Over the past few years there
have been a number of squad-based simulations, typically of the science
fiction variety (with X-COM being the most famous of the bunch). But
wargamers - with the Breach series, Close Combat and its ilk, and
Soldiers at War - have also had their share. Soldiers at War, developed
by Random Games and SSI, was a decent World War II tactical game
although marred by the single-mission format, some strange gameplay
mechanics, and a few other things that kept it from being truly
outstanding. The same development group created Wages of War for New
World Computing, which suffered from many of the same problems. Now,
some ex-Random Games employees, under the Incredible Simulations
moniker, have revisited the arena with 101: The Airborne Invasion of
Normandy, a really good game that overcomes some of Soldiers at War's
problems.
The setting is a few hours before the Allied invasion of Normandy;
the 101st Airborne Division (the Screaming Eagles) is to be parachuted
in groups all over Normandy in order to create enough havoc and mayhem
to disrupt and distract the German Army from rushing reinforcements to
the Normandy beachheads before they can be properly secured by the
invading forces. You take control over one such group, a "stick" or
planeload of 18 paratroopers. After picking one of nine campaigns
(basically initial mission objectives), you are then assigned the task
of picking, outfitting, and equipping each of the 18 paratroopers to
accompany the mission. Forty-eight troops are available, each with
varying skills and abilities - it's your job to sort out which is best
for the mission. This can be done either individually or by an auto
feature for each area, which speeds up things tremendously, though
players with a bit more time on their hands will probably want to
fine-tune things a bit.
After the troops are ready and the drop arrangement is set, it's
time to take off and drop into enemy territory. One of the great things
about 101 is that it does a very good job of simulating the chaos and
uncertainty of airborne combat operations. Any number of things can
happen to the men when they drop out of the plane: They can land
safely, injure themselves on landing, get lost or become completely
attached from the rest of the stick, or worse, have a parachute fail.
The equipment bags carrying much of the heavy ordnance and supplies can
get lost. The men can wind up scattered throughout the entire game
region. Better yet, some men can land right in the middle of a
patrolling German squad. Those minutes and even hours spent equipping
the troops will seem like a tremendous waste of time if most of the
equipment is lost.
101 uses an overhead tactical view to display the action. The
graphics are nice and functional - nothing great, but they serve their
purpose. Each of the soldiers is meticulously animated, and the terrain
shows everything you'd expect in Normandy: roads, trails, hedgerows,
copses of trees, shrubs, buildings, and so on. 101 uses a turn-based
point-driven engine, where each soldier is assigned a number of action
points (APs) each one-minute turn, and every individual move (of which
there are 24) uses up a certain number of APs. The order in which they
get to activate is determined by each soldier's initiative - that's
including the German troops. The sound effects are passable, though a
few are a bit bland.
Combat obviously is the most important part of a game like this.
There is a number of available weapons and explosives in the game, and
101 boasts one of the most accurate damage models yet put into a
commercially available game. 101 also uses an extensive sighting
system, which not only shows what the soldier is capable of seeing and
how well he is covered, but how well visible enemies can see you,
utilizing visual icons surrounding the soldier in question. This
innovative system can be a bit confusing and at times can appear to be
wrong when it may not be (which is not to say that it isn't working
properly, but that there are so many variables it may be hard to tell
the difference). However, combat in 101 seems to work very well and
certainly conveys a realistic feel.
Success in 101 requires luck, good squad organization, team tactics,
and proper utilization of terrain. 101 simulates the chaos of an
airborne drop very well, and the level of detail is tremendous. The
manual explains everything, but learning the game can be done through
experience only (a training ground is available). Everything is
explained: how many APs each action requires, the statistics behind the
weapons, and how much each individual item - right down to the
entrenching tools and K-rations - will encumber the soldier. Throw in
multiplayer games (the only way you can play the Germans) and this is
quite a game. There's also no way to make new campaigns, but the
results can be so random during a campaign that this won't be too much
of a hindrance. While the scope is limited and the level of detail can
intimidate some, 101: The Airborne Invasion of Normandy is a winner.