This is the sort of
game that gets a lot of flak
from people who see it as
nothing more than exploitative
bad taste. In fact,
Falklands 82
is a serious wargame and its
intentions are undoubtedly
honourable, which only raises
the question of why a
simulation of contemporary
history is considered tasteless
when a simulation of the mud
and blood of the Somme isn't.
You play the British, against
an Argentinian micro, in a
strategy game that
concentrates on land activity.
But the task force is still an
important factor as it supplies
both reinforcements and the
aircraft carriers, Hermes and
Invincible. You start the game
by allocating fifteen ships
between the task force's
protective screen and land
gunning. Then it's to a map of
the island and a decision which
of four landing spots you'll
choose as your beach head -
it's wise to bring in the SAS or
SBS to provide intelligence as
they can reconnoitre a five
sector radius without
committing you to a major
landing.
After that it's a question of
occupying, or being the last to
occupy, the ten tiny towns of
those windswept rocks. And
though you can have a crack at
landing at Port Stanley, the
concentration of Argentinian
troops is likely to make it your
final objective. Unless you use
the Recce option carefully, the
first you'll know of the
Argentinians is when you bump
into them, though at turn
twenty any remaining pockets
of resistance will be revealed.
The shape of the island
presents problems of
bottlenecks forming, and you'll
need to plan carefully for
terrain, particularly if you're to
have the long range gunning of
the artillery. Fog and rough
conditions can rob you of air
and sea support, but if they're
fit for you they'll also be fit for
the Argentinians. In that case
you hope your Harriers can see
them off.
And that's it in a nutshell.
With its single key entries,
using initials for the options, it
plays smoothly, though what
seems like a large amount of
Basic means annoyingly slow
responses at times. The
instructions claim that the
British are white and the
Argentinians black when in fact
the Brits are blue and the
Argies red and yellow - and to
confuse things further British
units under command flash red
and yellow too. Though it's
done away with grid references
it still plays rather 'blockily'. In
its favour, though, it has five
levels, the easiest of which is a
good learning mode and the
simplicity and relatively small
scale of the game could make
it ideal for newcomers.
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