We were lucky enough to get a hold of an advance copy of Airborne Assault and
give the game a test run. Airborne Assault is a war game set during World
War II's Operation Market Garden. Market Garden has always held a special
fascination to military buffs, as it was a daring plan to try to bring the war
to a swift conclusion that ultimately failed. Such operations are always
rife with "what-if" scenarios, which make excellent fodder for simulations.
Market Garden has certainly been covered by war games before, but Airborne
Assault will probably be different than any other computer games that have
focused on the operation. The game is set at an operational level with a
full command and control system. This means that you will be able to play
the role of a general and issue orders to your HQ units in the field.
These HQ units in turn will be responsible not only for passing the orders to
their subordinate units, but for developing a plan for carrying out your orders.
It's an interesting system that allows you to focus on an overall battle
strategy while not getting bogged down in unit micromanagement. You can
easily manage large scale operations involving hundreds of units representing
tens of thousands of men.
This system can also be good for those new to military games who might not
have a grasp of the tactics needed to succeed. Grognards and other war
gaming veterans should not dismiss the game at this point, though.
Individual units can be detached from the HQ units and given orders directly.
In fact, you can detach every single unit in the scenario and micromanage to
your heart's content.
Another
interesting aspect of the command system is that individual commanders are
provided for most of the units. These commanders are modeled on their
historical counterparts, and are rated on a number of factors including
leadership, aggression, and judgment. These ratings will affect how they
lead their troops, including how they will develop the plans for carrying out
your orders.
You can issue a variety of orders to your HQ or individual units, as well as
give them guidelines for following the orders. You can specify the type of
route they should take to a rally point (e.g. shortest, safest, covered,...),
rate of fire, acceptable losses, and relative aggression level. Should you
want to have more control over the route selected, you can set waypoints along
the way to the units' destination. In fact, it is a good idea to set a
waypoint before meeting the enemy with an attack order. The last waypoint
before the attack point will become a form-up point, giving the entire group of
units under the HQ time to form-up and get into battle formation before meeting
the enemy.
At first glance, Airborne Assault might appear to be a standard war game with
units that look like the cardboard cutouts that war gamers pushed across
hexagonal maps in the days when all war games were board games. However,
this is not the case, and you'll see nary a hexagon in the game. The maps
are vector drawn from actual World War II military maps, and are accurate down
to four meters. Movement is not constrained to moving from the center of
one hex to the other; units can follow roads as they are laid out, move along
terrain features, or make a beeline straight for the enemy. The maps also
support zooming with six levels of resolution, giving you an overview of the
entire operation or a close-up look at an individual engagement.
Airborne Assault also differs from other war games in that it is not
turn-based. Battles take place in real-time, so you can watch your units
begin to carry out your orders as soon as they are issued, see them form-up into
attack formation, and watch the exchanges of fire as they meet the enemy.
The game clock includes several speed settings that will allow you to speed up
the action during lulls in combat. For those of you who really like to
think through your actions before issuing orders, you'll be happy to hear that
the game can be paused as well. When the game is paused, you can still
access units and issue orders as normal.
In addition to the scenarios shipping with the game, there will be a scenario
maker included. You'll be able to modify the game's scenarios or create
new ones from scratch. The editor will give you full control over the
units included in the battle, objectives, and victory conditions.
After giving the game some play, it can be said that Airborne Assault is not
your typical war game. Watching larger battles unfold in real-time
generates a sense of fascination that will make you a little disappointed when
the scenario reaches its end. The attention to unit detail and the good
computer AI are sure to please most war gamers. Look for Airborne Assault
this Summer.