1900-1950 (PART III of V)

INDEX

F  G  H  J  K L  M  N

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

Click Here to return to Table of Contents


- F -

FALL GELB
(C/I/Ap/ST) Simulations Canada; Les Howie; 1988; UNRATED
Int/Land/Op
1-2

The fall of France, Spring 1940. No further information available.

FIELD OF FIRE
(C/A/Ap/ST/I) Strategic Simulations, Inc.; Roger Damon; 1984; ***
Int/Land/Tac
1

A tactical situation of squad-level operations on the Western Front during World War II. History and "lessons learned" took a back seat to playability, but it provided an interesting introduction to computer wargaming. This was one of the first computer games in which one carried his units from scenario to scenario, thereby preventing the bloodbath of finishing at all costs.

FIELDS OF BATTLE
(I) BevelStone; Christian P.K. Baekdorf et al.; 1995; UNRATED
Int/Land/Str
1-6; M

A Danish game offered for sale over the Internet, this offered World War I on the strategic level. While the demo version was free, the registration version is equivalent to commercial software prices, and that is a problem. While the game appears well-done, it is more of a game than a simulation. Occurring on a vast scale, tactics are subsumed into the maw of the system and it will not please the grognard. So who is the target audience?...

FIFTY MISSION CRUSH
(C/I/A/Ap) Strategic Simulations, Inc.; John Gray; 1984; **+
Beg/Air/Op-Str
1

A tactical recreation of the bomber offensive against Germany during World War II. Realistic, but dull; superseded by B-17 and SECRET WEAPONS OF THE LUFTWAFFE in terms of graphics, game play, and historical detail. One's created character had to finish a tour, and if a mission ended in failure, the only recourse was to begin anew; there was no abort/restart.

FIGHTER COMMAND
(Ap) Strategic Simulations, Inc.; Charlie Merrow and Jack Avery; 1983; UNRATED
Adv/Air/Op-Str
1-2

The first computer operational simulation of the Battle of Britain. 

FIGHTER DUEL: CORSAIR VERSUS ZERO
(Am) Jaeger Software; Bill Manders; 1991; UNRATED
Adv/Air/Tac
1-2; M

One of the few detailed flight simulations designed specifically for the Amiga, it had many devoted fans. With a detailed flight model, some gamers found it tough going, while its critics often found themselves lambasted by the "true believers".

FIGHTER DUEL PRO
(Am/I) Jaeger Software; Bill Manders & Matt Shaw; 1993; UNRATED
Adv/Air/Tac
1-2; M

The sequel.

FIGHTER DUEL PRO 2
(Am/I) Jaeger Software; Bill Manders, Matt Shaw and Andrew Dorman; 1994; UNRATED
Adv/Air/Tac
1-2; M

The next sequel.

FIGHTER DUEL: SPECIAL EDITION
(I) Phillips Media; xxx; 1996; UNRATED
Adv/Air/Tac
1-9; M

A networked version of the detailed flight simulation.

FIGHTER SQUADRON: SCREAMIN' DEMONS OVER EUROPE
(I-95 CD) Activision/Parsoft; Michael Harrison and Eric Parker; 1999;
***+
Int/Air/Tac-Op
1-8; M

This aerial combat simulation of World War II was in design for over three years.  Upon final release, it was a decent flight simulation, but one which lacked a campaign model.  While the graphics and gameplay were well done, it seemed that this was the first release in a future of expansion sets.

FIGHTER WING
(I/95) Merit/Gemsoft; xxx; xxx; NOT RATED
Int/Air/Tac
1-16; M

No information available.

FIGHTING STEEL: WORLD WAR II SURFACE COMBAT (1939-1942)
(I-95 CD) Strategic Simulations, Inc./Divide by Zero; Roy Gibson; 1999; ***
Adv/Nav/Tac
1-4; M

The latest iteration of the GREAT NAVAL BATTLES, this has no ostensible relation to that series other than subject matter, publisher, designer, etc.  Once again marred by numerous defects which require the latest patches, this product is a "must have" for the grognard, despite its flaws; however, with its depth, intensity and awkward interface, it is a "must not have" for the casual gamer.  Torpedoes seem to have been added as an afterthought, which would come as a surprise to the Imperial Japanese Navy.  Overall, this simulation of naval warfare merits relatively high marks for its verisimilitude of historicity and a lower rating for its overall appeal to the general gaming market.

FIRE BRIGADE
(Am/I/M) Panther; Dave O'Connor, Tony Oliver and Ben Freasier; 1989; ****
Adv/Land/Op
1

A simulation of the 1943 battles around Kiev on the Eastern Front. Good documentation and excellent packaging have yielded a game that has withstood the test of time, although the learning curve was somewhat long. One of the few games from the early years of computer wargaming that remains playable, although the game often seems to play itself.

FIRST OVER GERMANY
(C) Strategic Simulations, Inc.; John Gray; 1989; ***
Int/Air/Tac
1

A tactical simulation of the Bomber Offensive against Germany during World War II, it was relatively detailed. However, game play became somewhat tedious. SECRET WEAPONS OF THE LUFTWAFFE covered a similar subject but with better graphics and gameplay.

FLAK
(A/C/Ap) Funsoft; Yves Lempereur; 1984; *
Beg/Air/Tac
1

An arcade simulation; a pure shooter, without any real redeeming features.

FLEET COMMANDER
(I) RAW; Alan Zim; 1992; CANCELLED
Adv/Nav/Op
1-2; M

A sequel to ACTION STATIONS, which was never completed/released.

FLEET MED
(Am/ST/I) Simulations Canada; J. Baker; 1991; UNRATED
Air/Nav/Tac
1-2

A tactical simulation of naval conflict in the Mediterranean (1939-1943), it included nine scenarios and a "design-your-own" feature.

FLIGHT DECK
(C) xxx; xxx; xxx; UNRATED
Beg/Nav-Air/Tac
1

An arcade simulation.

FLIGHT SIM TOOLKIT: WORLD WAR II
(I) Domark; Jonathan Newth; 1995; ***+
Adv/Air/Tac
1

An expansion disk to FLIGHT SIM TOOLKIT, allowing the user to build aircraft from the World War II era.

FLIGHT SIMULATOR
(A/C/AM/I) SubLogic; Bruce Artwick; 1987; ***+
Adv/Air/Tac
1

The first and classic flight simulator, continuously updated for graphics and gameplay. More interesting as a civilian flight simulator; its World War I portion was ahistorical, slow and ponderous. RED BARON covered the period in a far more intriguing fashion. However, FLIGHT SIMULATOR is regularly updated, and there are a myriad of add-on products and geographic environments.

FLYING CIRCUS
(Mac) Bullseye; xxx; 1998; UNRATED
Int/Air/Tac
1-2; M

A World War I flight simulator.

FLYING CIRCUS
(I-95) SimGuild; xxx; 1999; UNRATED
Int/Air/Tac
1-multi; M

An on-line World War I flight simulator.

FLYING CORPS
(I/95 CD) Empire/Rowan; Rod Hyde and Mark Shaw; 1996; ****
Int/Air/Tac
1

A World War I flight simulator whose graphics were superb.   Flight models were subject to question and frame rights were less than desirable, but overall, this was a surprisingly good product.

FLYING CORPS GOLD
(I-95 CD) Empire/Rowan; Rod Hyde and Mark Shaw; 1997; ****
Int/Air/Tac
1

A cleaned-up version of FLYING CORPS, it added a French campaign plus more importantly, better frame rates and aircraft models (including both novice and advanced).  Overall, a highly recommended World War I simulator.

FLYING TIGERS
(A/Ap) Discovery; David Weseley; 1982; 0
Beg/Air/Tac
1

A tactical air-to-air simulation of World War II in the Pacific. Graphics, realism and play value are sufficient to deter anyone from further play. It used a simple "graphic" of an X-Y axis and was playable (and the potentials exhausted) within ten minutes.

FOKKER TRIPLANE SIMULATOR
(M) Bullseye; Donald A. Hill, Jr.; 1986/1989; UNRATED
Int/Air/Tac
1

An early World War I flight simulator; no further information available.

FORTRESS EUROPE: THE LIBERATION OF FRANCE
(I-95 CD) Matrix/LambSoft; xxx; 2001; UNRATED
Int/Op-Str
1-2; M

A real-time simulation of the World War II Normandy Campaign.  Replete with bugs, error and glithces, it was quickly removed from the market.

FRONT LINE
(ST/Am/I) CSS; xxx; 1990; UNRATED
Int/Land/Op
1-2

A hex-based computer wargame with six scenarios: two training, Guadalcanal (1942), Stalingrad (1943), Cassino (1944), and D-Day (1944).

Back to Top

- G -

GATO
(C/Ap/Am/I) Spectrum Holobyte; Ed Dawson and Paul Arlton; 1983; **
Int/Nav/Tac
1

One of the first World War II submarine simulations, it was adequate in its time, but not exemplary in any regard. Time has not been generous to this product.

GERMAN RAIDER ATLANTIS
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1989; 0+
Beg/Nav/Tac
0-2; M

Poor graphics, poor documentation and poor gameplay characterized this product of surface naval combat in World War II.

GRAND FLEET
(ST/I) Simulations Canada; J. Baker; 1988; **+
Int/Nav/Tac-Op
1

A simulation of fleet tactical operations in World War I (actually covering 1906-1920), totally without graphics. However, it was one of the few products covering this period; it includes seven scenarios and a "design-your-own option".

GRANDEST FLEET, THE
(I) QQP; Bruce Williams Zaccagnino; 1994; ***+
Int/Nav-Econ/Op
1-2; M

The semi-sequel to LOST ADMIRAL, this game of naval operations emphasized both tactics and economics, the latter to a much deeper extent than its predecessor. With enhanced graphics and gameplay, it should have been more fun than LOST ADMIRAL, yet it was not. Perhaps some of the simplicity was lost for the added glitz. Now included as part of the WAR AT SEA COLLECTION.

GRAY STORM RISING
(I) Ark Royal; xxx; xxx; UNRATED
xxx
xxx

Battles in the North Atlantic, World War II. No further information available.

GREAT ESCAPE, THE
(I) Thunder Mountain; xxx; 1986; *+
Beg/Land/Tac
1

An arcade treatment of the famous Allied POW escape from Luft Stalag III (based on the book by Paul Brickhill [1950] and the movie [1962]). Fun as an arcade mindless diversion when released, it serves no purpose as history or nostalgia.

GREAT NAVAL BATTLES: THE ADMIRAL'S SET
{Released as GREAT NAVAL BATTLES V: FINAL FURY}

GREAT NAVAL BATTLES I: NORTH ATLANTIC, 1939-1943
(Am/I) Strategic Simulations, Inc.; Roy Gibson & Ed Bever; 1992; ***+
Adv/Nav/Op-Tac
1-2; M

A detailed simulation of World War naval operations, it was historically detailed and recommended to the aficionado of the period. While its AI often suffered in the campaign game, it was still the standard-bearer of the genre. While I recognized its strengths, I must also note that the game was tedious, with vast naval engagements and numerous hits doing little real damage.

GREAT NAVAL BATTLES: SUPER SHIPS OF THE ATLANTIC
(Am/I) Strategic Simulations, Inc.; Roy Gibson & Ed Bever; 1993; ***+
Adv/Nav/Op-Tac
1-2; M

The first expansion disk, allowing for ships that never left the drawing boards, but which could have made a major impact on the war.

GREAT NAVAL BATTLES: AMERICA IN THE ATLANTIC
(Am/I) Strategic Simulations, Inc.; Roy Gibson & Ed Bever; 1992; ***+
Adv/Nav/Op-Tac
1-2; M

The United States enters the War in the Atlantic.

GREAT NAVAL BATTLES: SCENARIO BUILDER
(Am/I) Strategic Simulations, Inc.; Roy Gibson & Ed Bever; 1992; ***+
Adv/Nav/Op-Tac
1-2; M

An expansion disk allowing for user input and "design-your-own" scenarios.

GREAT NAVAL BATTLES II: GUADALCANAL 1942-1943
(I CD) Strategic Simulations, Inc.; Roy Gibson; 1994; ***+
Adv/Nav/Op-Tac
1-2; M

While the GNB series emphasized battleships, the second entry covered the early World War II Pacific battles. While much of the game interface was familiar, the air operations became a new and important sub-game in itself. Naval doctrine calls for overwhelming the defender's weapons and sensory platforms, and the game system itself was in danger of accomplishing that task. Definitely not a game for the novice, but the advanced player could really enjoy it (once the patches were downloaded).

GREAT NAVAL BATTLES III: FURY IN THE PACIFIC 1941-1944
(I CD) Strategic Simulations, Inc.; Roy Gibson; 1994; ***
Adv/Nav/Op-Tac
1-2; M

Covering the remainder of the Pacific, this simulation met a less-than-resounding welcome from gamers. Bug-ridden, it required numerous patches in order to become semi-playable. The entire system seemed to stretch in order to adequately cover the air operations, and since the system was ostensibly for surface warfare adherents, the entire direction of the design seemed to become suspect.

GREAT NAVAL BATTLES IV: BURNING STEEL 1939-1942
(I CD) Strategic Simulations, Inc.; Roy Gibson; 1995; **
Adv/Nav/Op-Tac
1-2; M

The series returned to the European Theater of Operations, only to find that there was nothing left to do. Instead of starting something new, SSI attempted to obtain blood from a turnip, only the gamer turned out to be the turnip. A modified interface coupled with air operations and numerous bugs and semi-complete patches led to unnecessary frustration. If it could have only been left to rest in peace ...

GREAT NAVAL BATTLES V: FINAL FURY
(I CD) Strategic Simulations, Inc.; Roy Gibson; 1995; ****
Adv/Nav/Op-Tac
1-2; M

The whole megillah, the ganze geschichte, this included every GREAT NAVAL BATTLE software ever released, including the new World War I module, DEMISE OF THE DREADNOUGHTS. Unfortunately, DEMISE was the accurate term and the series had outlived its audience. Its rating is based on completeness rather than playability, since the weak AI and the bugs are still replete in the product.

GREAT WAR 1914
(C/A) DKG; Marc Summerlott; 1986; **+
Int/Land/Op-Str
1-2

Primitive graphics and poor user interface marred this examination of the beginning of World War I. On the other hand, there were relatively few simulations covering this period.

GREAT WAR: 1914-1918
(I) Strategic Simulations Inc./Blue Byte; Ralf J. Kraft, Bernhard Ewers and Thomas Hauser; 1993; **+
Int/Land/Op
1-2; M

Initially released as HISTORY LINE, this World War I game ostensibly covered the Great War. While it was fun, it bore little resemblance to history; many gamers enjoyed it for the sheer playability. I personally found it repetitive and inane.

GREYHOUNDS OF THE SEA
(I-95) Crusader Studios; xxx; 1998/CANCELLED
Int/Nav/Tac-Op-Str
1-2; M

Beginning in 1898, the player (Germany or Great Britain) has 25 years to establish control of the seas.

GREY WOLF: HUNTER OF THE NORTH ATLANTIC
(I CD) ProOne; Ian Firth; 1994;
*+
Int/Nav/Tac
1

A World War II U-Boat simulation, it was characterized by a set of documentation which totalled two pages. But enough of its depth ... Graphics were crude, playability was crude, and the designer credits were hidden so deeply within the program that it almost looked like a deliberate decision.

GUADALCANAL CAMPAIGN
(Ap) Strategic Simulations, Inc.; Gary Grigsby; 1982; UNRATED
Adv/Nav-Land/Op
1-2

Perhaps the first "monster" computer wargame, this covered the entire Guadalcanal Campaign, but in a tedious fashion. The subject has been covered in more recent simulations (cf. Gary Grigsby's own PACIFIC WAR).

GUDERIAN
(A/C/Ap) Avalon Hill/Software Associates; xxx; 1987; ***
Int/Land/Op
1-2

A faithful adaptation of Jim Dunnigan's famous board game of the German advance on Moscow, it suffered from being an almost too literal translation. Slow-moving and graphically obtuse, the design had potential, but the programming did not achieve its objective.

GUNS & GLORY
(I) Brittanica Software; xxx; 1990; CANCELLED
Adv/Nav/Op-Str
1-2; M

A simulation of World War II naval operations, this may have been the most ambitious design ever contemplated. The database included every single ship in the world as of 1939, and scenarios could last from a few days to years. The problem was that the game almost ran in real-time. While time acceleration was an option, anytime two ships were near each other, time automatically slipped into a 1:1 ratio. Thus, if the player were intent on a naval engagement around the Orkneys, two merchant ships around Gibraltar would slow the program's execution to a crawl. There is no question that the program was impressive; there is also no question that it was not a game and lacked any semblance of enjoyment.

Back to Top

- H -

HALLS OF MONTEZUMA
(C/Ap/Am/I) Strategic Studies Group; Roger Keating and Ian Trout; 1988; ***
Adv/Land/Op
0-2

The BATTLEFRONT system writ once again, this covered the U.S. Marine Corps from the Mexican War through Vietnam, with emphasis on World War II. Battles included Belleau Wood (World War I), Okinawa and Iwo Jima (World War II) on brigade/divisional level operations. The main problem was a lack of definition; if the scenario did not explicitly state that it was World War II or the Mexican War, the user would never have been able to tell the difference. Too much of the generic wargame?

HE-162
(I) LucasArts; Larry Holland; 1991; ***+
Int/Air/Tac
1

An expansion disk for SECRET WEAPONS OF THE LUFTWAFFE.

HEARTS OF IRON
(I-95 CD) Strategy First/Paradox; xxx; 2002; UNRATED
Int/Land/Op-Str
1-multi; M

 

HELLCAT ACE
(A/C) MicroProse; Sid Meier; 1983; ***
Beg/Air/Tac
1

One of MicroProse's first flight "simulations", it was entertaining when released. Quick to learn, fun to play but not an overly historical representation of aerial combat in the Pacific Theater of Operations (1941-1945).

HELLCATS OVER THE PACIFIC
(M) Graphic Simulations; Eric Parker; 1991; UNRATED
Adv/Air/Tac
1-2; M

A World War II flight simulator. No information available.

HELLCATS OVER THE PACIFIC: MISSIONS AT LEYTE GULF
(M) Graphic Simulations; Eric Parker; 1991; UNRATED
Adv/Air/Tac
1-2; M

An expansion disk for HELLCATS OVER THE PACIFIC.

HEROES OF THE 357TH
(Am) Electronic Arts; xxx; 1992; **
Int/Air/Tac
1

Obsolescent before it was released, its mediocre graphics and mediocre gameplay combined to produce a whole less than the sum of its parts. Emphasizing the "fun" of strafing ground objects, it seemed to emphasize why real pilots always detested this type of mission. Based on the exploits of an actual fighter group in World War II, the poor treatment rendered herein were not a tribute.

HIDDEN AND DANGEROUS
(I-95 CD) TalonSoft/Illusion Softworks; Radek Bouzek and Michael Bacik; 1999; *** 
Int/Land/Tac
1-4; M

A tactical "shooter" simulating the World War II exploits of the SAS (Special Air Service).

HIDDEN AND DANGEROUS: DEVIL'S BRIDGE (MISSION DISK #1)
(I-95 CD) TalonSoft/Illusion Softworks; Radek Bouzek and Michael Bacik; 2000; *** 
Int/Land/Tac
1-4; M

An expansion disk to HIDDEN AND DANGEROUS.

HIDE AND SINK
(I) Mirror Images Software; Philip Koopman; 1983; UNRATED
Beg/Nav/Tac
1

A BATTLESHIP variation. No further information available.

HIGH COMMAND
(I) Colorado Computer Games; Gregg Carter and Joey Nonnast; 1991; ***
Adv/Land-Nav-Air/Op-Str
1-3

THIRD REICH -- the way it should have been done. While the AI came in for much criticism, the game itself was easy to learn and play. Economics, strategic planning and operational warfare yielded one of the more complex simulations in terms of playing well.

HIGH COMMAND
(I) Three Sixty; Gregg Carter and Joey Nonnast; 1993; ***+
Adv/Land-Nav-Air/Op-Str
1-3

The updated SVGA version with improved graphics, yet the AI still seemed to be learning disabled. Altogether, a sequel with substantive improvements, and yet it could have been so much more ...

HIGH COMMAND SCENARIO EDITOR
(I) Colorado Computer Games; Gregg Carter and Joey Nonnast; 1992; ***
Adv/Land-Nav-Air/Op-Str
1-3

An expansion disk for HIGH COMMAND; later built into the Three Sixty version.

HISTORY LINE: 1914-1918
(I) Ubi Soft/Blue Byte; Bernhard Ewers; 1993; **
Int/Land/Op
1

A game covering various battles of World War I in a semi-amorphous method, history takes a back seat to playability. Released by SSI as GREAT WAR.

HUNTER KILLER
(Am/ST) Mastertronic/Solaco Inc.; xxx; 1989; UNRATED
Int/Tac/Nav
1

A World War II Pacific submarine simulation.

HURRICANE
(I) Simulations Canada; xxx; xxx; UNRATED
Adv/Air/Tac
1-2

No information available.

Back to Top

- I -

IN HARM'S WAY
(C/Ap/Am/ST/I) Simulations Canada; Bill Nichols; 1988; UNRATED
Adv/Nav/Tac
1-2

The sequel to LONG LANCE, this simulation covered tactical naval combat in the Pacific from 1943-1944; nine scenarios and a "build-your-own" option.

INTO THE EAGLE'S NEST
{cf. EAGLE'S NEST, INTO THE}

iPANZER '44
(I-95 CD) Interactive Magic/Charybidis; James Flores; 1998;
**+
Int/Land/Tac
1-8; M

From the iM1A2 team, this armor simulation's strongest aspect was the manual.  Otherwise, the product itself suffered from poor graphics, a poor interface, a lack of combined arms (especially infantry support) and overall mediocrity.

IRON CROSS
(I) New World Computing; Phil Steinmeyer; 1994; **
Int/Land/Tac
1-2; M

A "real-time" tactical game of World War II, it proved that "real-time" was merely another name for making the player do so much in so little time that the AI looks truly inspired when it was really retarded. History took a back seat to fun; historical battles were determined by orders of battle dependent on your personal point purchases. If you enjoy being overwhelmed by game systems that clearly do not want you to have a valid chance at tactical success, then this was the game for you.

IRON FIST
{released as TANKS!}

IWO JIMA 1945/FALKLANDS 1982
(C) Firebird; John Bethell; 1985; **+
Beg/Land-Nav/Op
1

A "simulation" of the amphibious operation in World War II, its biggest strength was its inexpensive offering price. An introductory wargame, its basis in history was less than accurate and while it was fun the first two to three times, it quickly paled and drew no further interest.

IZYUM
(I) Schwerpunkt; Ron Dockal; 1996;
UNRATED
Int/Land./Op
1-2

Part of Schwerpunkt's WAR IN THE EAST series, this is a simulation of battles southeast of Kharkov between 1942 and 1943. A 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. The interface is somewhat awkward and the graphics are not state-of-the-art, but this is a series that would never be published by the first line computer companies.

Back to Top

- J -

JAGDSTAFFEL
(A/Ap) Discovery; David Weseley; 1985; 0
Beg/Air/Tac
1

A tactical game similar to FLYING TIGERS, only occurring in the European Theater. Just as bad as its predecessor.

JANE'S COMBAT SIMULATIONS:  WWII FIGHTERS
(I-95 CD) Electronic Arts/Origin/Jane's; Ken Allen; 1998; ***+
Adv/Air/Tac-Op
1-8; M

A relatively interesting flight simulation of World War II aerial combat.   Detailed graphics and flight models offered a decent gaming experience, although the manual could well have used some expansion.

JUTLAND
(I CD) Software Sorcery; James R. Jones; 1993; ***+
Int/Nav/Op-Str
1

A detailed simulation of World War I naval operations, it was more detailed than it appeared. It could cover the entire naval campaigns of the First World War, with separate scenarios for the major battles. Actual battle maneuvers were adequate, although destroyer torpedo tactics could have used additional work. Finally, the battles were too "clean"; there was no smoke that obscured the field of vision, and this beautification of history actually detracted from the feeling of verisimilitude.

Back to Top

- K -

KAMPFGRUPPE
(C/I/A/Ap/Am) Strategic Simulations, Inc.; Gary Grigsby; 1985; *****
Adv/Land/Tac
1-2

A tactical simulation of warfare on the Eastern Front, this game was CGW's Game of the Year in 1985. Multiple options, but marred by a lack of joystick input and amorphous stacking (virtually an entire army could be crammed into a small geographic location). A classic that has been redone many times; the latest reincarnation will be Gary Grigsby's own STEEL PANTHERS III.

KAMPFGRUPPE SCENARIO DISK #1
(A/C) Strategic Simulations, Inc.; Gary Grigsby; 1986; **
Adv/Land/Tac
1-2

Five additional scenarios for KAMPFGRUPPE . Historical accuracy was subject to question in some of the scenarios, and the basic game itself was capable of designing a player's own scenarios.

KHARKOV '42
{cf. PANZER CAMPAIGNS 3: KHARKOV '42}

KIEV
(I) Schwerpunkt; Ron Dockal; 1995/1997; ***+

Int/Land./Op
1-2

Part of Schwerpunkt's WAR IN THE EAST series, this is a simulation of the battles for the Ukranian capital. A 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. The interface is somewhat awkward and the graphics are not state-of-the-art, but this is a series that would never be published by the first line computer companies.

KNIGHTS OF THE DESERT
(A/C/Ap/I) Strategic Simulations, Inc.; Tactical Design Group; 1983; ***
Int/Land/Op
1-2

An operational simulation of Rommel's Desert Campaigns in North Africa during World War II, it was one of the first games to offer multiple stacking in the same hex. Slow and ponderous, its re-creation of the African Campaign did not deliver its potential.

KNIGHTS OF THE SKY
(I) Microprose; Jeffrey Briggs; 1991; ***+
Int/Air/Tac
1-2; M

A World War I flight simulator whose greatest strength was the modem play option. While CGW gave it a rating of primus inter pares, I found the inability to fly on the German side, the graphic representation of "cloud cover", and flight models/damage to be less than optimal. Still it was a decent game, which suffered only by comparison (and badly) to RED BARON. It paled with respect to the latter and was quickly driven off the market.

KRIEGSMARINE
(Am/ST/I) Simulations Canada; Steve Newberg and James Baker; 1989; UNRATED
Adv/Nav/Tac
1-2

Tactical naval combat in the Atlantic between 1939 and 1944, with nine scenarios and a "build-your-own" option.

KURSK CAMPAIGN
(Ap/ST/I) Simulations Canada; Stephen St. John; 1986; UNRATED
Adv/Land/Op
1-2

A simulation of the largest tank battle of World War II (Operation Zitadelle, summer 1943).

Back to Top

- L -

LAFAYETTE ESCADRILLE
(T) Discovery; David Weseley; 1983; UNRATED
Beg/Air/Tac
1

World War I air combat. No information available.

LAST BLITZKRIEG, THE
{see DECISIVE BATTLES OF WORLD WAR II: ARDENNES OFFENSIVE}

LENINGRAD
(I) Schwerpunkt; Ron Dockal; 1995/1997; ***

Int/Land./Op
1-2

The first of Schwerpunkt's WAR IN THE EAST series, this is a simulation of the battles around Leningrad. With a low unit density, the game is playable, but the first edition of this game compelled the player to determine supply for himself; the updated edition did so automatically. The interface is somewhat awkward and the graphics are not state-of-the-art, but this is a series that would never be published by the first line computer companies.

LONG LANCE
(C/Ap/Am/ST/I) Simulations Canada; Bill Nichols; 1988; UNRATED
Adv/Nav/Tac
1-2

Tactical naval combat in the Pacific in 1942; its sequel was IN HARM'S WAY.

LOST ADMIRAL, THE
(I) QQP; Bruce W. Zaccagnino and Thurston Searfoss; 1991; ****+
Int/Nav/Tac-Op
1-2

"EMPIRE goes to sea"; quicker than others of this genre, it offered a plethora of scenarios and randomization factors. Easy to play, difficult to master -- it was a classic. Not historical, but so much fun to play that the lack of a historical base was never that much of a concern. I still play it today, and its easy access and quick play offers never-ending challenges.

LOST ADMIRAL II, THE
(I) QQP; Bruce W. Zaccagnino and Thurston Searfoss; CANCELLED
Int/Nav/Tac-Op
1-2

The sequel, it disappeared into the ether with the demise of QQP; there are rumors of it surfacing with a new company, but nothing definite at this time.

LOU COATNEY's 1st BATTLE OF ALAMEIN
{see 1st BATTLE OF ALAMEIN, LOU COATNEY'S}

LUFTFLOTTE
(I) Ark Royal; xxx; xxx; UNRATED
Int/Air/Op
xxx

The Battle of Britain. No further information available.

LUFTWAFFE COMMANDER
(I-95 CD) Strategic Simulations, Inc./Eagle Interactive; David Kinney; 1998; **+
Int/Air/Tac
1-10

Brought to you by the same people who designed SABRE ACE, this suffered from similar flaws -- good graphics but mediocre flight models.  This might well have been more successful, but its competition clearly left it behind (cf. EUROPEAN AIR WAR, COMBAT FLIGHT SIMULATOR).

Back to Top

- M -

M4 TANK SIMULATOR
(M) Deadly Games; Rene Vidmer; 1993; ***
Int/Land/Tac
1

A World War II tank simulation, with adequate graphics and gameplay.

MALTA STORM
(Am/ST/I) Simulations Canada; Robert Crandall; 1990; UNRATED
Adv/Nav/Op-Str
0-2

A simulation of the battle for the Mediterranean between December 1941 and August 1942 utilizing three week turns.

MALTA STRIKE
(Ap/T) Discovery; Dave Arneson; 1980; UNRATED
Beg/Air/Tac
1

Tactical combat in the World War II Mediterranean theater. 

MANCHUKUO, 1945
(I-95) Forgotten Fronts; xxx; 2001; UNRATED
Int/Land/Op
1-2; M

A boardgame-like simulation of the Russian invasion of Manchuria in the waning days of the Second World War.

MARE NOSTRUM
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1990; UNRATED
Beg/Nav/Tac-Op
0-2; M

World War II action between the Royal Navy and the Italian Fleet.

MARIANAS TURKEY SHOOT
(AP/I) General Quarters; Owen P. Hall, Jr.; 1990; UNRATED
Int/Nav/Tac-Op
0-2; M

The largest air carrier battle in history, as well as the most one-sided. WWII action with the last aerial gasp of the Japanese.

MEDAL OF HONOR
(Playstation) Electronic Arts/Dreamworks; Peter Hirschmann; 1999; UNRATED
Int/Tac
1-2

A console simulation of Steven Spielberg's SAVING PRIVATE RYAN, this tactical simulation of World War II combat operations on the Western Front received good word-of-mouth.

MEGA CAMPAIGN #1: DESERT FOX 1941
(I-95) Matrix; Bill Wilder; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M

A detailed campaign of the World War II North African Campaign utilizing the STEEL PANTHERS: WORLD AT WAR engine.

MEGA CAMPAIGN #2: LOST VICTORIES 1941
(I-95) Matrix; Brent Richards; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M

A detailed campaign of the World War II Russian Front utilizing the STEEL PANTHERS: WORLD AT WAR engine.

MEGA CAMPAIGN #3: WATCHTOWER GUADALCANAL 1942
(I-95) Matrix; Bill Wilder; 2001; UNRATED
Adv/Land/Tac-Op
1-2; M

A detailed campaign of the World War II invasion of Guadalcanal utilizing the STEEL PANTHERS: WORLD AT WAR engine.

METZ-COBRA
(C/A) DKG; xxx; xxx; UNRATED
Int/Land/Op
1-2

Break-out from the Normandy Beachhead, 1944. No further information available.

MIDWAY: THE BATTLE THAT DOOMED JAPAN
(I) General Quarters; Owen P. Hall, Jr.; 1987; UNRATED
Int/Nav/Op-Str
1-2

No information available.

MIDWAY CAMPAIGN
(Ap/A) Avalon Hill/National Microcomputer Associates; xxx; 1980; *
Beg/Nav-Air/Op
1

An operational/strategic simulation of the Midway Campaign, this game was one of the first Midway computer versions. Using an X-Y axis to depict operations during the battle gave an adequate challenge in 1980, but its design parameters were soon revealed to be obsolete.

MIGS AND MESSERSCHMITTS
(Ap/T) Discovery; Dave Wesley and Ross Maker; 1980; UNRATED
Beg/Air/Tac
1

Tactical World War II in the East. No further information available.

MIRACLE AT MIDWAY
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1989; UNRATED
Beg/Nav/Tac-Op
0-2; M

The WWII decisive battle in the Pacific. No further information available.

MOSCOW CAMPAIGN
(I/Ap/ST) Simulations Canada; Stephen St. John; 1987; UNRATED
Adv/Land/Op
1-2

A simulation of Operation Typhoon and White Storm (30 August 1941 - 13 February 1942).

Back to Top

- N -

NATIONS: WWII FIGHTER COMMAND
(I-95 CD) Psygnosis; xxx; 1999; UNRATED
Int/Air/Tac-Op
1-16

World War II aerial combat.

NEW WORLD ORDER
(I) MDI; xxx; 1994/CANCELLED
Int/Land-Nav-Air/Op-Str
1-3

A grand design covering all of World War II, its advertising campaign was impressive, but its lack of delivery shouted "Vaporware". The company disappeared, leaving only its advertising as a remnant.

NORMANDY '44
{cf. PANZER CAMPAIGNS 2:  NORMANDY '44}

NORMANDY, BATTLE FOR
(A/Ap/C/I; ) Strategic Simulations, Inc.; David Landrey; 1982; ***
Int/Land/Op
1-2

An operational simulation of the Invasion of Normandy, this game was easy to learn, although the documentation covering the actual landings left much to be desired. It suffered from two major interface weaknesses -- a lack of joystick input and an inability to select units by user input (instead, one had to cycle through the entire order of battle). Yet, for its time, it was enjoyable.

NORMANDY, BATTLES IN
(C/Ap) Strategic Studies Group; Roger Keating and Ian Trout; 1987; **+
Adv/Land/Op
1-2

The Normandy Invasion and Break-Out, this simulation was marred by the utilization of the BATTLEFRONT system in a situation where it was inapplicable. The historical use of fire and maneuver tended to bog down in a war of attrition; corps maneuverability became mired in a morass of engagements which yielded ahistorical results.

NORTH ATLANTIC CONVOY RAIDER
(A/TRS) Avalon Hill; xxx; 1984; UNRATED
xxx
xxx

No information available.

Back to Top

Back to Anthology Table of Contents
Revised: November 30, 2002.
Copyright 2001 by M. Evan Brooks. All Rights Reserved.
All trademarks or product names mentioned herein are the property of their respective owners.