Main game
3.43 average rating based on 7 ratings
Beat every level on the hardest difficulty. It was very difficult because of starting off with 0 points to build new units while the enemy started off with a ton to pump out whatever units they wanted. They usually built bombers, fighters or helicopters so each level was about turtling and letting their fast units come to me. Then shoot them down. The most challenging levels were those where I did not start off with any anti air, meaning the final mission was not the most difficult despite starting off at a big disadvantage. The enemy AI was incredibly stupid. They failed to group up, properly counter my units, retreat for healing, or protect vulnerable units. They would send anti air units to attack my flag tank while ignoring an easy infantry kill. They would send fighter jets to attack my base instead of trying to get to my bombers and choppers, or even hanging back to prevent me from using them. The enemy was easily manipulated into building easy to manage fighters and AA by keeping my own air units in reserve. The challenge was in surviving the wave of air to ground units until I had enough points …
Beat every level on the hardest difficulty. It was very difficult because of starting off with 0 points to build new units while the enemy started off with a ton to pump out whatever units they wanted. They usually built bombers, fighters or helicopters so each level was about turtling and letting their fast units come to me. Then shoot them down. The most challenging levels were those where I did not start off with any anti air, meaning the final mission was not the most difficult despite starting off at a big disadvantage. The enemy AI was incredibly stupid. They failed to group up, properly counter my units, retreat for healing, or protect vulnerable units. They would send anti air units to attack my flag tank while ignoring an easy infantry kill. They would send fighter jets to attack my base instead of trying to get to my bombers and choppers, or even hanging back to prevent me from using them. The enemy was easily manipulated into building easy to manage fighters and AA by keeping my own air units in reserve. The challenge was in surviving the wave of air to ground units until I had enough points to build AA. I built infantry early on until I discovered there was a unit limit, then I only built what was immediately needed so I could save room for high end units. There were several air units that I didn't use and I didn't realize until one of the last few levels that different bases could construct different units.
This game was the predecessor to Super Conflict and in some ways had better design. I liked the difficulty levels even though I had to excessively save state scum to beat the highest difficulty. I imagine the easier difficulties would be more fun. The combat system was very weird; turn based menu combat with several different commands. I think it was better than in Super Conflict because there was more tactical choice and depth, but I did not like how the outcomes were randomized. There was no way of knowing what will happen, like a weaker unit could get lucky and beat a stronger one. Sometimes my flag tank could wipe out multiple enemies in a row while other times it took a lot of save state scumming to keep it alive in 1 battle. With 5 rounds of combat for each unit vs unit fight, it was difficult to keep units alive. The retreat command would end combat early if the unit managed to survive an attack but came with significant point penalty so was rarely worth using. At least the AI mostly chose the optimal commands so I could learn from them. Many of the commands were redundant and I think could have been simplified to "attack" and "defend". There were commands like "move", "adjust", "turn" "prone", "hide" and unique ones for air units. Most of the time I used "look" to try and get the units face to face because it was easier to hit when both attacked. Otherwise there was back and forth counter attacks and defensive moves that made it more difficult to hit. Rough terrain seemed to provide higher chance to evade and possibly damage reduction. The position of units seemed to be random and not related to the direction of attack on the map, so even when I moved a unit to the enemy to attack, it was possible to start off with them on my flank. More major annoyances were how the movement arrow reset after each move, making it obnoxious to move south or east, the infinite ammo basic weapon was at the top of the list so for every single attack I had to press down to use the good weapon, fuel ammo and hp were not displayed outside of combat (never for fuel) so it was way too obnoxious to keep track of who needed to supply, and there was so much pointless flavor text in combat that I would have been drove out of my mind playing this at normal speed.
Regular infantry were nearly useless. They were only somewhat passable at capturing towns/airbases, blocking enemies from reaching vulnerable units, and as cannon fodder to use up ammo of powerful units (such as bombers). The point loss from losing units made it tough to justify using fodder. They could maybe do a bit of damage to weak units. Commandos were the 2nd cheapest unit and could do decent damage to anything, but they were devastated if they took any hits. I found them good to build early on because they could help shoot down air units. The jeep came next as the land unit with the most movement. They were better against ground than commandos but much worse against air because their missiles could not be used against air. They were easily killed but I managed to reliably defeat AA with them, and sometimes they even won vs heavy tanks. The fuel truck was used to repair and refuel units, but I never used it because I always turtled around cities. It was the only way to rescue a ground unit that ran out of fuel. The mobile AA gun could slaughter the weaker ground units and fighters. I most often used them against helicopters and bombers even though bombers had the advantage over them. SAM was even better for killing air units but was very weak against ground. Light tanks were an overall solid unit that could decently threaten anything except bombers. They were best used to wreck weaker ground units and to gang up on heavy tanks. Heavies could potentially survive against anything, even chipping away at bombers and helicopters. They had the unique smoke command to help evade attacks. The flag tank was a heavy that seemed slightly more powerful. Helicopters had great movement and were good for attacking tanks, though it would often be a close fight against heavies. Weaker units were kind of a waste for them, they could help against bombers and had to stay the hell away from fighters. Bombers were simply better helicopters and the various types did not really matter because even the weakest helicopter could potentially defeat the flag tank and win the level. They had to stay in reserve until the enemy could not counter them with fighters. I rarely had the chance to build fighters when they were needed but they were awesome when I started with them. They could either wreck helicopters and bombers to make life easier for the ground units, or go after other fighters to get air superiority. They could also kill weak units and bases.
Decent fun for the time period but held back by tediousness and randomness. I'm not sure which game is better so I will rate this the same as Super Conflict as they have most of the same flaws.
6.3/10