Decision in the Desert

Game Review

by James Baker

Programmed by Sid Meier and Ed Bever
MicroProse Software Inc. 120 Lakefront Rd,, Hunt Valley MD 21030
Released: September, 1985
Price: $39.95
Complexity: Advanced
Solitaire Suitability: Excellent

Decision in the Desert is a strategic level computer simulation of the battles in the Western Desert from 1940 through 1942. This review is based on my solitaire experience with the version programmed for the Atari, but I understand that the game is also available for Commodore, Apple, and IBM computers.

This game is the second in MicroProse Software Inc.'s Command Decision series. Anyone familiar with their earlier game Crusade in Europe will find the game mechanics identical. The game combines an excellent player/computer interface with challenging strategic problems. The game requires a considerable amount of concentration and might develop a little slowly for some gamers. Still, this game, and the system it uses, is one of the best strategic level computer simulations available.

The game covers the area in Egypt and Libya over which the Western Desert campaigns were fought. There are five basic scenarios (with several variations each) covering 1) The British offensive against the Italians 2) The Crusader Battles, 3) The Gazala Battles, 4) 1 st Alamein, and 5) Rommel's last offensive against Alam El Halfa. Unlike Crusade in Europe, there is no all encompassing campaign game, and each of the scenarios is self-contained. The map of each game area is displayed on the top of the screen. When necessary, the joystick can be used to smoothly scroll over the entire area used.

Three basic nationalities are available: German, Italian, and British/ Allied. The average size of units and their effectiveness depend on the nationalities. Although many subtypes are used, essentially the unit types are infantry, armor, and motorized infantry. Air, artillery, and support units are also available, and mine fields are treated as units. Each unit is rated as to strength, morale, formation, and effectiveness. These change during the game as a result of combat, supply, and the orders given. The computer takes care of all combat results and changes in status. Although a reasonable idea of enemy strengths can be gained, it is impossible to determine exact odds. This is very realistic, as the player must decide how much strength to commit based on imperfect intelligence. There is also a limited intelligence option that allows the player to see only the units with which he is in contact. Units on the screen are either represented by standard military symbols or icons representing the general unit type.

Play in the game is not divided into turns. Instead, things are continuously happening. The time scale is such that a day takes from 3-8 minutes to resolve, depending on the amount of action taking place. Although no turns as such exist, a resupply phase occurs every night, and situation reports are given in the early evening.

Orders can be entered either by using the joystick or the keyboard. I found the joystick entry extremely easy to use and used it almost exclusively. The player positions the cursor over the unit, presses the but ton, and then selects further options by manipulating the stick. The player chooses the general type of action (MOVE, ATTACK, DEFEND, RESERVE) and the objective hex (using the joystick). Then the unit takes over. Each unit will attempt to follow its orders until it reaches its objectives. The player does not have to be constantly involved with the exact path of movement, although he can intervene if necessary.

The units act as if they had their own commanders on some computers and after they complete their initial orders, they will go to LOCAL COMMAND and continue with the general type of order they were last given. The net result of this structure is to put the player at the proper level of command. The ease of entering orders allows him to concentrate on general plans, rather than becoming bogged down in details. This is one of the strongest features of the game.

When the players units attack or defend, he receives situation reports on them, giving a general idea of the losses sustained. As the units stay in combat, their effectiveness e decreases until they are unable to attack or are forced to retreat on defense. Units regain some strength when not in combat, and even more when put into RESERVE status.

Play develops fairly rapidly in Decision in the Desert. in Crusade in Europe, the fighting often turned into a slow-moving battle of attrition. In this game, however, there is much less natural defensive terrain available past the front line fortifications. You often get into a free-wheeling melee, either by bust through the enemy positions or going around the end (a favorite plan of Rommel). I thought that the more mobile situation was more interesting than their earlier game.

The game comes with a professionally done rule book containing instructions, hints on good play, and the historical background of the campaign.

I had a few complaints with the game. The supply rules were not well explained. As an experiment, I surrounded an Italian division in the first scenario to see what happened when it became isolated. In some cases three units sufficed to put the unit out of supply, but in another case, I had five out of the six hexes occupied and the unit still was receiving full supply! It is also possible to suddenly outrun supply lines when it seems as though a clear line can be traced to the base. I don't think that the rules should be changed, but more explanation of the exact mechanism would be welcome.

Also, the replacement routines act strangely on occasion. Enemy units are brought back to life in areas that are behind front lines. These come back in an extremely weakened condition, but can be a nuisance. These problems were present in Crusade in Europe, but were less noticeable because of the more static situation in that game. They require the player to keep a reserve to clean up unwanted intruders. Still, I think that the replacement routines could stand some work.

Finally, (reviewers sure can get nitpicky on occasion) the game's theme song is "It's a Long Way to Tipperary. " In the Western Desert, the only choice should be " Lili Marlene."

In conclusion, I found Decision in the Desert to be a superior strategy game. It is absorbing, challenging, and realistic. This game is well worth the money. I look forward to the next game in this series, which I understand is on Vietnam.

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