf. CLASH OF STEEL.

CLOSE ASSAULT
(TRS/A/Ap) Avalon Hill; Gary Bedrosian; 1983; **
Beg/Land/Tac
1-2

A World War II tactical infantry simulation, with the computer utilized as a board-game assistant. Utilizing a hex-grid map and counters, it is had touches of the boardgames SQUAD LEADER and PANZERBLITZ. However, it was awkward and clumsy when released; and now, it can add obsolescence to its most noticeable attributes.

CLOSE COMBAT
(I-95 CD) Microsoft/Atomic Games; Keith Zabaloui1; 1996; ***+
Int/Land/Tac-Op
1-2; M

Initially commissioned by Avalon Hill as its BEYOND SQUAD LEADER, this morphed into a squad simulation of World War II combat in the Western Front. With special emphasis on morale and psychological factors of combat, it was an interesting product. However, with its real-time aspect, it had too many factors to be handled successfully by a player within the time constraints. Thus, one could replay each scenario with differing emphases. Overall, it offered a different view of wargaming.

CLOSE COMBAT II: A BRIDGE TOO FAR
(I-95 CD) Microsoft/Atomic Games; Keith Zabaloui; 1997; ****
Int/Land/Tac-Op
1-2; M

The sequel, this time utilizing the game system in an Arnhem simulation (British Airborne versus German Wehrmacht and SS).  The gaming system had been extensively modified, and both tactics and gameplay seem enhanced.  Yet for all of that, I personally have never found the Market-Garden scenarios overly interesting; perhaps my disinterest can be traced to my dislike of Field Marshal Bernard Law Montgomery.  Overall, the entire mission simply smacks of "A Brit Too Far".

CLOSE COMBAT III: THE RUSSIAN FRONT
(I-95 CD) Microsoft/Atomic Games; Keith Zabaloui; 1999; ****
Int/Land/Tac-Op
1-2; M

World War II nach Osten; a detailed tactical-operational simulation.  Although the graphics sometimes appeared to represent "Animal Crackers at War", this was a logical extension to the CLOSE COMBAT system.  Gameplay emphasized careful husbanding of resources, and the aggressive player was often the loser; tactics  rewarded the "strategic offensive-tactical defensive" gambit.  While the battles occurred on the Russian Front, the tactical nature of the system concealed the larger picture and there was a certain amorphousness present.  Additional "build points" were an integral part of the scenarios, and critical to victory.  If enemy armor were present and the player had not secured an anti-tank weapons system, then victory would be almost unachievable.  This meant that replayability was often the key to combat success, a concept which many historical generals would have appreciated. 

CLOSE COMBAT IV: BATTLE OF THE BULGE
(I-95 CD) SSI/Atomic Games; Keith Zabaloui; 1999; ***
Int/Land/Tac-Op
1-2; M

A tactical simulation of the Ardennes Offensive, with delusions of a campaign.  The individual scenarios were relatively decent, although more historical analysis and explanations would have been appreciated.  But the major failing was the overall battle itself -- the campaign options were overly artificial, clumsy and appeared tacked on with little consideration.  Reinforcing success and/or minimizing failure was minimal at best.  For a much better treatment of the actual battle itself, cf. DECISIVE BATTLES OF WORLD WAR II: ARDENNES OFFENSIVE.

CLOSE COMBAT V: INVASION NORMANDY
(I-95 CD) SSI/Atomic Games; Keith Zabaloui; 2000; ***
Int/Land/Tac-Op
1-2; M

The final installment in the series, this was simply the same system with a different order of battle and terrain map.  While the emphasis on infantry tactics offered less opportunity for design flaws, the clumsy campaign option remained (being restricted to Utah Beach).

CNO 1941
(I-95) Crusader Studios; xxx; 1998/CANCELLED
Int/Nav/Tac-Op
1-2; M

A simulation of World War II in the Pacific.

CODENAME EAGLE
(I-95 CD) TalonSoft; Niklas Pehrson; 2000;
**+
Int/Land-Air/Tac
1-16; M

Occurring in a "parallel universe" (c. 1930s) where Imperial Russia has become the threat to world peace, this simulation of espionage and action resembles nothing so much as a 60ish "Clutch Cargo" cartoon come alive.  The graphics were boxy, the action amateurish and the end result merely strange.  This is listed here instead of science fiction because all weapons and tactics are within this time frame.

COMBAT COMMAND: VOL. 1 (DANGER FORWARD)
(I) Art of War Publishing; David Erickson; 1996; UNRATED
Int/Land/Tac-Op
1-2

Brought to you by the folks who publish WARGAMER'S MONTHLY, this was a company-level simulation of World War II combat operations. It included seven scenarios (Mediterranean Theater and Ardennes) plus a scenario editor.

COMBAT COMMAND: SCENARIO DISK #1
(I) Art of War Publishing; David Erickson; 1996; UNRATED
Int/Land/Tac-Op
1-2

Eight additional scenarios for COMBAT COMMAND.

COMBAT COMMAND 2: DANGER FORWARD
(I) Shrapnel/Art of War Publishing; David Erickson; 2000; UNRATED
Int/Land/Tac-Op
1-2; M

The sequel.

COMBAT COMMAND 2: DESERT RATS
(I-95 CD) Shrapnel/Boku; David Erickson; 2001; ***+
Int/Land/Tac-Op
1-2; M

Grand tactical combat in North Africa, with scenarios covering actions between 1941-1943, with workmanlike design and execution.

COMBAT FLIGHT SIMULATOR:   WWII -- EUROPE, MICROSOFT
(I-95 CD) Microsoft; Rob Brown and Scott Bayless; 1998; ****
Adv/Air/Tac
1-multi; M

A detailed flight simulation, this covered both the Battle of Britain and the Battle Over Europe.  Extremely detailed flight modelling yielded a quasi-FLIGHT SIMULATOR experience which sometimes overwhelmed the combat portions.  Still, a fine product.

COMBAT FLIGHT SIMULATOR 2:  WWII PACIFIC THEATER, MICROSOFT
(I-95 CD) Microsoft; Rob Brown and Scott Bayless; 2000; ****
Adv/Air/Tac
1-multi; M

The Pacific sequel to COMBAT FLIGHT SIMULATOR:   WWII -- EUROPE, MICROSOFT.

COMBAT LEADER
(A/C) Strategic Simulations, Inc.; David Hille; 1983; ***
Beg/Land/Tac
1

A tactical simulation of armored warfare (squad/platoon) over a forty-year period with built-in as well as design-your-own scenarios, the game offered a myriad of options. Quick playing, but with primitive graphics (destroyed armored vehicles resembled nothing so much as cockroaches).

COMBAT MISSION: BEYOND OVERLORD
(I-95 CD/M) Big Time Software; Charles Moylan and Steve Grammont; 2000; *****
Int/Land/Tac-Op
1-2; M

This simulation is not recommended; it is a MANDATORY acquisition.  If you only buy one wargame during the year, this is the one.  With the millennium of games being a graphic festival of sequels and whiter shades of pale carbons, COMBAT MISSION is simply a sea change.  This is a wargame that is not a conversion from a boardgame; it emphasizes the strengths of the computer and is eminently playable.  World War II missions on the Western Front offer a verisimilitude rarely seen.  Perhaps the strength of the simulation is in the terrain representation.  With multiple viewing levels, one can adopt different perspectives in order to watch games play in one minute increments.  Yet, it is at the ground level that the strength of this simulation really shines.  Terrain folds and ridges which offer concealment and/or cover can only be seen from this "you-are-there" perspective.  Reconnaissance of terrain and reconnaissance by fire coupled with bounding overwatch and indirect fire support become necessary steps to survival.  Only available by mail (http://www.battlefront.com),  this should see wider distribution.

COMMAND ACES OF THE DEEP
(I-95 CD) Sierra/Dynamix; Mike Jones; 1995; ****

Int/Nav/Tac-Op
1

Updated for Win95, this superseded ACES OF THE DEEP in depth and historical background, including the expansion disk. However, as in the original program, torpedo reload times were much faster than historical; although this seems trivial, it allowed a submarine to engage destroyers and remain in the fray, as opposed to hit-and-run. The tonnage sunk climbed unrealistically, and players got a skewed version of history. Still, this remains a well-executed program.

COMMAND HQ
(I) MicroProse; Dan Bunten; 1990; ****+
Int/Land-Nav-Air/Str
1-2; M

A product capable of recreating World Wars I-IV(?), this was a modified "beer and pretzels" game. Highly recommended for entertainment, although not as a historical learning experience. Even today, it remains eminently playable.

COMMANDOS: BEHIND ENEMY LINES
(I-95 CD) Eidos/Pyro Studios; Gonzo Suarez; 1998; ***
Int/Land/Tac
1-6; M

A game (with emphasis on game) of World War II commando operations, this offered entertainment but little realism.  Each operative had a specialty but little capability for doing anything else.  Thus, if the driver operative was killed, no one else was capable of taking over that particular area of expertise, even in a degraded fashion.  Talk about lack of cross-training!  Yet, for all its flaws, it still provided fun, with the ability to skulk and take advantage of limited visibility sectors being particularly noteworthy.

COMMANDOS 2: BEYOND THE CALL OF DUTY
(I-95 CD) Eidos/Pyro Studios; Gonzo Suarez; 1999; UNRATED
Int/Land/Tac
1-6; M

The sequel to COMMANDOS: BEHIND ENEMY LINES.

COMPLETE CARRIERS AT WAR
{cf. CARRIERS AT WAR, THE COMPLETE}

COMPUTER AIR COMBAT
(Ap) Strategic Simulations, Inc.; Charles Merrow and Jack Avery; 1980; UNRATED
Adv/Air/Tac
1

A computer-clone of Yaquinto's boardgames AIR FORCE and DAUNTLESS, this covered tactical air combat during World War II. One of the first air combat simulations, this sparked the birth of COMPUTER GAMING WORLD as a forum for serious reviews before it was transformed into a corporate subsidiary.

COMPUTER AMBUSH
(A/C/Ap/M/ST/I) Strategic Simulations, Inc.; Ed Williger and Larry Strawser; 1980; ****
Adv/Land/Tac
1-2

A tactical man-to-man simulation of patrolling in World War II. The graphics were extremely primitive (soldiers were represented by alphabetic "characters"), but the details made up for this deficiency to a large extent. Users still plaintively ask for an updated version of this simulation, but they don't remember how truly primitive it was.

COMPUTER BISMARCK
(A) Strategic Simulations, Inc.; Joel Billings and John Lyon; 1980; UNRATED
Int/Nav/Tac
1

The game that started SSI, its age and functional obsolescence make this product useful only to the collector. More of a computer assist to a boardgame than a true computer game.

COMPUTER THIRD REICH
(Am/ST) Avalon Hill/Thalean Software; John Prados and Larry Butcher; 1992; UNRATED
Adv/Land-Nav-Air/Op-Str
0-3

The computer translation of the classic board wargame. Wargamers were expectant, but having been burned by the Avalon Hill software division before, the mediocre AI of this product was not a real surprise. See THIRD REICH PC for a newer version.

CONFIRMED KILL
(M/I) Eidos/ICI; xxx; 1999/CANCELLED
Adv/Air/Tac
1-multi; M

An on-line simulation of World War II aerial combat, this was supposed to go head-to-head against AIR WARRIOR II.  However, it seems to have had a cursed development life;  Its initial design was transformed into WARBIRDS; the FLYING NIGHTMARES 2 development team was transferred here upon that game's cancellation, and the entire project was finally cancelled (pending the search for a new publisher).

CONFLICT OF NATIONS
(I-95 CD) Segasoft; xxx; 2000/CANCELLED
Int/Land/Str
xxx

The Great Powers struggle for world hegemony in the 20th century.

CONQUER FOR WINDOWS
(I) Elpin; Harold Habeck; 1993; UNRATED
Int/Land-Nav-Air/Str-Op
1-2

An EMPIRE-clone for Windows, it possessed little originality.

CONQUEROR
(I) Rainbow Arts; Jonathan Griffiths; 1990; UNRATED
Beg/Land/Tac
1-2

A tank game with three modes -- arcade, semi-arcade and strategic (the last of which merely allowed the user to "purchase" his initial order of battle).

CRIMEA
(I) Schwerpunkt; Ron Dockal; 1996; ***+

Int/Land./Op
1-2

Part of Schwerpunkt's WAR IN THE EAST series, this simulation of three World War II battles in southern Russia offer a learning experience coupled with playability. Low unit density often makes this series resemble a board wargame from the mid-70s, but the grognard will quickly recognize and enjoy the system.

CRIMSON SKIES
(I-95 CD) MicroSoft/Zipper; Paul Reed and Victor von Beck; 2000;
***
Int/Air/Tac-Op
1-Multi; M

Although based on a mythical break-up of the United States due to the Depression and Prohibition, this game of air combat and piracy is based on the technology of the 1930s (somewhat updated).  This reviewer was nonplussed to learn that in an aerial simulation, there was no joystick support.  An in-depth design reminiscent of weekly adventure serials,

CRUSADE IN EUROPE
(C/Ap/A/I) MicroProse; Sid Meier and Ed Bever; 1985; ****
Int/Land/Op-Str
1-2

An operational/strategic simulation of the Western Front during World War II, the scenarios offered real value. The campaign suffered from an incompetent computer opponent, but overall, it has aged well. Now if they would only offer the hard drive installable version with contemporary graphics ...

CURSE YOU RED BARON
(I-95 CD) Sierra/Dynamix; Neil Haldar; 1999; *+
Int/Air/Tac
1-5

What can be done with leftovers?  -- simply serve them again, and that is the product (and the problem) here.  RED BARON II (1997) and RED BARON 3-D (1998) were marketing disasters, so it appeared that the publisher simply produced a "lite" product out of the former World War I aerial titles.  However, since the former titles were more encompassing than this and since they are often sold at discount, they may be found for little more than the cost of this "refurbished" product.  No, not "curse you, Red Baron"; instead, it should be "curse you, marketing weasels". 

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-D-

D.A.K.
(C) Imperator Software; R.K. Rien; 1988; UNRATED
Int/Op/Land
1-2

A simulation of the World War II African Campaign, D.A.K. (Deutsches Afrika Korps) was warmly received in the European market.

DAM BUSTERS
(C/Ap/I) Accolade/Sydney Development Corp.; Michael Bates and Rick Banks; 1985; **
Beg/Air/Tac
1

An arcade recreation of the bombing of the Ruhr Dams a la 633 SQUADRON. Definitely dated, this was too much of a game and not enough of a simulation.

DAS BOOT
(Am/I) Three Sixty; Paul Butler and Rick Banks; 1991; **+
Int/Nav/Tac
1

A World War II submarine simulation, it was not as sophisticated as SILENT SERVICE II, but it was one of the first simulations to allow the player to the German side.

DAWN PATROL
(Ap) TSR; xxx; 1983; UNRATED
Beg/Air/Tac
1

An arcade simulation of World War I aerial operations.

DAWN PATROL
(C) Mark of the Falcon; Scott C. Baggs; 1985; UNRATED
Int/Nav/Tac
1

A real-time World War II submarine simulation.

DAWN PATROL
(Am/I) Empire/Rowan Software; Rod Hyde and Mark Shaw; 1994; ***+
Int/Air/Tac
1

A graphically-intense simulation of World War I air combat, its gameplay was just not up to the standards of RED BARON. The "interactive book" taught valuable lessons of early aerial combat, it's just that the joie de vrie was missing. The documentation was noteworthy for a separate tome on the Red Baron himself; the remainder of the documentation was sparse, but complemented by the on-line material.

DAWN PATROL HEAD-TO-HEAD
(I) Empire/Rowan Software; Rod Hyde and Mark Shaw; 1995; ***+
Int/Air/Tac
1-2; M

More of a supplement than a stand-alone, this permitted the player to use a modem for human-to-human play.

D-DAY
(I) Ark Royal; xxx; xxx; UNRATED
xxx
xxx

No information available.

D-DAY: AMERICA INVADES
{cf. WORLD AT WAR 3: D-DAY -- AMERICA INVADES}

D-DAY: OPERATION OVERLORD
(Am/I) Virgin Interactive/Rowan; xxx; 1995; UNRATED
Int/Tac/Air
1

A flight simulation of World War II, this had adequate graphics but an overall lightness of being which made it much more suitable for the casual gamer than the flight simulator grognard.

D-DAY: THE BEGINNING OF THE END
(I) Impressions; Edward Grabowski; 1994; **
Int/Land/Op
1-2; M

The amphibious invasion of Festung Europa in a style derived from BLUE & GRAY -- so much so that World War II formations can assume "square". Need more be said as to historical validity? As a gaming experience, it ranked right up there with its history.

DECISION IN THE DESERT
(C/Ap/A/I) MicroProse; Sid Meier and Ed Bever; 1985; ****
Int/Land/Op
1-2

An operational study of the Desert Campaign in World War II, it offered a fascinating study which taught appropriate lessons in armored desert warfare. More accurate than CRUSADE IN EUROPE, but narrower in scope. Recommended in the 8-bit versions; by the time the 16-bit version was released, the graphics were "disadvantaged".

DECISIVE BATTLES OF WORLD WAR II: ARDENNES OFFENSIVE
(I-95 CD) Strategic Simulations, Inc./Strategic Studies Group; Ian Trout, Roger Keating, Steve Fawkner; 1997; ****+

Int/Land/Op
1-2; M

Previously announced by SSG as THE LAST BLITZKRIEG, it was vaporware for five years. Interestingly enough, it took some superb but overlooked concepts from board wargaming (Dunnigan Redux?) and fully implemented them in a Bulge game -- e.g., from FULDA GAP, the concept of DLICs (detachment-left-in-contact); from PANZERGRUPPE GUDERIAN, the concept of divisional integrity bonuses for offensive and defensive operations. However, there were some less welcome derivatives -- the combat results table used a step reduction (generally three-steps per unit); given the strengths of the computer, the CRT (combat results table) should have been graded along the entire spectrum of potential results as opposed to a discrete six-potential result outcome.

DEFINITIVE WARGAME COLLECTION 1
(I CD) Strategic Simulations, Inc.; various; 1995; ****
Int-Adv/Land/Op-Str
1-2

A CD compilation of the following: BATTLES OF NAPOLEON, SWORD OF ARAGON, TANKS (SSI); DECISIVE BATTLES OF THE AMERICAN CIVIL WAR I, II and III, GOLD OF THE AMERICAS, BATTLEFRONT, REACH FOR THE STARS, WARLORDS (SSG); CONQUEST OF JAPAN, D-DAY: THE BEGINNING OF THE END, GLOBAL DOMINATION, WHEN TWO WORLDS WAR (Impressions). A number of classics, and a number of not-so-classic; the most serious flaw was that the documentation was only on the CD, and there were no maps included.

DEFINITIVE WARGAME COLLECTION 2
(I CD) Strategic Simulations, Inc.; various; 1996; ****
Int-Adv/Land/Op-Str
1-2

A CD compilation of the following: PANZER GENERAL, STEEL PANTHERS, ROMANCE OF THE THREE KINGDOMS, GENGHIS KHAN II, HARPOON II, OPERATION EUROPE, TANKS!, CLASH OF STEEL, COMMAND HQ, V4V: UTAH BEACH, V4V: MARKET GARDEN, HIGH COMMAND. Once again, a number of classics, and a number of not-so-classic; the most serious flaw was that the documentation was on the CD, and there were no maps included.

DESERT FIGHTERS
(I-95 CD) Sierra/Dynamix; xxx; 1999/CANCELLED
Adv/Tac
1-multi; M

A much anticipated flight simulation of the World War II North African Theater, it self-destructed with Dynamix's demise.

DESERT FOX
(C) Accolade; Sydney Development Corp.; 1985; **
Beg/Land/Op
1

An operational simulation of the African Campaign, it attempted to mix both arcade play and simulation, and ultimately failed on both levels.

DESERT RATS
(I) CCS; R.T. Smith; 1989; **+
Int/Land/Op
1-2

Similar in coverage to DECISION IN THE DESERT, it offered a scenario of the entire campaign (in 672 turns!!). Awkward user mechanics and primitive graphics marred this product to the point of ultimate stultification. A companion game to VULCAN.

DESERT WAR
(M) SJP Enterprises; xxx; 1989; UNRATED
Int/Land/Tac-Op
2

The North African campaign without an artificial intelligence; two-player mode only.

DESTROYER
(C/Ap/Am/I/GS) Epyx; Michael Kosake and Chuck Sommerville; 1986; **+
Int/Nav/Tac
1

A graphically-intense emphasis of World War II destroyer operations. However, the documentation and scenarios were undeveloped, and overall, arcade won out over history and tactical operations.

DESTROYER ESCORT
(C) Medalist; Robert Prescott; 1989; **+
Beg/Nav/Tac
1

An updated version of DESTROYER , but with the same flaws.

DIVE BOMBER
(Ap/C/ST/Am/I) Epyx/US Gold/Acme Animation/Gremlin Graphics; xxx; 1989; *
Beg/Air/Tac
1-2

A "Sink the Bismarck" simulation, marred by mediocre graphics, documentation and an overall lack of panache. Similar to BISMARCK: THE NORTH SEA CHASE.

DNIEPER RIVER LINE
(A/Ap) Avalon Hill; Bruce Ketchledge; 1982; UNRATED
Int/Air/Op
1

An Eastern Front battle during World War II, this was not so much a computer game as it was a computer assist to a boardgame (it came with map and counters). It ultimately succeeded on neither level.

DO-335
(I) LucasArts; Larry Holland; 1991; ***+
Int/Air/Tac
1

An expansion disk for SECRET WEAPONS OF THE LUFTWAFFE.

DOGFIGHT
{released as AIR DUEL}

DRAGONS IN THE MIST
(I) HPS; Scott Hamilton; 1997; ****

Adv/Land/Tac
1-2; M

Utilizing the PANTHERS IN THE SHADOWS game system, this covers fighting between Japan and the Allies (1936-1946). Again, hard data supplemented by good research offer a great tool if not a necessarily "fun" game.

DREADNOUGHTS
(C/Ap/I) Avalon Hill; Thomas Dowell; 1984; *+
Int/Nav/Tac
1-2

World War II naval action covering the pursuit of the German battleship Bismarck in 1941. Operational and tactical levels, with the latter allowing one to modify and create his own scenarios. However, poor graphics and game play did little to enhance the game.

DREADNOUGHTS
(Am/I) Turcan Research Systems Ltd.; Peter Turcan; 1992; ***+
Int/Nav/Tac-Op
0-2

A "view-from-the-turret", this World War I naval simulation offered an interesting, albeit very slow portrayal of tactics during the few World War I encounters. The game system was interesting, albeit before its time in terms of computer capabilities. cf. also ARMADA, BORODINO, WATERLOO.

DRUMBEAT
{cf. U-BOAT II: DRUMBEAT}

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- E -

EAGLES
(A/C/Ap) Strategic Simulations, Inc.; Robert Raymond; 1983; ****
Beg/Air/Tac
1

World War I aerial operations, although more akin to chess than a flight simulator. Using play mechanics of the "Igo, Hugo" variety and subject to long load times and frequent crashes, it was one of the first playable games of aerial maneuvers in World War I. Overall, an enjoyable, albeit completely unrealistic experience.

EAGLES NEST, INTO THE
(Ap/C/Am/I) MindScape/Pandora; Kees Beekhuis; 1987; ***+
Beg/Land/Tac
1

A CASTLE WOLFENSTEIN-clone, this arcade product was fun and playable, but made obsolete by WOLFENSTEIN 3-D.

EASTFRONT
(I) Columbia Games; xxx; 1992; UNRATED
Int/Land/Str-Op
2

A simulation of World War II's Eastern Front, this was a conversion from the designer's boardgame. As such, it was a straight port, lacking any AI, and overly expensive to boot. The block game was fun but did one really need the computer port?

EAST FRONT
(I-95 CD) TalonSoft; Jim Rose
and John Tiller; 1997; ***+
Int/Land/Tac-Op
1-2; M

Battles of the Russian Front, this offered a scenario editor as well as a number of scenarios put together by a "Who's Who" in the wargaming community (including Jim Dunnigan, Mark Herman, Richard Berg, Alan Emrich).   Graphically intense, it was a grognard special, with larger battles being almost unmanageable for a human being who lives outside of the electron stream.

EAST FRONT: CAMPAIGN CD
(I-95 CD) TalonSoft; Jim Rose
and John Tiller; 1998; ***+
Int/Land/Tac-Op
1-2; M

An expansion disk and scenario editor.

EAST FRONT II
(I-95 CD) TalonSoft; Jim Rose
and John Tiller; 1999; ****
Int/Land/Tac-Op
1-16; M

EAST FRONT and EAST FRONT: CAMPAIGN CD have been cleaned up, and released as a single package.  However, this was more of an upgrade than mere shovelware, but is the upgrade worth a separate purchase?  For grognard grist, the answer was a resounding affirmative; for others, there was not that much of a discernible difference. 

EAST FRONT 1914
(I) Forgotten Fronts; Louis Fox; 1995;
***+
Int/Land/Op
1-2; M

As the name implied, this covered World War I in the east -- a theater of more options and maneuver than the Western Front. Designed by grognards for grognards, this series was not so much complex as it was "boardgame derived". Simple and challenging, its lack of state-of-the-art graphics were intentional, since the independent publisher has attempted to do those subjects which will not become "commercially viable"; he has succeeded, although the interface could stand some more "user-friendliness"..

EASTERN FRONT
(A) APX; Chris Crawford; 1981; *****
Int/Land/Op-Str
1

An operational-strategic simulation of the German invasion of Russia during World War II, this game was the first to show what the computer could do in wargaming. One input moves and then let the computer carry them out simultaneously, thereby showing envelopments, traffic jams and missed exploitations. Obsolete by contemporary programming standards, it was fun to play. The cartridge version offered both beginner and advanced scenarios. This was ultimately responsible for my first computer purchase -- an Atari 800.

EMPIRE
(Am/I/ST) Interstel; Walter Bright and Mark Baldwin; 1987; ****
Int/Land-Sea-Air/Op
1-3

A very enhanced version of the public domain product, this offered an intriguing simulation of global-type warfare. Emphasizing aspects of land, sea and air, the simulation was very interesting, although it did take a long time to win. Design-your-own options and easy user interface made this a player. Based upon the combat units, this appeared to be a World War I general's concept of how the next war would be fought (battleships remain king!).

EMPIRE DELUXE
(I-CD) New World; Mark Baldwin and Bob Rakowsky; 1993; ****+
Int/Land-Sea-Air/Op
1-6; M

The enhanced version of EMPIRE, it had all the "bells-and-whistles" that all gamers wanted. A scenario disk was released with inputs from the "Who's Who" of computer gaming design. Yet, as I continue to play, I am frustrated by the premise (after all, one has fighter aircraft and still begins with no knowledge of his geographic environment) and the combat (which often tends to World War I attritional assaults). Yet, I keep on playing and playing and playing ...it still resides on my hard drive.

EMPIRE DELUXE SCENARIOS
(I-CD) New World; Mark Baldwin; 1993; **
Int/Land-Sea-Air/Op
1-6; M

Multiple scenarios for EMPIRE DELUXE designed by a "Who's Who" of game designers.  However, the basic attritional game system is a poor vehicle for historical scenarios.

EMPIRE II
(I CD) New World; Mark Baldwin; 1995; ***+
Int/Land-Nav/Tac-Op
1-2; M

A grand tactical scenario editor, this product came with a number of scenarios, most of which were pre-twentieth century. However, it did included Deutsches Afrika Korps (April 1941 - December 1942), Guadalcanal (September - October 1942), and the Battle of the Bulge (16 December 1944 - 1 January 1945). While scenarios were relatively easy to design and modify, the scenarios themselves blended into a certain amorphousness and did not yield historical results.

E.T.O.
(M/I) Arsenal; xxx; 1994; CANCELLED
Int/Land/Op-Str
1-2; M

Initially a simulation which would cover the entire European Theater of Operations in World War II; a possible successor to CRUSADE IN EUROPE before it was cancelled.

EUROPE ABLAZE
(C/Ap) Strategic Studies Group; Roger Keating and Ian Trout; 1985; $49.95; ***+
Int/Air/Op
1-2

A simulation re-creating the Battle of Britain and the Bomber Offensive Over Germany during World War II. Design-your-own scenarios and much detail, but SECRET WEAPONS OF THE LUFTWAFFE have superseded this game to a large degree, although that product was more flight-sim oriented.

EUROPEAN AIR WAR
(I-95 CD) MicroProse; Tsuyoshi Kawahito and Martin De Riso; 1998;
****+
Int/Air/Tac-Op
1-multi; M

The sequel to 1942: PACIFIC AIR WAR, this covers both the Battle of Britain and the air war over Germany.  Reminiscent of BATTLEHAWKS 1942,   this simulation's lush graphics and gameplay often made up for certain flaws in flight modelling and combat mechanics.  Easier to fly than most current flight simulations, this game offered much entertainment.  Especially noteworthy were the air controllers; when commands were spoken in German, the "closed captioning" translated it simultaneously into English -- a great idea.  Marksmanship was overly easy, with hits being achieved on a regular basis at 1,000 yards or more, plus bombers seemed to go down when hit only once or twice.  But this kept the novice from becoming frustrated.  Highly recommended for the casual pilot and beyond.

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Revised: December 24, 2001.
Copyright 2001 by M. Evan Brooks. All Rights Reserved.
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