Flashpoint Germany is an historical war game set in a war that never
happened. In the game’s alternate history, it is the late 1980s and the USSR is
determined not to let communism collapse. It invades West Germany in an attempt
to grab that country’s economic assets to shore up its failing economy, and it
will have to move fast because the last thing that it can afford is a protracted
war. On the other hand, the under-gunned NATO must survive the onslaught by
relying heavily on America’s high-tech weaponry and its new M-1 battle tank.
While it is a blessing that this conflict never took place, it would have made
for a very interesting war from a strategic perspective. The Warsaw Pact would
have had to rely on sheer numbers and highly-practiced battle doctrine while
NATO forces would have to pick their battles carefully and rely on their
superior weapons and training to destroy the invaders piecemeal. It is just this
sort of “what-if” stuff that war gamers love and Flashpoint Germany certainly
delivers on this point.
It is these war gamers that are the game’s primary intended audience. The
game has a board game look and feel, from the map divided into spaces (albeit
squares instead of hexagons) and units represented by square chits that resemble
their cardboard ancestors – complete with military-style unit designation
symbols and hyphenated strength numbers. Each of these unit counters represents
a platoon of vehicles, with infantry units missing in action. This is a game of
armored combat, with mech units slugging it out and the common foot soldier a
non-factor. It is probably pretty close to the truth (or rather what would have
been the truth) in this regard as a conflict in West Germany would almost
certainly have played out fast and furiously in a battle of mobile and deadly
armor.
The maps are 20 km by 15 km divided into squares 500 m on a side, so the
emphasis is on tactics and maneuver rather than on strategic operations. In fact
most strategic considerations have been factored out of the game as you do not
need to worry about supply, ammunition, damage repair, and the like. One strange
omission for a game on this scale is unit facing as it dramatically reduces the
advantage of flanking your enemy. This will actually have an effect on your
tactics as there is no advantage to taking the time to maneuver a unit to the
rear of an enemy when a frontal assault is just as effective.
The game’s strongest emphasis on realism comes in the area of command and
control, and it is this emphasis which makes the game different from your
typical war game. The game is played in a phased-pulse manner, with an order
phase followed by a real-time phase in which the action takes place. Command and
control is not precise or immediate – there is often a delay from the time you
issue the order until when it is actually carried out by your unit during the
execution phase. This represents both the limited capacity of your HQ to send
simultaneous orders via radio communication and the built in lag as an order
flows its way down the chain of command. To facilitate coordinated actions
between units, you can specify a delay with the order to instruct a unit to,
say, wait for ten minutes before moving. At higher realism settings you will
even be restricted in the number of orders that you can give – a commander can
only do so much in a few minutes time after all. You can assign standing orders
to units to guide their behavior when they are not executing direct orders,
which is something that you’ll want to make use of to keep your radio traffic
down. The game will monitor the amount of radio chatter coming from each side’s
HQ units and if there is too much airtime the enemy will be able to hone in on
the HQ’s position. Lose your HQ and you’ll find that the replacement is not
nearly as efficient at issuing orders which will put you at a serious
disadvantage.
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