REFORGER's 88 reflects the same kind of rigorous research and exciting game theory that the hobby expects from Gary Grigsby after games like Guadalcanal Campaign, Carrier Force, Objective Kursk, and War in Russia. In this simulation, the Warsaw Pact forces have to hypothetically invade the Fulda missed forces with the main aim of securing the main Rhine airbase near Frankfurt, and US and Western German forces must fight a campaign against Soviet and aggressive German aggressors for NATO's superior replacement capacity in influence. On the Communists. The game can be described as a major tactical warfare where the player is interested in a unit-to-unit battle where terrain and goal selection are vital to success, but where the player must also be concerned with overall supply allocations, air superiority and / or goal definition, and aerial reconnaissance is usually reserved for decision makers Strategic.
Thus, the game has a great combination of two levels of decision-making, as many games choose strategic or tactical level. In solitaire mode, the player is limited to playing NATO troops. Of course, this must necessarily be limited to the aggressive player who wants to play a computer opponent. In the two-player version, the game plays smoothly and friendly enough to allow you to play an exciting game one afternoon. Grigsby wastes little programming time on unnecessary "whistles and bells" like title pages and unnecessary graphics. Instead, it offers useful functions such as Automatic Transfer Repository. This function enables supply depots to reach the front lines very quickly, limiting the need for the player to try to figure out the best way forward. Once the warehouse stops near the front lines, the player can maneuver to equip the units he desperately needs to equip. However, it was possible to improve the presentation of the game, if maps painted with map coordinates were printed. Gameplay could have been greatly accelerated with this simple addition.
As with most Grigsby games for onshore operations, supply is a very important factor. Unsupported units not only find themselves virtually buffer, but also unable to move. It's not good to be a sitting duck when five or more Warsaw Pact units surround you. The successful player will read the rules of supply and apply a lot of effort to come within the required hexane to supply all his units.
The second most important factor in winning the game is the allocation of the air mission. The most important task is "air superiority." No matter how many combat points a player can place on a "ground attack," he will lose an inappropriate number of airplanes if the enemy "air superiority" is much larger than his points. I found that the NATO player would be wise to use all of his F-15 and F-16, as well as most Tornadoes, in the tasks of "air superiority", so that Phantoms, F-111s,
The A-10s, PAH-LS and AH-64s will have a reasonable chance of survival. This proposed allocation has the advantage of using each aircraft according to its strongest combat points (except for hurricanes that have a better classification of ground attack, but are desperately needed to balance the “air superiority” of the Warsaw Pact. Thirdly on “air superiority” missions, then when the player thinks it is With the mechanics of the game at hand, he must learn to be vigilant for the important features of the Warsaw Pact, paratroopers, and chemical warfare.Of the paratroopers, see CGW 5.2 's Speaking Speaking. Double the effectiveness of air strikes and bombing to Half when used against a combat group has already faced a chemical attack: it is stupid, then, to use chemical warfare early in the game so that its strategic value and its frustrating effect are not available when NATO defense is defensive.Orces dig in. Another brief hint is in the order. Unlike some games (and our games, real battles) where a piece of land, hill or city itself is taken and restored several times, NATO's defensive objective means that once Warsaw Pact forces enter the city, NATO forces can never recover them.
Therefore, it is necessary for the NATO player to meet the enemy before the attacks of the six-city city. In this way, the NATO player may retreat to the city if he is defeated and takes full advantage of the city's defensive terrain.
REFORGER & # 39; 88 is an excellent game that uses a free system that is easy to use and easy to use, which satisfies gameplay from the initial boot to the last turn of the battle. It is the product of an incredible amount of research, and even the look of the list of weapons systems makes some of the Pentagon's budget considerations seem more obvious. The game is dedicated to a lot of playing time and long shelf life.