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Desert Commander

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Desert Commander

Apr 28, 1988

Main game

3.00 average rating based on 9 ratings

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The player's force consists of nine different types of units and one headquarters unit (which is a unit by itself and also can be used to attack). Each scenario gives a different set number of units to use, which the player can mix and match between the different typese without going over that limit. When in a one-player game, the second controller can be used to modify the CPU forces. When playing against the CPU, the computer will be given a different ratio of units to command than the player. On the easiest scenario both the player and the CPU … More
The player's force consists of nine different types of units and one headquarters unit (which is a unit by itself and also can be used to attack). Each scenario gives a different set number of units to use, which the player can mix and match between the different typese without going over that limit. When in a one-player game, the second controller can be used to modify the CPU forces. When playing against the CPU, the computer will be given a different ratio of units to command than the player. On the easiest scenario both the player and the CPU have the same amount of units, on all others the CPU will have more than the player. There is no variance in artificial intelligence, so the only thing that makes the later maps harder is the larger number of units the CPU has. The game is turn-based with no time limit. The object of the game is to destroy the enemy's headquarters unit. The player that does so first wins. Units have different mobility range, which varies according to the unit type and (except for aircraft) the terrain. They also have different shooting range, though this is fixed and not depends of the terrain. All unit types have limited ammunition and fuel. In order to replenish them the player must land them at the appropiate buildings; for example, all aircraft must stop at an airport in order to recharge their fuel and ammo supply. A certain unit is particularly strong or weak against a particular opponent, performing average against every other unit types. Less
Release Dates
Apr 28, 1988 Full Release (Japan)
Family Computer
Jun 1989 (North_America)
Nintendo Entertainment System
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User Stats
26
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Playing
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How Long Is Desert Commander?
No playthrough data yet
Chovus
Chovus updated their status Jun 22, 2025
Chovus updated their status Jun 22, 2025

Beat. This game was very similar to the other console turn based strategy games I played, like Conflict and War 2210. Gameplay was fairly simple with easy canceling of moves to prevent mistakes. Bunkers to boost defense, trees boost offense, towns/airports restore fuel and ammo (only really matters for air units) and heal losses. Combat usually favored the attacker because all of their hp attacked first, but sometimes they would miss a lot and end up taking just as many losses as the defender. Regardless of unit type matchup only 1 hp could cause 1 hp of damage, so wounded units were much less effective. There were only 5 stages but you could customize what units to have to get a bit more replayability. Walkthrough said the 2 player controller could adjust the AI units for even more variety. Movement ranges for all units were so large that it was not worth trying to figure them out for 1st strike. First thing I did was look up the stats for the units to know how to properly use them. 1st level was easy and I just used the default line up. 2nd stage the enemy had no air with a …

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Beat. This game was very similar to the other console turn based strategy games I played, like Conflict and War 2210. Gameplay was fairly simple with easy canceling of moves to prevent mistakes. Bunkers to boost defense, trees boost offense, towns/airports restore fuel and ammo (only really matters for air units) and heal losses. Combat usually favored the attacker because all of their hp attacked first, but sometimes they would miss a lot and end up taking just as many losses as the defender. Regardless of unit type matchup only 1 hp could cause 1 hp of damage, so wounded units were much less effective. There were only 5 stages but you could customize what units to have to get a bit more replayability. Walkthrough said the 2 player controller could adjust the AI units for even more variety. Movement ranges for all units were so large that it was not worth trying to figure them out for 1st strike. First thing I did was look up the stats for the units to know how to properly use them. 1st level was easy and I just used the default line up. 2nd stage the enemy had no air with a lot of tanks, so I took 4 bombers and a mix of infantry and artillery. The bombers did very well and carried the mission but I misjudged infantry and lost most of them. For the remaining stages the enemy had a large air force so I took 1 bomber, 1 fighter per enemy bomber, and 1 AA gun per 2 enemy fighters with the rest of my forces being a balance of ground units. No supply trucks though. It was fairly easy. I set up a square formation with armor, fighters and AA on the fronts to weather the initial air raid. The corner units were at most risk because 2 enemies could attack them, so I put fighters there. Then on my turn I killed their bombers with fighters and their fighters with AA. Then it was mopping up the rest of their forces. I only lost a few units. The AI was not good, sending most units out on attack without keeping them together or using any kind of formation. Some units were held in reserve, and occasionally they even kept a few units together so it was not completely brainless. Sometimes they attacked the closest target and other times they focused down wounded units. Sometimes they did really stupid things though like attacking a fighter with a bomber. All in all I'd say the AI was at least less predictable than other similar games.

The units had good and sometimes surprising effectiveness with infantry not being useless for a change. Infantry had great attack against ground vehicles but were glass cannons that were even wrecked by trucks when defending. They also had the least moves but could be put inside transport trucks. Best way to counter infantry was to attack 1st with anything really, but air did the best and trucks were not good for much else. Transport trucks could move infantry around but could not attack and unload infantry on the same turn. They did well attacking infantry, other trucks, artillery and AA, while being glass cannons like infantry. Supply trucks restored ammo and fuel to adjacent ground units but were not useful given towns exist. They were weaker than tranport trucks but still beat infantry on attack and did decent against artillery. Oddly they did the best overall when defending against AA. Both AA and artillery did ranged attacks that never took return damage even when they were in melee range. With the way moves worked, units could only move and attack if they ended their turn adjacent to an enemy, even for these ranged units. There were also zones of control that forced a unit to stop moving the 1st time it encountered an adjacent enemy. This meant there was some planning involved in the order to move units and where to go. So AA countered air obviously but actually did ok attacking ground units too. Other AA and artillery were the only way to fight them without taking damage. Armored cars, transport trucks, bombers and the HQ had good attack against them. Artillery had slightly longer range and did great damage against ground units, mediocre against other artillery, AA and bombers, and sucked vs fighters. They suffered against everything except infantry on defense but their high damage meant any unit attacking would likely suffer significant losses. Best way to deal with them were ranged and air attacks. Fighters wrecked bombers, infantry and supply on attack but could be used to whittle down anything other than AA. Tanks had a slight edge and fighter vs fighter was even and good to finish off after the AA attacked. Bombers wrecked all ground units while being bad at attacking air. I did once use one to finish off a near death bomber. Tanks, armored cars, artillery and of course AA could inflict a few hits on counter attack, but fighters and ranged AA were the only good ways to deal with bombers. Tanks were the Jack of all unit that attacked all ground units well except AA for some reason. They were best used to attack armored cars and could defend reasonably well against everything. Ranged attacks, bombers and infantry were the best ways to attack them. Armored cars were faster than tanks and did well attacking artillery, AA and trucks. They were best defeated by sending tanks, air or infantry. The last unit was the HQ, which was the objective for victory. It was best put in a bunker and protected by nearby units to limit how many enemies could attack. It did well against everything and was best attacked by bombers, infantry and tanks. The walkthrough suggested sending infantry in trucks as a sneak attack against the HQ while the rest distracted most of the enemy. I didn't do that at all.

This was a fun game that I found better than the other similar games, despite the severe lack of content. I am not a fan of there always being 1 flag unit to defeat that results in victory regardless of the overall balance of power, and there could have been much more varied scenarios with an actual story or campaign

7.6/10

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