1900-1950 (PART IV of V)

INDEX

O P Q R S

Select the first letter of the word from the list above to jump to appropriate section of the glossary. If the term you are looking for starts with a digit or symbol, choose the '#' link.

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- O -

OBJECTIVE: KURSK
(A/C) DKG; Mark Sommerlott; 1984; UNRATED
Int/Land/Str
1-2

No information available.

OBJECTIVE: KURSK
(A/C) Strategic Simulations, Inc.; Gary Grigsby; 1984; **+
Adv/Land/Tac-Op
1-2

A tactical/operational simulation of the largest tank battle in World War II, it was very detailed. However, user input was tedious via keyboard and the game system overall was bland. If one did know what the title was, he would be hard-pressed to define what operational battle was being recreated.

OPERATIONAL ART OF WAR, NORM KOGER'S
(I-95 CD) TalonSoft; Norm Koger; 1998; ****+
Adv/Land/Op
1-2; M

Operational warfare from 1939-1955, this was a detailed simulation.  With a number of scenarios (ranging from World War II to the Arab-Israeli War of 1948 as well as Korea), it also possessed the most powerful scenario editor yet released.  Additional scenarios will be forthcoming on the Web.

OPERATIONAL ART OF WAR, NORM KOGER'S:  BATTLE PACK 1 -- 1939-1955
(I-95 CD) TalonSoft; Norm Koger; 1999; ****
Adv/Land/Op
1-2; M

The first expansion set for OPERATIONAL ART OF WAR, with sixteen new scenarios (including Barbarossa 1941, Kursk 1943, Market Garden 1944, Iwo Jima 1945, Chosin Reservoir 1950, Dien Bien Phu 1954 et al.).

OPERATION APOCALYPSE
(Ap) Strategic Simulations, Inc.; Roger Keating; 1981; UNRATED
Int/Land/Op
1-2

An early World War II operational level game, it had four scenarios:  D-Day, Operation Market-Garden (with two separate scenarios reflecting the paratroops and the link-up of XXX Corps), and a fictional meeting engagement.  This system served as the basis for the later "1985" games (e.g., GERMANY 1985, RDF 85, BALTIC 1985, NORWAY '85).

OPERATION COM*BAT
(Am) Merit; Scott Lamb; 1990; *+
Int/Land/Tac
1-2; M 

An abstract wargame, it did nothing really well, although it was one of the first to emphasize modem play.

OPERATION CRUSADER
{see WORLD AT WAR VOL. I: OPERATION CRUSADER}

OPERATION EUROPE
(I) Koei; xxx; 1994; *
Int/Land/Op-Str
1-2; M

World War II -- the European Theater of Operations as seen through a Japanese perspective. This game offers little sense of history, little sense of gameplay and little sense of reality. Need more be said?

OPERATION KEYSTONE
(I) Overt Strategic Simulations; T.J. Peto, Jr.; 1986; **
Int/Nav/Tac
1

World War II submarine operations in the Pacific. Similar to both SILENT SERVICE and GATO, but perhaps less interesting than either.

OPERATION MARKET-GARDEN
(A/C/Ap/I) Strategic Simulations, Inc.; 1985; Chuck Kroegel and David Landrey; **+
Air/Land/Op
1-2

A tactical/operational simulation of the largest Airborne operation of World War II, this game suffered from graphic sensory deprivation -- determining the road network was a lesson in frustration. Also, input could not be readjusted in mid-play, and overall, the user interface was both clumsy and unforgiving.

OPERATION MARKET-GARDEN
(M/I) MPG; Nina Lussow, Tim Thibault and Brian Adleburg; 1994; UNRATED
Int/Land/Op
1-multi; M

An on-line version of A Bridge Too Far.

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

A simulation of the first eleven weeks following D-Day (6 June - 28 August 1942).

OPERATION OVERLORD
{cf. D-DAY: OPERATION OVERLORD}

OPERATION WHIRLWIND
(A) Broderbund; Roger Damon; 1984; ****
Beg/Land/Tac
1

Ancestor of FIELD OF FIRE, PANZER GRENADIER, and WARGAME CONSTRUCTION SET , this tactical simulation of an urban assault during World War II was fun to play, and it taught valid lessons about reconnaissance by fire and combined arms tactics. It evolved into a series of games, but the novelty eventually wore off.

OUT OF THE SUN
(M) Domark; xxx; 1995; UNRATED
Int/Air/Tac
xxx

World War II air combat, including the Russian Front.

OVERLORD
(ST) CSS/Scorpion; Ken Wright; 1989; UNRATED
Int/Land/Op
1

A divisional-level simulation of the Invasion of Normandy. No further information available.

OVER THE REICH
(I/95 CD) Avalon Hill/Big Time Software; Charles Moylan and J.D. Webster; 1996; ***+

Int/Air/Tac
1-multi; M

A turn-based strategy game, it is a descendant of FLIGHT COMMANDER 2, but with improved graphics and a more tactical feel. You can fly as British, German or American, and in single scenarios or entire campaigns. Layered on complexity eases one into play; however, altitude is not reflected until one reaches the highest complexity level. I can't really recommend it, I can't really condemn it; overall, it was interesting for a short time, but failed to grab any lasting attention.

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- P -

P-38
(I) LucasArts; Larry Holland; 1992; ***+
Int/Air/Tac
1

An expansion disk for SECRET WEAPONS OF THE LUFTWAFFE.

P-51 MUSTANG FLIGHT SIMULATOR
(M) Bullseye; Donald A. Hill, Jr.; 1989; UNRATED
Adv/Air/Tac
1-2; M

Cut from the same cloth as the FOKKER TRIPLANE SIMULATOR, but slightly more detailed.

P-80
(I) LucasArts; Larry Holland; 1992; ***+
Int/Air/Tac
1

An expansion disk for SECRET WEAPONS OF THE LUFTWAFFE.

PACIFIC GENERAL
(I-95 CD) Strategic Simulations, Inc.; Dan Cermak; 1997; ***

Int/Land-Nav/Op-Str
1-2; M

PANZER GENERAL moves east -- far east. The final entry in the PANZER GENERAL-series, this covers both land and naval combat during World War II in the Pacific Theater of Operations. The rating is based on the land campaigns; the movement/combat mechanism has been refined to allow movement-combat-movement as opposed to the earlier chess mechanism ("remove your hand, turn ends for the unit"). However, the naval battles are reminiscent of Frisbee, and any resemblance to World War II naval warfare is purely accidental.

PACIFIC STORM: THE MIDWAY CAMPAIGN
(Am/ST/I) Simulations Canada; R.C. Crandall; 1991; UNRATED
Int/Nav/Tac-Op
1-2

An operational simulation of the Midway Campaign; no further information available.

PACIFIC STORM: THE SOLOMONS CAMPAIGN
(Am/ST/I) Simulations Canada; R.C. Crandall; 1991; UNRATED
Int/Nav/Tac-Op
1-2

An operational simulation of the South Pacific (1942-1943) in two week turns.

PACIFIC STRIKE
(I) Origin; Eric Hyman; 1994; **+
Int/Air/Tac
1

Originally requiring a separate speech pack for full implementation, this offered a World War II carrier pilot view. Every company can point to at least one disaster, and Origin qualified here. Good graphics could not overcome an overly-scripted scenario and movie effect. Flight models were questioned, and most gamers quickly moved on.

PACIFIC WAR, GARY GRIGSBY'S
(I) Strategic Simulations, Inc.; Gary Grigsby; 1992;
****+
Adv/Land-Sea-Air
0-2

THE simulation of the Pacific. Graphically acceptable, its strength lay in the sheer data and scope of the campaign. In all truth, I find it overwhelming, but I can recognize quality when I see it. Highly recommended for retirees -- or for those for whom the expression "Get a Life" means something. It properly emphasizes logistics, and will allow the player to choose his own level of command -- supreme commander, area commander, or even a task force commander while the computer runs everything else.

PACIFIC WAR: MATRIX PROJECT
(I-95) Matrix Games; Gary Grigsby; 2000; ****+
Adv/Land-Sea-Air
0-2

An updated PACIFIC WAR, GARY GRIGSBY'S, currently available for free download from http://www.matrixgames.com.

PANTHERS IN THE SHADOWS
(I) HPS; Scott Hamilton; 1995; ****
Adv/Land/Tac-Op
1-2; M

A very detailed simulation of armored warfare in World War II, with possibly more hard data than any other simulation covering the same period. While the interface is not overly user friendly and the graphics may be described as "functional", this is the grognard's dream.

PANZER BATTLES
(C/Ap/M/I) Strategic Studies Group; Roger Keating and Ian Trout, 1989; ***
Adv/Land/Tac
0-2

The BATTLEFRONT system on the East Front, with six scenarios (Minsk, Moscow, Kharkov, Prokhorovka, Kanev and Korsun). Interestingly enough, Moscow, Kharkov, Kanev and Korsun have all been the subjects of paper wargames, and the computer offered a different perspective.

PANZER CAMPAIGNS 1:  SMOLENSK '41
(I-95 CD) HPS; John Tiller  and Gregory Smith; 2000; ***+
Int/Land/Op-Str
0-multi; M

The first in a series of World War II operational battles, this paid homage to Jim Dunnigan's famous boardgame PANZERGRUPPE GUDERIAN (1975).  However, it suffered from the fault that if a little is good, then a lot must be better; in effect, the first months of Army Group Center's 1941 thrust towards Moscow is resolved at the grand tactical level (battalion/four hours).  While the game is eminently playable and has received numerous accolades, it is not operational in scope, and the player is not really faced with the challenge of operational command.  Still, it is well-researched and one of the better detailed games.

PANZER CAMPAIGNS 2:  NORMANDY '44
(I-95 CD) HPS; John Tiller  and Gregory Smith; 2000; ***+
Int/Land/Op-Str
0-multi; M

The next in the series, it has the same strengths and weaknesses as its predecessor.

PANZER CAMPAIGNS 3:  KHARKOV '42
(I-95 CD) HPS; John Tiller  and Gregory Smith; 2000; UNRATED
Int/Land/Op-Str
0-multi; M

The series continues, but the situation is perhaps the most interesting thus far published, with each side having the opportunity to assume both offensive and defensive roles.  

PANZER CAMPAIGNS 4: TOBRUK '41
(I-95 CD) HPS; John Tiller  and Gregory Smith; 2001; UNRATED
Int/Land/Op-Str
0-multi; M

The series continues with another Rommel romp, but it would be more intriguing to see why Tobruk was so difficult to capture in 1941, while it fell with ease a year later.

PANZER CAMPAIGNS V:  KORSUN '44
(I-95 CD) HPS; John Tiller; 2002; UNRATED
Int/Land/Op
0-multi; M

The Battle of the Korsun Pocket (Eastern Front, World War II).

PANZER COMMANDER
(I-95 CD) Strategic Simulations, Inc.; Rick Martinez; 1998; ***
Int/Land/Tac-Op
1-6; M

A detailed armor simulation of World War II, it only covered campaigns on the Russian Front.  Infantry/combined arms operations still came up short, but the more objectionable aspect of the design was allowing the player to be a member of certain questionable divisions -- while Grossdeutschland was not a Waffen SS division, there is sufficient historical evidence to question its participation in war crimes.

PANZERBLITZ
(I) Avalon Hill; xxx; 1998/CANCELLED
Adv/Land/Tac
1-2; M

A design based on Avalon Hill's famous boardgame of tactical armored warfare on the Eastern Front of World War II, it was cancelled when Avalon Hill was bought by Hasbro.

PANZER ELITE
(I-95 CD) Psygnosis/Wings; Heiko Schröder and Teut Weidemann; 1999; UNRATED
Int/Land/Tac-Op
1-2; M

Platoon level combat in World War II in four campaigns (North Africa, Sicily, Italy and Normandy).

PANZER GENERAL
(M/I CD) Strategic Simulations, Inc.; Paul Murray; 1994; ****+
Beg/Land/Op-Str
1-2; M

Initially marketed as a non-wargame, this has become one of the classics of wargaming, and spun off an entire series (ALLIED GENERAL, PACIFIC GENERAL, etc.). Start in 1939 and trying to win enough operational battles in order to successfully win the assault on Washington, D.C. (Ty Bomba would be proud!) But a plethora of scenarios, entertaining graphics and a user-friendly interface combine to form a winning combination. While I both admire and enjoy it, the military lessons of combined arms are not taught overly well, and often gaming logic supersedes military logic (for example, in order to win a decisive victory at Moscow, one must air assault north of the city; then, in following turns, one can recruit armored units in this isolated area and pincer Moscow from two sides until it falls).

PANZER GENERAL II
(I-95 CD) Strategic Simulations, Inc.; Scott Evans; 1997; ****
Int/Land/Op-Str
1-2; M

The sequel, with improved graphics and many new scenarios.

PANZER GENERAL 3D  ASSAULT
(I-95 CD) Strategic Simulations, Inc.; Dan Cermak; 1999; **+
Int/Land/Op-Str
1-2; M

The next iteration in the World War II operational series.  Although the interface was moderately easy to use, there were several flaws:  First, the game required over 200 Megs of storage space on a hard drive and still required the CD for play; second, units in cities were difficult to discern; third, in a step back from prior releases, the air-ground control element was deleted -- thus, it was difficult to properly employ air elements; fourth, initial map reviews of objectives were insufficient to determine optimal unit placement; fifth, emphasis on sub-unit commanders offered little advantage in determining proper tactical employment.  Finally, the campaigns offered less coverage than earlier efforts (and all on the Western and North African Fronts).  Overall, the 3D design aspects of the units and the terrain were graphically well-done, but it was apparent that this graphical design had caused ocular overload and strategic shortcomings.

PANZER GENERAL III: SCORCHED EARTH
(I-95 CD) Strategic Simulations, Inc.; Mike Hawkins; 2000; **+
Int/Land/Op-Str
1-4; M

The latest iteration in the World War II operational series.  Aptly named, it suffered from the same faults as its predecessor.  This was a system whose initial appeal was based on its elegance and simplicity; it has now been overloaded with complexity while omitting realism.  Again, the coverage was limited -- primarily the Eastern Front.  By this time, one would have assumed that the entire war could be encompassed within a single product; but of course, that would defeat marketing optimization.  In the interim, the end user suffers the most.

PANZER GRENADIER
(A/C/Ap) Strategic Simulations, Inc.; Roger Damon; 1985; ***
Beg/Land/Tac
1

A tactical simulation of armored warfare on the Eastern Front during World War II, it was marred by historical inaccuracy. Reconnaissance by fire was overemphasized, and opportunity fire was hit-and-miss. It lacked the panache and élan to yield an enduring game experience. Also, I found it somewhat disturbing that the game identified so closely with the "Grossdeutschland" Panzer Grenadier Division. Historically, that Division was not formed until 1944, and since game scenarios occurred in 1942, it would seem obvious that the reference is to the "Grossdeutschland" Panzer Division; while not a criminal organization like the Waffen SS, "Grossdeutschland" was not adverse to being escorted by Einsatzkommando extermination groups. The close identification with a "tainted" unit left me with an uncomfortable feeling.

PANZERJAGD
(A/C) Avalon Hill; Richard W. Scorupski; 1984; **
Beg/Land/Tac
1

A tactical simulation of armored warfare during World War II. In its day, it was adequate (talk about damning with "faint praise") .

PANZERS EAST
(I) Arsenal; xxx; 1997/ CANCELLED
Adv/Land/Tac
1-2; M

A tactical simulation of armored warfare on the Russian Front (World War II), it has been cancelled and the designers may be seeking another publisher.

PANZER STRIKE
(C/Ap/ST/I) Strategic Simulations, Inc.; Gary Grigsby; 1987; **+
Adv/Land/Tac
0-2

A tactical simulation of World War II small unit actions in the West and East Fronts. It was very detailed, but the lack of a battlefield panoramic view often allowed one to lose track of objectives, and it could take hours to complete a "thirty minute" assault. Some of the scenarios were "edited"
for playability (thereby damaging historicity), but overall, while most wargamers seemed to enjoy it in its time, I simply found it tedious.

PANZER WAR
(A) Windcrest Software; xxx; 1984; UNRATED
Beg/Land/Tac-Op
1-2

Basically an arcade game overlaid on a strategic monthly map.

PATTON STRIKES BACK
(M/I) Broderbund; Chris Crawford; 1991; ***+
Int/Air/Tac-Op
1-2

Chris Crawford's entry covering the Battle of the Bulge (World War II). Designed as a bridge to non- or neophyte wargamers, it failed to succeed with either that crowd or the wargaming market. Some interesting concepts and detailed historical analysis failed to remove the "taint" (i.e., it ain't a game and it ain't a simulation). Yet, there were enough innovations and suggestions of improvements to come that it has received a higher rating than contemporary gamers would generally have thought.

PATTON VS. ROMMEL
(C/M/I) Mindscape; Chris Crawford; 1987; ***
Int/Land/Op
1-2

An operational campaign in France, 1944, this simulation was characterized by innovative play systems marred by difficult trafficability and passage of lines. Attempting to destroy an enemy unit was almost impossible, and the game just bogged down into rush hour commuting traffic jams all too often. Interesting conceptualization, mediocre execution.

PERFECT GENERAL, THE
(Am/I) QQP; Mark Baldwin; 1991; ***+
Int/Land/Tac
1-2; M

By the designer of EMPIRE, this simulation sacrificed realism for playability. But the playability level was sufficiently high that one forgave the weakness in realism. Scenarios ranged from mid-century through the present at the squad-level.

PERFECT GENERAL WORLD WAR II SCENARIO DISK
(Am/I) QQP; Mark Baldwin; xxx; UNRATED
Int/Land/Tac
1-2; M

An expansion disk covering many World War II battles.

PERFECT GENERAL: GREATEST BATTLES OF THE TWENTIETH CENTURY
(I) QQP; Bill Sarubi; 1993; UNRATED
Int/Land/Tac
1-2; M

A second expansion disk -- more ranging in chronological periods, but many of the scenarios are within the period covered herein.

PERFECT GENERAL II
(I CD) QQP; Bruce Williams; 1994; ****
Int/Land/Tac-Op
1-2; M

The sequel with improved graphics, and ninety-eight (98) scenarios! The scenarios range from fanciful to those based on history.

PERFECT GENERAL II SCENARIO & CAMPAIGN EDITOR
(I CD) QQP; Bruce Williams; 1995; ***
Int/Land/Tac-Op
1-2; M

Design-your-own; more complex than it looked at first glance and it could have been more user-friendly.

P.O.W.
(Am) ActionWare; xxx; xxx; **
Beg/Land/Tac
1

An arcade straight "shoot-em-up". Distinguished by excellent graphics and sheer fun, this game provided mindless entertainment.

POWER AT SEA
(C) Accolade; xxx; 1985; UNRATED
Beg/Nav/Tac-Op
1

An arcade version of the World War II Battle of Leyte Gulf. Any relation to history was coincidental.

POWERMONGER: WORLD WAR I
(Am) Electronic Arts/Bullfrog; Peter Molyneux; 1992; ***
Beg/Land/Op-Str
1-2

A POPULOUS sequel, the technology was based loosely on World War I, but it has no real relation to history. Actually not as much fun as its ancestor, but it tried ...

PRELUDE TO JUTLAND
(Ap/I) General Quarters; Owen P. Hall, Jr.; 1986; **
Beg/Nav/Tac-Op
0-2; M

The preliminary battles 1915 and the Grand Battle itself, with a minimalist conception of graphics and user clumsy.

PT-109
(M/I) Spectrum Holobyte; Gordon Walton; 1988; ***+
Adv/Nav/Tac
1

PT boat tactics in the South Pacific; relatively good graphics (when released) and game play on a subject rarely covered. The major problem is that PT boats were a sideshow, they never were really decisive, and it shows in the game here.

PTO
(Sega) Koei; xxx; 1993; ***+
Beg/Nav/Op-Str
1-2

Only available on the Sega game machine, this detailed World War II Pacific Theater of Operations simulation was probably the most detailed game ever released for a "game machine". A campaign game could last more than 100-200 hours, and the depth was challenging. Of course, the graphics were merely adequate and the lack of joystick input was a detriment. Still, the fact that this appeared at all was worthy of mention.

PTO 2
(I CD) Koei; xxx; 1995; UNRATED
Beg/Nav/Op-Str
1-2

The sequel to PTO, ported over to the PC.

PURE WARGAME, THE
(I) QQP; Steve Magestro and Bruce Williams Zaccagnino; 1995; **+
Int/Land/Op
1-2; M

Utilizing a modified PERFECT GENERAL-game system, this was a simulation of World War II airborne operations, including Arnhem, Crete, Normandy, Kanev, Sicily and England (hypothetical Sealion). With an emphasis on playability, historical accuracy was a distant second, and the game system just did not seem serious enough to merit any interest from the general gaming public; probably too daunting for a "newbie" and too gamy for a grognard.

PURSUIT OF THE GRAF SPEE
(Ap) Strategic Simulations, Inc.; Joel Billings; 1982; UNRATED
Int/Nav/Tac
1-2

Simulation of the early World War II battle off Montevideo Harbor between the German pocket battleship and a number of British cruisers.

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- R -

RAF: BATTLE OF BRITAIN
(Ap/T) Discovery; Dave Arneson, Dave Wesley and Ross Maker; 1979; UNRATED
Beg/Air/Op-Str
1

A simulation of up to 12 fighter aircraft in the World War II Battle of Britain.

RAILROAD TYCOON
(Am/M/I) MicroProse; Sid Meier; 1990; *****
Int/Land/Tac-Op-Str
1

A moveable feast, this simulated the growth of the railroad from 1828 onwards in various areas (Eastern U.S., Western U.S., England and Europe). Richly detailed and graphically inspiring, it was a gamer's game -- both in terms of economics and the mechanics of railroads.

RAILROAD TYCOON DELUXE
(I) MicroProse; Sid Meier and Bruce Shelley; 1993; ****+
Int/Land/Tac-Op-Str-Econ
1

Upgraded to VGA graphics, this offered offers eleven new engines plus maps for South America, Africa and the entire United States. Sadly, the map of Great Britain had been deleted. While the program had been upgraded in terms of graphics, the laying of track was more difficult in the newer version. Regardless, both versions are recommended and I still play them.

REACH FOR THE SKIES
(Am/I) Virgin/Rowan; Chris Orton and Paul Dunscombe; 1993; **+
Int/Air/Tac-Op
1

The Battle of Britain; more of a game than a simulation. The opening sequences, with graphic and sound, were well done; the remainder was marginally adequate. One could play as pilot or air controller (tactical/operational).

RED BARON
(Am/I) Dynamix; Damon Slye; 1991; *****
Adv/Air/Tac-Op
1

The best World War I air simulator done to date. Graphics, sound, historical accuracy and superb game play combined into a complete experience. The major flaw consisted of somewhat stupid wingmen who had a tendency to crash into your plane. But this one still resides on hard drives all over the world, and will do so until its sequel arrives.

RED BARON MISSION BUILDER
(I) Dynamix; Damon Slye & Chris Shen; 1992; ****
Int/Air/Tac
1

A scenario design kit for RED BARON, which added new planes as well.

RED BARON II
(I-95 CD) Dynamix; Neil Haldar; 1997; **+
Int/Air/Tac
1-multi

Eagerly awaited, this was infested with more parasites and bugs than the construction of the Panama Canal.  A shadow of its ancestor, it had the durability of balsa wood in a tornado.

RED BARON 3-D
(I-95 CD) Dynamix; Neil Haldar; 1998; **+
Int/Air/Tac
1-multi

Ostensibly, this fixed RED BARON II; not really.  It was truly amazing how a classic game could be converted into eminently forgettable magnetic riff-raff.

RED THUNDER
(I-95 CD) Edensoft; Nicholas Brooks; 2000; UNRATED
Int/Land/Op
1-2; M

Available by downlooad only (and a software key), this was an operational game of the East Front (1944-1945) representing Operation Bagration (Destruction of Army Group Center).  Ostensibly the first release of a planned series (Victory in the East), lackluster sales forced the company's demise as of 31 March 2000.

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

The Russo-Japanese War (1904-5). An interesting period that has been rarely simulated.

RISING SUN
(I-95 CD) TalonSoft; Bob McNamara and John Tiller; 2000; ****
Adv/Land/Tac-Op
0-multi; M

TalonSoft's operational series continued with the Pacific Campaigns.  Detailed scenarios with excellent historical research coupled to provide grognard grist.

RISING SUN: IMPERIAL STRIKE
(I-95 CD) TalonSoft; Bob McNamara and John Tiller; 2000; ****
Adv/Land/Tac-Op
0-multi; M

The expansion set to RISING SUN, only available by mail order.

RISING SUN GOLD
(I-95 CD) TalonSoft; Bob McNamara and John Tiller; 2000; ****
Adv/Land/Tac-Op
0-multi; M

A combination of RISING SUN, RISING SUN: IMPERIAL STRIKE plus twelve additional scenarios.  However, unlike the original, there is no written documentation, only the CD itself.  While economic practicality is understandable, the user is the loser.

ROAD TO MOSCOW
(C) Ba'rac Limited; Philip Gardocki and Bob Best; 1984; UNRATED
Int/Land/Op-Str
1

The Russian Front, World War II. Solitaire play only (the computer handles the Soviets) with both campaign (c. 12 hours of playing time) and year-long scenarios (c. 2-4 hours of playing time).

ROAD TO MOSCOW
(C) Game Designers' Workshop; Phil Gardocki and Greg Mojher; 1987; UNRATED
Adv/Land/Op-Str
1-2

ROAD TO MOSCOW cleaned up and re-released; a corps level simulation of World War II's War in the East. No further information available.

ROAD TO MOSCOW
(I-95 CD) Battlefield Design Group; xxx; 1998/CANCELLED

Adv/Land/Op
1-2; M

The advertising campaign offered a superb rendition of World War II on the Eastern Front. Rumors of design troubles, lawsuits abounded, and the end result is that the designers are seeking a new publisher...again and again.

ROCK OF STALINGRAD, THE
(Ap) Benchmark Software; Stephen Newburg; 1983; UNRATED
Adv/Land/Op
1-2

An early attempt to simulate the World War II epic Battle of Stalingrad without graphics.

ROMMEL: BATTLES FOR NORTH AFRICA
(C/Ap/I) Strategic Studies Group; Roger Keating and Ian Trout; 1988; ***
Adv/Land/Op
0-2

Rommel in the BATTLEFRONT system, this simulation offered several famous battles of the African Campaign as well as the "design-your-own" option.

ROMMEL: BATTLES FOR TOBRUK
(A/Ap/C) Game Designers' Workshop; Frank Chadwick; 1986; *+
Adv/Land/Tac-Op
1-2

A tactical/operational simulation of World War II's desert battles, this game was very detailed and complex. Supply and air rules were among the most complex ever devised, but sheer unplayability and ennui deterred most players. The graphics deserve special mention, since they looked like someone ate a Big Mac and threw up onto the screen.

ROMMEL AT EL ALAMEIN
(Ap/ST/I) Simulations Canada; Steven St. John; 1988; UNRATED
Adv/Land/Op
1-2

An operational study of the World War II battle (1 July - 6 November 1942); the sequel to ROMMEL AT GAZALA.

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

The Battle for Tobruk (26 May - 27 June 1942). No further information available.

ROSTOV
(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 on the Eastern Front during World War II. 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.

RUSSIA
(C/Ap) Strategic Studies Group; Roger Keating and Ian Trout; 1987; ****+
Adv/Land/Str
1-2

A simulation of the entire Eastern Front (1941-1945), it was similar to both WAR IN RUSSIA and SECOND FRONT. However, it offered a more impressionistic and less quantitative analysis. Even with its age, this product was highly recommended, and it is hoped that an updated version will be forthcoming.

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- S -

SANDS OF FIRE
(M/I) Three-Sixty; Gordon Walton; 1990; **
Beg/Air/Tac
1

World War II North Africa from the tank commander's cupola, this game offered both arcade and simulation play. One of the more interesting graphic/sound aspects is the gun ejecting an empty shell with a satisfying "thunk", but in many ways, "thunk" described the game play.

SCORCHED EARTH
(I) Self-Published; Wendell Hicken; 1993; UNRATED
Beg/Land/Tac
1

Shareware involving armored warfare; more akin to arcade than simulation.

SEARCH AND DESTROY
(C/I) Broderbund; xxx; 1987; *
Beg/Nav/Tac
1

A World War II destroyer simulation, distinguished by nothing of importance. More reminiscent of an arcade-type product, with certain similarities to DESTROYER.

SEARCH AND DESTROY
(I) Self-Published; Randy Baron; 1993; UNRATED
Beg/Nav/Tac
1

A BATTLESHIP variant (shareware); no further information available.

SECOND FRONT
(I/Am) Strategic Simulations, Inc.; Gary Grigsby; 1990; ****
Adv/Land/Op-Str
0-2

The Eastern Front of World War II, covered from start to finish. Different levels allowed one to see losses taken down to squad level. One could replace commanders, build armies, seize objectives -- it was all here, but it was soon replaced by WAR IN RUSSIA.

SECRET WEAPONS OF THE LUFTWAFFE
(I) LucasArts; Noah Falstein and Lawrence Holland; 1991; ****+
Int/Air/Tac
1

The final installment of LucasArts' World War II aerial trilogy, this covered the later air war over Germany. The player could opt for either fighter or bomber and the scenarios were much more deeply textured. A strategic option existed, and the game had much more depth, but it somehow seemed to lack the sheer fun of its predecessors. Republished as AIR COMBAT CLASSICS with BATTLEHAWKS 1942 and THEIR FINEST HOUR included.

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

Utilizing the same graphics and game system as AUGUST 1914 and EAST FRONT 1914, this game was not as successful as its antecedents simply because the strategic situation was not as familiar or interesting to the average wargamer.

SHERMAN M4
(I) Lorelei; Arnaud; 1991; **
Beg/Land/Tac
1

An arcade-type treatment of Desert Warfare during World War II.

SIEG IN AFRIKA
(C/Ap) Simulations Canada; xxx; 1984; UNRATED
Adv/Land/Op
1-2

The Desert Campaign (1940-1943) covered from a strategic viewpoint; no graphics.

SILENT HUNTER
(I CD) Strategic Simulations, Inc./Aeon Electronic Entertainment; Carl Norman and William T. Becker; 1996; ****+

Int/Nav/Tac-Op
1

American submarine operations in the Pacific during World War II, this is clearly the current "best" of submarine simulations. While its greatest drawback is its DOS-environment, its graphics, gameplay and campaign options permit the user to experience both a learning experience and an enjoyable game.

SILENT HUNTER PATROL DISK #1
(I CD) Strategic Simulations, Inc./Aeon Electronic Entertainment; Carl Norman and William T. Becker; 1996; ****+

Int/Nav/Tac-Op
1

Updates SILENT HUNTER with fifteen new historic scenarios as well as two new patrol zones (Malaysia and Sulu Sea).

SILENT HUNTER PATROL DISK #2
(I CD) Strategic Simulations, Inc./Aeon Electronic Entertainment; Carl Norman and William T. Becker; 1996; ****+

Int/Nav/Tac-Op
1

Updates SILENT HUNTER with thirteen new historic scenarios as well as two new patrol zones (Hong Kong and Vietnam).

SILENT SERVICE
(C/I/A/Ap/Am/II-GS) MicroProse; Sid Meier; 1985; ****+
Adv/Nav/Tac
1

A tactical simulation of submarine warfare in the South Pacific during World War II. Detailed rules, historical accuracy and layers of complexity made this simulation a necessity in every gamer's library when it first appeared. But the graphics and historical detail appear ludicrously light in today's market. It was superseded by SILENT SERVICE II.

SILENT SERVICE II
(Am/I) MicroProse; Arnold Hendrick; 1990; ****
Adv/Nav/Tac
1

A remake of SILENT SERVICE, this game updated its predecessor to 1990 state-of-the-art graphics. It did not engender the rousing reception that its predecessor received, but it was a well-researched and designed game. Of course, it has been superseded in turn by SILENT HUNTER.

SKYFIGHTERS
(M) Bullseye Software; xxx; 1997; UNRATED
Int/Air/Tac
1-multi; M

An on-line edition of World War II aerial combat (European Theater of Operations).

SKY SHARK
(C) Taito; xxx; 1989; UNRATED
Beg/Air/Tac
1

A World War II-era arcade aerial "shoot-em-up", lacking any pretension to reality.

SMOLENSK '41
{cf. PANZER CAMPAIGNS 1: SMOLENSK '41}

SMOLENSK TO MOSCOW
(I-95) Schwerpunkt; Ron Dockal; 1999; UNRATED
Int/Land/Op
1-4; M

A continuation of Schwerpunkt's WAR IN  THE EAST series of World War II.

SNIPER
(C/I) CompuServe; Steve Estvanik; 1989; UNRATED
Int/Land/Tac
1-multi

An early on-line version of the famous board game.

SOLDIERS AT WAR
(I/95) Strategic Simulations, Inc./Random Games; Shawn Bryan; 1998; **+
Int/Land/Tac
1-4; M

A tactical simulation of World War II infantry combat (the "Hollywood version"), with an incidental resemblance to MicroProse's X-COM systems. Mediocre graphics coupled with a clumsy interface yielded a product which was "unfun" to play.  A turn-based game which should at least have offered simultaneous resolution of movement/combat, it failed to deliver on any level.

SOMME, BATTLE OF THE
(I) Self-Published; Howard Lush; 1996; UNRATED
Int/Land/Op
1

A shareware version of the World War I battle

SONAR SEARCH
(C) Signal Computer Consultants; xxx; 1984; UNRATED
Int/Nav/Tac
1

Early simulation of Battles in the North Atlantic during World War II (the player's three destroyers against five computer submarines); one of the first computer wargames to use a keyboard template as a game aid.

SPEAR OF DESTINY
(I) FormGen/Id Software; John Carmack; 1992; ***
Beg/Land/Tac
1

The sequel to WOLFENSTEIN 3-D, it was more "shoot to kill".

SPEAR OF DESTINY MISSION DISKS 1-2
(I) Formgen; John Carmack; 1994; UNRATED
Beg/Land/Tac
1

A set of expansion disks for SPEAR OF DESTINY.

SPITFIRE, MICROSOFT
{ cf. COMBAT FLIGHT SIMULATOR
}

SPITFIRE '40
(C/Ap) Avalon Hill/Mirrorsoft; xxx; 1986; 0
Int/Air/Tac
1

A World War II flight simulator with poor graphics and poorer execution. It flew like a bus with the maneuverability of a tractor-trailer. If this was "their finest hour", then the Reich may well have lasted for a thousand years.

SPITFIRE ACE
(A/C) MicroProse; Sid Meier; 1984; ***
Beg/Air/Tac

An early World War II aerial combat simulator, this was well-received, but looks ludicrously primitive today.

SPITFIRE SIMULATOR
(Ap) Mind Systems; xxx; 1984; UNRATED
Int/Air/Tac
1

A World War II combat flight simulation.

SQUAD BATTLES #3:  THE PROUD AND THE FEW
(I-95 CD) HPS; John Tiller; 2002; UNRATED
Adv/Land/Tac-Op
1-2; M

Tactical battles of the US Marine Corps during the Pacific Campaigns of World War II.

SQUAD LEADER
(I-95 CD) Hasbro/Avalon Hill; Steven J. Clayton; 2000;
*
Adv/Land/Tac
1-multi; M

A computer conversion of Avalon Hill's famous boardgame, it was in design process for years.  The end result was a betrayal of wargaming, a betrayal of computer design and a throwback to prior "throwaway" games (cf. SOLDIERS AT WAR).  In terms of historical accuracy, the game failed; in terms of enjoyment, the game failed.  Perhaps its most positive aspect was that it did not cause permanent danger to one's computer hardware.

STALINGRAD
{cf. WORLD AT WAR 2: STALINGRAD}

STALINGRAD CAMPAIGN
(C/I/Ap/ST) Simulations Canada; Bill Nichols; 1987; **
Adv/Land/Op-Str
1

An operational/strategic simulation of the 1942-1943 Russian Campaign, this game failed due to lack of user implementation, poor documentation and the sheer inability of the game to deliver any semblance of player participation.

STEEL PANTHERS
(I CD) Strategic Simulations, Inc.; Gary Grigsby; 1995; ****
Adv/Land/Tac-Op
1-2; M

A game of World War II warfare, this was a well-received wargame from the ubiquitous Mr. Grigsby. Graphically the best he's ever done, it allowed scenarios and campaigns in virtually every theater of World War II. On top of everything else, it possessed a map editor and the ability for the player to "roll-his-own".

STEEL PANTHERS CAMPAIGN DISK #1
(I CD) Strategic Simulations, Inc.; Joel Billings; 1996; ****
Adv/Land/Tac-Op
1-2; M

An expansion disk for STEEL PANTHERS, with three additional campaigns and thirty-five scenarios.

STEEL PANTHERS CAMPAIGN DISK #2
(I CD) Strategic Simulations, Inc.; Joel Billings; 1997; ****
Adv/Land/Tac-Op
1-2; M

An expansion disk for STEEL PANTHERS, with three additional campaigns and forty scenarios.

STEEL PANTHERS III
(I-95 CD) Strategic Simulations, Inc.; Gary Grigsby; 1997; **+
Adv/Land/Tac
1-2; M

While part of the PANTHERS series, this was actually a direct descendant of KAMPFGRUPPE and PANZER STRIKE with the combat scale reflected at lower organizational levels.  Covering from World War II to the near-future, it had all the personality of a prom date with your cousin.

STEEL PANTHERS: WORLD AT WAR
(I-95) Matrix Games; Gary Grigsby; 2000; ****+
Adv/Land/Tac
1-2; M

An updated STEEL PANTHERS, currently available for free download from http://www.matrixgames.com.

STORM ACROSS EUROPE
(C/Am/I) Strategic Simulations, Inc.; Dan Cermak; 1989; **
Int/Land-Nav/Op-Str
1-3

Similar to the boardgame HITLER'S WAR, except the computer interface was much more awkward. The graphics were primitive and the documentation somewhat sparse. CLASH OF STEEL made this embarrassingly unplayable.

STORM IN THE WEST
(I-95) Schwerpunkt; Ron Dockal; 1998; UNRATED
Int/Land/Op
1-2; M

More akin to a traditional paper wargame, this covered the France 1940 Campaign as well as France 1944-45.

STRATEGIC COMMAND: EUROPEAN THEATER
(I-95 CD) Battlefront; Hubert Cater; 2002; ****+
Int/Land-Air-Nav/Str-Op
1-2; M

An updated version of CLASH OF STEEL (albeit without any credits), this eminently playable version of the war against Nazi Germany is one of the few strategic games available.  There are certain glitches, e.g., the war in North Africa is conveniently ignored and the victory conditions mandate that a successful Germany invade and conquer the United States (doable, but with a large Italian-German carrier fleet!?), but overall the game is quite entertaining and addictive.

STUKA DIVE BOMBER
(I-95 CD) Data Becker; Andreas H.G. Herbst; 1999;  UNRATED
Int/Air/Tac
1

An expansion set for COMBAT FLIGHT SIMULATOR.

SUB BATTLE SIMULATOR
(ST/C/Am/I/Ap) Epyx; Gordon Walton; 1987; ***+
Adv/Nav/Tac
1

World War II submarine simulator in either the Atlantic or Pacific theaters. Time obsolescent, but it did have some interesting features (and some not so interesting, e.g., one's submarine could claw its way across the coast of Spain rather than transiting through the Straits of Gibraltar). Altogether, it was the most accurate submarine simulations done at its release, despite its flaws.

SUBMARINE COMMANDER
(A) Thorn/EMI; xxx; 1982; **+
Beg/Nav/Tac
1

Virtually the first submarine simulator, it was innovative in its time. Enemy ships appeared as rectangular blocks, and realism was less than optimal, but it held the early gamer's interest.

SUDDEN STRIKE
(I-95 CD)
Strategy First/CDV; Adam Phillips; 2000; UNRATED
Int/Land/Tac
1-multi; M

World War II tactical warfare.

SUDDEN STRIKE II
(I-95 CD) CDV/Fireglow; Dirk Weber; 2002; UNRATED
Int/Land/Tac
1-multi; M

World War II tactical warfare redux

SUDETENLAND
(I) Forgotten Fronts; Louis Fox; 1996; UNRATED
Int/Land/Op
1-2; M

A hypothetical invasion of Czechoslovakia, assuming that Chamberlain had not caved into Hitler's demands at Munich.

SURRENDER AT STALINGRAD
(C/A) DKG; Marc Summerlott; 1986; *+
Int/Land/Op
1-2

The World War II Southern Offensive in the East carried on in DKG's inimitable format, i.e., primitive graphics, inadequate user interface and overall slowness of execution.

SVGA AIR WARRIOR
(I) Konami; Kesmai; 1993; ***
Int/Air/Tac
1-multi; M

The commercial stand-alone of AIR WARRIOR, it allowed one to practice off-line or simply enjoy a solitaire mission. With front-end graphics and a smooth interface, it served as a conduit to the multi-player version. However, flight mechanics were so realistic that often it became "not just an adventure, but a job". The AI was never part of the package, since this simulation encouraged on-line play. It has been superseded by AIR WARRIOR II.

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Revised: November 17, 2002.
Copyright © 2001 by M. Evan Brooks. All Rights Reserved.
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