Cobra Commodore

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Cobra Commodore

COMMODORE +4 GAME - SUPER COBRA COMMODORE +4 GAME - SUPER COBRA Paypal 0 Bid US $15.00 2d 23h 45m
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Cobra Commodore

SSI's Battle for Normandy (BFN) continues the design and development tradition of Tigers in the Snow with additional refinements. Covering the initial Normandy landing through the build-up prior to Operation Cobra, the game takes 14 turns (June 6 through June 30) in two day increments. Included are air and naval firepower capabilities, weather and logistical considerations. The game can be played with two players or solitaire with the computer acting as the "German" player. The regimental and brigade-sized units cannot stack together, and once a move is made the player is committed to that move. A cycle of rotation through available units for movement continues five times in order to select the sequence of what units will move first.

Unit capabilities are displayed during movement and combat, showing designation, combat strength, leadership and fatigue ratings, supply condition, rated effectiveness, terrain stacked on, and movement factors left during the current turn. When units move into an enemy unit's zone of control they stop, but are not obliged to attack (rigid zone-of-control). Moving into an enemy unit's zone of control consumes four movement points unless moving directly from one enemy zone of control to another, which consumes eight movement points. Units must remain within two hexes of a depot unit or beachhead hex to remain supplied. Units that are not supplied receive deleterious effects to movement, combat, and fatigue ratings. General allocation of available Allied amphibious transport occurs once every turn (two days), and such allocation must choose between differing percentages of amphibious (unit transport), combat supply, general supply, and fuel. Beachhead units are quite vulnerable to attack, and their loss will result in a shut-down of that beachhead with a diminution of general amphibious transport capabilities. The amphibious assaults in the first turn will require one or two divisions to be landed for each beach defence to be cleared.

Beachhead units automatically land first, followed by airborne landings and ground units during the first turn. As the invasion and build-up continues, depot units can extend the line of supply two hexes from beachheads. The menu presents a one or two- player option, along with options for variable Allied and German strengths in air and naval firepower, transport capabilities, reinforcement times, leadership and combat ratings, and the ability of the Germans to move the first day. An average move takes about ten to fifteen minutes, with about two to three minutes used by the computer

in the solitaire version of play for resolution of German movement and combat. The sequence of play is traditional - the Allies move and then attack then Germans move and attack, and finally the end of turn results are displayed (with a save game option).

As a historical simulation, BFN is a great improvement over Tigers in the Snow. The Normandy campaign is sufficiently well documented to provide correct orders of battle for the level of units presented (regiments, brigades, and divisions). Once again, as in Tigers, regiments and brigades cannot stack together or move through the same hex at the same time. This last element, in BFN is a contradiction of well established unit frontages for the period. Nevertheless, this game is a generally good representation of the Normandy landings and build-up.

The time used in the computer's moves is a dramatic improvement upon earlier SSI titles, having a minimum of "dead time" as the computer moves units and determines combat. No option is presented, unfortunately, for checking at the end of a movement phase to double check with the player for acceptance of that turn's movement. Overall, Battle for Normandy is an enjoyable game that will allow multiple playing and repeated playing with equal satisfaction.

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Dave Jones, entrepreneurial game designer known for Grand Theft Auto and Lemmings, talks about getting beat up by Scottish gangs as a kid for achieving a high score in Galaga, how GTA originally had dinosaurs roaming its city streets, and his new open-world MMO game, All Points Bulletin.

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