Title The Perfect General Game Type Strategy Company Ubi Soft Players 1 or 2 Compatibility One Floppy Drive and 512K Memory (2 Disks) Submission email@example.com Review The game is basically a WWII strategic battle simulator / resource management game. It has a modem to modem option. It comes with 12 scenarios, 10 imaginary tutorial ones: First Battle Going for Gold Rumble in the Jungle Two Countries, One Island A Need for Speed, A Simple Little War Bombard, Caught in the Middle Divide & Conquer The Long and Winding Road An Island at Peace In the Middle Again And two historic ones: Patton Kicks Butt - based on the drive of one the three 'Western' Armies into the Eagles Den (Germany), across the Rhine, which caused the final collapse of Axis power. Historically the Germans blew up, or fiercely defended many bridges, in a last ditch attempt to keep the Allies out. If this battle had failed, Soviet Troops would have advanced far more deeply into Western Europe. Make sure you get and keep the Bridges. Alamein - this battle decided the fate of North Africa. The Germans were lead by Rommel, a 'decent' German General, i.e. not a real Fascist, who later got involved in a plot to assassinate Hitler, in the hope that peace could be negotiated with one or both sides, before Armies arrived on Germany's Eastern AND Western boarders. The Plot failed, and Rommel was forced to commite suicide by the Gestapo, in order to save his family, and prevent the German people learning he was a 'traitor'. His army had a large number of inferior Italian Units, who were badly trained and equipped, and not committed to the War. He also suffered supply problems, as supplies had to come across the Mediterranean, which was policed by the Royal Navy and Air Force, with a concentration at Malta. Field Marshal Montgomery, Monty, led the British and Commonwealth Side. Made up of a large number of Australian, South Africa, and Indian Troops. Both sides were evenly matched. Montgomery went on to lead the Invasion of Italy, and a D-Day Army. If the British had lost, all North Africa would have fallen to the Axis, plus the Middle East. There were a large number of Jewish Immigrants in Palestine, who would most certainly have been killed, the Palestinians and many other new states would have Allied with the Axis, and the Suez Canal would be closed to Allied shipping, increasing supply runs to Britain. Most of the World's known Oil reserves were in this region, which the Nazi War machine was very short off. Hitler would have been wiser to delay his invasion of Russia for a year, beginning in Spring, not late Summer as he did (and without Winter Equipment!) - this and the unexpected Yugoslav uprising saved Moscow, Russia, and the World from Nazi tyranny (not however from Communism). Instead, he should have reinforced North Africa, but he didn't as his hatred of the Slav 'subhumans' was so great; any conquests in North Africa would have gone to the Italians; and because he didn't want to lose the element of surprise in Russia (he knew they were developing tanks). But it is easy to point out mistakes with hindsight. The Game is turn based, with the player moving individual Units, and commanding them to attack or fire. At the beginning of each scenario you get buy points which allow you to buy a certain amount of Units, in some scenarios you also get reinforcement points at intervals depending on how many towns you hold, you must have at least one unit in that town. Some scenarios have Neutral countries, if one side attacks them, the other gets a certain number of buy points. Sometimes it is worth attacking to get at your enemies weak spots (like Germany going through Belgium, to avoid France's Maginot Line). The board is divided into hex squares, so when on one, you can move to 6 others. Each objective earns you or your Enemy Victory Points until either get enough to win. If the time runs out it's a draw. Artillery is first plotted then fired, the closer it is to the target, the more accurate. Barrage shots damage units moving into that square, including your own, for the whole turn. Artillery also damages Units in neighbouring squares, units have a % damage, or you can choice a random change of destruction at the beginning of the game. There are 11 types of Unit (MR = Movement Range per turn, slow units can be transported in some faster units, but die with them, should they be killed): Armored Car - 9 MR - Very weak Light Tank - 6 MR - Cheap, Weak Medium Tank - 5 MR Heavy Tank - 4 MR - Expensive, Strong Mobile Artillery - 4 MR - Inaccurate, limited range Infantry - 1 MR - Cheap, weak - Good for revealing ambush, and scouting/occupying towns Engineer - 1 MR - Lays/defuses Mines. Builds/destroys Bridges. Bazookas - 1 MR - Expensive, good for surprise attacks on Tanks Light Artillery - 1 MR - Good attack Heavy Artillery - 1 MR - Expensive, Strong attack Mines - 0 MR You must decide what to buy, depending on cost, speed, defence, and offence. You get a lot predecided. It is a good idea to have a mix, as some Units are good for only one thing, it's a difficult trade off, get it wrong and you LOSE. Terrain type affects movement speeds, and defence. Roads and Railroads are fastest, but can get damaged. Hills may block vision, and give resident Units a combat advantage. Coastal invasions can be launched on beaches. The Terrain types include Clear Field, Road, Railroad, Forest, Hill, Town, Fortification, Desert, Sea, Beach, Bridge, Rivers, Escarpment, and Depression. To conclude this game is extremely detailed, it has 8 phases per turn, and many Units. This tends to make the game extremely slow, and boring, so only small scenarios are really playable. They should have included an option to simplify combat a bit. I did play this game on a very old and slow Amiga, so played on a faster machine it might not be such a trial, but I doubt it. If your into War games you'll probably like it, otherwise steer clear. At least this game challenges you, most computer games you can run rings around, because the AI is so stupid, or you find a loop hole.