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Author Topic: DEFCON-2 - First Look: By JC  (Read 2942 times)

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DEFCON-2 - First Look: By JC
« on: July 20, 2017, 11:29:08 AM »



Wednesday, July 19, 2017
By: JC
DEFCON-2 - First Look


Digital Gameworks and HPS Simulations have released DEFCON-2, a turn based strategy mini game about the Cuban missile crisis of 1962.




Following a game design philosophy based in simplicity, clever use of abstraction and replayability, this mini game has only one single player scenario in which the enemy units (airbases, SAM batteries, AAA, radar installations, and Nuclear MRBM) have variable starting points. Replayability is surprisingly high given the relatively small size of Cuba, I suppose that the enormous amount of combinations is responsible for that. So, in theory no two games are to be equal. But more about that later.


The theater of operations. Each star is a possible enemy location and you should use recon sorties to find out what is in those locations.


The game plays in a very simple way. You choose a location in the map and depending what is there you can choose what to do. Enemy unknown (location with stars on it)? You can fly a recon unit to find out what is there. Or a flight of Thunderchiefs for a ground-pounding mission. SAM battery? You can send a ground-strike mission on it. You can even jam enemy radars with your EW aircraft so the effectiveness of nearby SAM batteries is reduced (yes, you can lose aircraft to those SAMs).



The enemy reacts to your actions. In this case, a RF-101 (flight?) was destroyed by enemy MIG(s?). Units are abstracted, so it is pointless to try to figure out what is the airframe count for that action (one or multiple aircraft). What you should do in those cases is to send an air-to-air mission to take care of that/those pesky MIG(s).


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