Reviewed by James Baker
Crusade in Europe is a strategic-level computer simulation of the Allied invasion of France in 1944 and the subsequent campaign through the beginning of 1945. 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 the COMMODORE 64. This is an excellent simulation, challenging to win and easy to play. The interface between the player and the game is easy and complete. In addition, and perhaps most importantly, the player does not have to deal with unnecessary details of play (the computer handles them quite well) and can concentrate on strategic plans. At the same time, the game requires a considerable amount of concentration, and play may develop too slowly for some gamers. Still, if you like strategic computer games, this is one of the better ones available. The game covers the area in northern France, Belgium, Holland, and Western Germany over which the campaign was fought. Although only a small part of the area is visible on the screen, a smooth-scrolling routine allows the player to move to any desired area. Seventeen different terrain types are used, each of which is represented by unique terrain symbols. The display is quite nice and gives the player all the necessary information. While not displayed, the map is actually a hex grid with a scale of about six square miles per hex. Although a few brigades are present, most units in the game represent divisions. Allied units include infantry, armored, airborne, and bombers. The German units represent static, mobile, parachute and panzer-grenadier infantry, and Wehrmacht and SS panzer units. Each unit is rated for 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, and the player must decide how much strength to commit based on imperfect intelligence. There is also a limited intelligence option that allows you to see only the units with which you are 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 three to eight 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. Five scenarios are available; four of them represent specific battlesNormandy, the Race to the Rhine, the Arnhem Battle, and the Battle of the Bulge. There is also a campaign game that represents the campaign from June to the end of October. Within each scenario, there are usually several options that allow variations of the game length and forces. Although the campaign game takes a long (1) time to finish, many of the scenarios can be completed in under an hour. Orders can be entered either by using the joystick or the keyboard. I found the joystick entry extremely easy to use and ended up using it almost exclusively. You position the cursor over the unit, press the button, and then select further options by manipulating the stick. The player chooses the general type of action (MOVE, ATTACK, DEFEND, RESERVE), the objective hex (using the joystick), and 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 you can intervene if necessary. The units act as if they had their own commanders (in the Commodore version you can find out who they are), 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. You are Eisenhower, not a combination of Eisenhower and a brigadier general. The ease of entering orders allows you to concentrate on general plans, rather than becoming bogged down in details. This is one of the strongest features of the game. When your units attack or defend, you receive situation reports from them, obtaining a general idea of the losses sustained. As your units stay in combat, their effectiveness 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. Combat is rarely decisive, and usually it is necessary to pound on a position for a while before a breakthrough is effected. This leads to one of my few complaints with the game. It takes a fairly long time for the plans to come to fruition, especially when you are slogging through bad terrain. This is realistic in terms of history and the game scale, but the slowness of play may not appeal to everyone. In addition to the game itself, you get a professionally done rule book that contains instructions, hints on good play, and the historical background of the campaign. In conclusion, I found Crusade in Europe to be a superior strategy game. I found it absorbing, challenging, and realistic, if a bit slow in play. If you don't demand instant results, this game is well worth the money. I am looking forward to future releases in this series. More War Game Reviews
Game Review: Crusade in Europe Game Review: Star Fleet Battles Supplement #2: X-Ships Game Review: Thunder At Luetzen: Opening Battles for Germany 1813 Back to Table of Contents -- Game News #8 To Game News List of Issues To MagWeb Master Magazine List © Copyright 1985 by Dana Lombardy. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |