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Review: Flashpoint Germany Back
To Page 2 Gameplay Let's
start with the scenarios. You can play either as
NATO or the Warsaw Pact, and the scenarios focus on four main NATO formations:
the British Army of the Rhine, the US V Corps, and the West German I and III Corps.
There are five scenarios for the British, six for the Americans, and three for
each of the German Corps (giving a total of six German scenarios in total). Each
Corps has its own map, and all that corps' scenarios will take place within that
map. For example, with the British scenarios you first have to hold the Soviets
then have to start pushing them back. You can also choose to do any scenario at
any time, so you don't have to win each to progress. Although don't be surprised
if you get a good kicking because you've chosen a scenario that's too hard for
you at the start! My suggestion? Take the scenarios in order, and don't play the
"next" one until you've managed the successfully complete the previous
one. It'll frustrate you less, trust me. Because
I'm from the UK, I'm going to use one of the British Army scenarios for the purposes
of the rest of this review. And I'll be playing the NATO side. Here
are the briefing screens for the first British scenario:
I like the aftermath page, as it gives
you an idea of what can be expected of you a nice touch,
and something that may boost your confidence ahead of the
big fight: Or not, if you're on the side that apparently loses.
After you've read through this,
you come to the main user interface. Let's have a look at it. 
It's
fairly straight forward. The main points: you've got the map in the middle, the
selected unit details on the bottom right, the order of battle above that. Above
the order of battle there's a smaller window showing the larger map, and you can
click on this to move the main window to that area. You can also do this by moving
your cursor to the edges of the main window map. At
the start of each mission, you get to place your units where you want them. Having
said that, you can only place them within a certain area, so there is a bit of
a limitation on this. In principle though, I like this you're effectively
given time to organize your own forces. Since I usually play the NATO side, I
like to think of it as having my men dig in the night before the bear comes to
town. Once you've sighted your units, the fun begins.
You start giving orders. What can you do with a unit? You can: - Tell
them where to go
- Change their posture (dug in,
etc.)
- Have them hold or screen in a position
- Have
them rest and refit
- Or have them ready to move
For
other units, such as artillery, you can do more. With artillery, for example,
you can conduct various missions barrage or counter battery. These can
be in one of several forms: harassing, neutralizing, or chemical attacks, or minelet
deployment or smoke screen.
In the above screen, I've selected
B Troop from A Squadron of the British Blues & Royal.
The Troop consists of three Challenger tanks, and I've used
"Ctrl + L" to show me the areas they can see from
their current locations. I've also used "Ctrl + E"
to show me the elevation of each square which is how
height is represented in the game. Each square with have an
elevation in numbers 1,2,3,4,etc. and the higher the
number, the higher the elevation I can see in the above
that the fields to the east of the town are very flat, although
higher slightly further east so I'll use this info
to try to occupy this ground as quickly as possible.
Each turn is divided into two phases an order
phase and a resolution phase. In the order phase you have the opportunity to issue
orders to your forces including calling in off map artillery or air strikes (which
can be fixed or rotary wing). The method of doing this is standard and straight
forward click on unit, give order, confirm. If you've selected the relevant
options, then you'll find you can only issue a few orders per turn, so choose
wisely! Another nice touch is that your orders take time to actually get to the
unit. You may order a unit to move, and it may take 20 minutes for them to do
it, especially if they're either engaged or jamming is heavy. Before
you start the resolution phase you're given the chance to "preview"
your orders. This allows you to see how your own units would respond to the orders
you've issued, although personally it's not a feature I use strikes me
as being a bit unrealistic. Having said that, it's there so if you want
to use it, then do so. Next comes the resolution
phase. A couple of points here. The first is that unsurprisingly
you can't actually do much during the resolution phase other than sit, watch,
and make notes. Secondly, if you've not tailored the right settings, this can
go on forever. Within the game itself you can choose to turn combat animations
off (they're not really animations as such, it's just a bit more atmosphere mainly
in the form of sound and a little puff of smoke on the square) if you leave
them on this lengthens the turn resolution phase substantially and, to be honest,
makes it much more boring than it needs to be. Horses for courses though, so if
you like it then leave it on. Here's a shot of the
various "in game" options you can utilize they're fairly self
explanatory but just go to show the attention to gameplay issues that have been
shown by the developers. 
So
your turn resolution comes along, and you watch, note what's happened, check on
your units, plan the next move, and on it goes. It's that simple: simple to play,
not so simple to win. Thankfully, NATO never had to rely on General Franny
if they did you'd all be speaking Russian now. Da? Indeed. When
you get to the end of the scenario, you'll be given a breakdown of the results.
This is quite interesting as it shows how many tanks etc. you've got left, and
also whether you've won decisively or marginally. There is a process by
which this is worked out, but it's in the manual and I'm not going to go into
it here. Anyway, here's a few we made earlier showing the results at the end:
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