Old Gamers Never Die: Waging Virtual Combat in the War that Could Have Been
Waging Virtual Combat in the War that Could Have Been
If you are a regular reader of this blog, you know that I came
of age during the last stages of the Cold War between the United States (land
of my birth) and the Soviet Union. That “war in peacetime” between the world’s superpowers
dominated at least half my life. My mom was pregnant with me during the Cuban
Missile Crisis of October 1962, and I grew up under the shadow of a possible showdown
between the U.S.-led North Atlantic Treaty Organization (NATO) and the
Soviet-dominated Warsaw Pact.
In order to cope with “Cold War-gone-hot” anxiety, I tried to
reduce my fear of a war with the Soviet Union by learning as much about Soviet
military technology and strategic/tactical thought. I also did the same for U.S./NATO
military hardware, strategy, and tactical doctrine. I spent countless hours at the
public library branch closest to my house, poring over the most recent edition
of Jane’s Fighting Ships and other reference works.
I also bought a lot of books along the lines of James F.
Dunnigan’s How to Make War, Bill Gunston’s Soviet Military Power
and The Encyclopedia of World Military Air Power, and Salamander Books’ Modern
Naval Combat. Most of those books drew their information from open-source
material and probably wouldn’t have helped me get into Annapolis, Colorado
Springs, or West Point. But the more I learned about both sides’ military
capabilities and warfighting mentality, the less scared I was about a war between
East and West.
And since I came of age around the time that personal
computers became affordable for many folks, I also played quite a few Cold War-turned-hot
games in my college years and after. Some, like MicroProse’s NATO Commander or
Strategic Simulations’ Battalion Commander, were map-based war games; the
former dealt with command at the supreme commander level, the latter focused
on, well, battalion-level combat.
© 1987 Lucasfilm Games and Electronic Arts |
Other games, such as M-1 Tank Platoon, Red Storm Rising, F-117A
Nighthawk: Stealth Fighter 2.0, and Strike Fleet, simulated land, naval,
and aerial combat in a conventional war between East and West.
The Cold War ended in 1991 with the collapse of the Soviet
Union. Still, many game publishers still create games that simulate elements of
the War that Could Have Been.
I own and play four computer games that are variants of the
Cold War-turned Hot scenarios which were popular in the 1980s and 1990s.
Curiously enough, one of them is a reissue of MicroProse’s F-117A
Nighthawk Stealth Fighter 2.0, which is a 1991 reboot of Sid Meier’s F-19
Stealth Fighter. I used to have the original MicroProse version back in the
day, but I played it less than I did F-15 Strike Eagle III, and now that
I have the Retroism reissue, I have a hard time playing it because I don’t have
the keyboard commands memorized, and I always forget to read the PDF manual.
© 2015 Retroism/MicroProse Software |
A game that I play frequently is Killerfish Games’ Cold Waters, a one-player sub simulation that is in many ways a successor – and a worthy one, at that! – to MicroProse’s Red Storm Rising.
© 2017 Killerfish Games |
Released in
2017 by the same studio that created War on the Sea, Cold Waters takes a
lot of elements from Red Storm Rising and updates them for 21st
Century gamers. I have written many posts about Cold Waters here and in
my other blog,
A Certain Point of View, Too, so feel free to check them out to read
about the game and my experiences with it so far.
© 2018 Veitikka Studios and Matrix Gams |
Armored Brigade is the latest addition to my Cold War-turned
hot collection of games. It depicts land combat at the tactical level, and it
is a lot of fun to play. Here’s an excerpt from a post I wrote not too long ago
on A Certain Point of View, Too:
Armored Brigade is not the kind of
game that you need to take college-level courses on Military Science, but it is
challenging enough that the AI (no matter which faction it commands) will hand
you your head if you play against it on an even footing.
Armored Brigade, among other features,
allows you to adjust the training and morale levels of both sides (the one you
command, and the AI’s). The higher the settings on either, the stronger the
units are and the better they fight. The reverse is, of course, true; the lower
the Training and Morale levels are, the worse the units will perform.
Since I’m new to the game, I have a tendency to set the
difficulty levels so I don’t get easily beaten by the Ai; even at 50% Training
and Morale, the computer player can inflict a lot of damage on my forces. One
time, I lost one of the scenario’s Objectives locations because I didn’t send
mechanized infantry to support a tank platoon, thus giving the AI an easy – if
rather temporary – victory.
I also play, albeit less frequently, a similar game called Flashpoint
Campaigns: Red Storm from On Target Simulations and published by Matrix Games.
I have written about the game on this blog before, so I’ll
just share with you the developer’s description from its
Matrix Games page:
© 2014 On Target Simulations and Matrix Games |
In Flashpoint Campaigns: Red Storm, World War
Three has started, the Cold War has turned hot. Do you have what it takes to
achieve victory on the battlefield or will the world end with all out nuclear
war? This update to the turn-based tactical game Flashpoint Campaigns:
Red Storm is being rebranded as the “Player’s Edition” as a big thank
you to all players that made this game what it is now through feature
suggestions, bug reports, and feedback from hours and hours of play.
I play Armored Brigade more often than I play this game,
but all in all, Flashpoint Campaigns: Red Storm is still a cool and fun wargame
that depicts land combat in the war that, thankfully, never broke out.
Well, I don’t have a hell of a lot to report besides that,
so I’ll close for now. Until next time, Dear Reader, stay safe, stay healthy,
and I’ll catch you on the sunny side of things.
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