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Dust off your ration books and prepare to be bored to death by granddad. Alternatively, you could drag him over to your Amiga, stick him in front of Empire’s new World War II strategy sim and chortle wickedly as he tries to plug in the mouse...

A Campaign 1 h, let’s se now... nice box. Ooh – some genuine World War II propaganda posters and postcards... a battle plan map of the D-Day landings... an authentic wartime newspaper reprint. By ‘eck, there is even a game in here, as well!
Before we continue, be warned. Campaign is no Speedball 2 or Swiv. It is not a game to set your adrenaline level soaring as you attempt deftly elbow your mates off the highscore table. Nor will you be beating off sleep deprivation as you try to get past the mutant octopus at the end of level 12. Yes, it is strategy time, folks. That means that it is time to get your thinking helmet on, gird up your synapses, and generally prepare for some major military style method acting.

Sophisticated strategy
But enough frivolity: programmer Jonathan Griffiths takes war seriously, very seriously. He is the guy responsible for US Gold’s Conqueror - a complex 3D tank-driving affair the bais form of which seems to have been revived for one of the sections of Campaign.
This time, he’s turned his hand to an infinitely grander design: a campaign-based wargaming system that combines sophisticated strategy and simulation tactics with three dimensional battle sequences. If you thought chess was too complicated and a bit cerebral, Campaign makes it look banal and simplistic. If you are fed up with games that only demand mad bashing of the fire button, if you are after a bit of a challenge, then look no further than Campaign.

For a start, this is one hell of an ambitious concept, maybe too ambitious. The World War II setting contains a number of campaigns which, in turn, consist of various battles.
Much of the hard strategy of these situations is centred around high-level tactical decisions where, no matter how experienced the fighting force, bad planning will lead to disaster. Campaign focuses closely upon the land aspects of the war, but you can also call in air and naval support. You get three disks: a basic introductory disk, the game disk itself and a maps disk. The third one contains previously designed campaign maps with difficulty ratings from the very easy (such as tank battles) to the more difficult (complex wars of attrition).

Convoy control
The best way to get into the game is to closely follow the start up scenario from one of the tutorials in the excellent manual. This involves the control of three convoys, an airfield and a production centre. You can examine virtually every aspect of your forces’ strengths and weaknesses before sending them in to attack several villages and, eventually, a large town. It is essential to keep the game in Pause mode while you decide how and where to execute your assault. Then, select the game speed, and get on with the battle.

Fortunately for beginners, the complexity of the game has been thoughtfully offset by the friendly control system. You scroll around the map by clicking on the direction arrows. Take action by left-clicking on the desired division and right-clicking on the intended destination. As things begin to get moving, you are given the choice of letting the Amiga get on with the carnage on your behalf; a useful option for players who are not too hot when it comes to keyboard dexterity.

Into battle
Should you opt for manual control, you will first have the opportunity to analyse your forces before going into battle. Next, you may choose to dig in and start lobbing the shells over, or you could go trundling in with the Sherman tanks, in which case you will need to switch over to the 3D perspective, taking your position as tank driver and gunner.
Even this aspect of the game is tortuously realistic, as you consider turret rotation, gun elevation, reloading and the possible use of tracer fire to assist in the selection of targets.

If you become overwhelmed, then you can always call in air support in the form of dive bombers. The problem is that the enemy also has this option and the planes have to fly to your location – which takes time. After a battle, the game gives you a summary: if you deal with the situation well and managed not to comit any large-scale bungles, you may well be awarded a medal. Whatever happens, the effect the battle had on the fundamental scenario will be taken into account and the Amiga will adjust everything accordingly, before returning you to the map, where you can plan your next action.

Campaign is a stunningly complicated piece of software. It is more of a committed experience than a game and, if you are looking for an instant hit, then you should stay well away. Your enjoyment will depend on your attention span and whether or not you have a genuine interest in wargaming.
Andy Lowe

Amiga Format, Issue 41, December 1992, p.p.124-125

Empire * £34.99
  • A slime-zappin’ conker-crackin’, bin-bashing’, bear-biffin’ humdinger.
  • Brilliantly researched and designed. A good feel to the action.
  • Clear presentation and considerate, well designed game control.
  • Tough to get into, but thankfully it comes with a superb manual.
  • Lots of additional goodies for the true wargame fanatic.
  • A little over-ambitious and a bit daunting.
Verdict: 79%

Campaign 1 logo

Empire hat ja schon allerhand Erfahrung mit actionbetonten Panzersimulationen, man denke nur an Team Yankee und Pacific Islands. Campaign jedoch ist sowohl mehr als auch weniger...

Campaign 1 Es ist nämlich ein Strategiespiel mit Simulations- und Actionselementen, das vor dem Hintergrund des zweiten Weltkriegs angesiedelt ist. Sechzehn Kleinszenarien stehen ebenso zur Bearbeitung an wie vier mittlere und fünf großräumige Sandkästen (z.B. die Ardennenschlacht 1944 oder Rommels Afrikafeldzug), mit denen man Tage und Wochen beschäftigt sein dürfte. In jedem dieser Kapitel ist bereits unumstößlich festgelegt, für welche Seite man am Mörser steht und welche Ziele erfüllt werden müssen, damit der Rechner einen Sieg anerkennt. Wem das nicht reicht, der kann mit einem komfortablen Editor weitere Ballermissionen zusammenbasteln.

Doch ob nun simple Schlacht oder gewaltiger Feldzug, ob vordefiniert oder selbstgestrickt – zunächst geht es zu einer schlichten und gelegentlich auch etwas fummeligen Übersichtskarte. Mittels eines durchdachten Iconsystems werden nun Marschziele festgelegt, Informationen eingeholt, Nachschub organisiert, (nächtliche) Ruhepausen eingelegt oder etwa Bombardierungen aus der Luft angefordert. Ja, man kann seine Truppen gar unter Computerkontrolle stellen, was in dieser Phase aber (noch) nicht empfehlenswert ist. Schließlich genügt ein Klick auf die schneller oder langsamer einstellbare Echtzeit-Uhr, und die Geschichte nimmt ihren Lauf.

Kommt es zu Feindbegegnungen, schaltet der Amiga in den Kampfmodus. Man darf sich das Ergebnis nun einfach berechnen lassen oder selbst Hand anlegen, wobei letzteres ganz nach Wunsch von simplen Zuschauen über Teilkontrolle bestimmter Funtionen (Geschützturm, Steuerung) bis hin zur vollständigen Übernahme eine beliebigen Tanks reicht. Dies kann aber nur dem Spezialisten empfohlen werden, denn erstens dirigiert der Rechner sowieso alle restlichen Einheiten, zweitens tut er das recht ordentlich, und drittens erfordert die manuelle Steuerung via Keyboard doch eine gewisse Einarbeitungszeit. Zudem läßt sich der dreidimensionale Blick aus dem Kommandoturm ja auch ohne weiteres bei voller Digi-Kontrolle genießen, und die Denker werden wiederum der Pausierbarkeit des Geschehens ihren Tribut zollen. Schließlich will man ja zwischendurch ei wenig grübeln können.

Freilich ist die Vektor-Optik auch bei vollem Detailgrad längst nicht so hübsch wie bei den pazifischen Inseln, und die Explosionen erinnern mehr an Karnevalskappen. Egal, für ein derart strrategisch orientiertes Programm ist die Präsentation trotzdem sehr gelungen. Das teilweise digitalisierte Intro ist sogar rundum beeindruckend, einschließlich der düsteren Titelmusik samt Sprachausgabe. Motorengebrumm und Explosionen im Kampf sind schließlich auch noch zu vermelden, und werden die Grübler sicher ihre Freude an Campaign haben – nur eingefleischte Simulanten und hammerharte Aktionisten könnten sich hier etwas unterfordert fühlen. (jn)

Amiga Joker, December 1992, p.16

Amiga Joker

Campaign 1 logo

The smell of diesel, the sound of gunfire, the heat of battle... yes, it is Nick Veitch arriving for work.

Campaign 1 WAR, LOGICAL?
The logic of war seems to be that if the belligerent can fight, he will do it with tanks. Certainly during WWII, from the initial Blitzkrieg to the last stand at Berlin, when something had to be done it was done with heavy armour. Tanks are the backbones of the modern army. At least that is what Empire believe, and who can blame them for adding their string of reasonably successful tank simulations (Team Yankee, Pacific Islands) with yet another.

Campaign bears very little relation to those previous titles though. Although predominantly a tank simulation, the strategy aspect has been developed far beyond just popping into your trusty two-tracked friend and blasting holes into the enemy. The campaign map (which can be anything from the size of Greater London to most of Western Europe) is the focus of attention now. Tanks, ships, aircraft, convoys and factories must all be managed properly to produce a successful outcome to the conflict. Everything is arranged in groups and depicted on the map, with optional unit names if you cannot tell your shock force from your light artillery. The issuing of orders is as simple as clicking once on the unit and once on its destination. The computer can take control of any units that you are not particularly bothered about, which means you can leave it to take care of airstrikes and ship-to-shore shellings if you cannot be bothered re-designating the targets every half an hour.

When opening forces get too close to each other a close quarters combat ensues. You are given the option to let the computer calculate the outcome, but you will never win any medals that way and you could suffer a shock defeat. At least if you are controlling the tanks you know who to blame when the dust settles.

A schematic map showing trees, buildings and minefields in the surrounding area is displayed, along with small boxes depicting your tanks. To take direct control of a tank simply click it on and it will turn blue. The you can go to the 'from the turret viewpoint' and see the terrain as it would appear to the tank commander.

The surrounding terrain is quite well detailed considering the speed at which it animates. The detail level of the ground and of the surface objects can be altered to allow for accelerated machines. This doesn't quite compensate for the speed of an '030 though, and the stealth and tactics of tank battle turns into a dodgem ride with machine guns.

The tank is actually best controlled by the keyboard and a preferences screen allows you to choose whichever keys you like for the specific tasks. Each track on the vehicle is controlled individually and, where applicable, the turret is moved left or right independently. Some of the vehicles can also tow the field guns around, but if you are deploying field guns and trucks on the front-line then something is going wrong...

Air and artillery support can be controlled manually or by the computer and can deliver a devastating blow to a close group of enemy vehicles, although more often than not you can hit your own tanks if engaging at close quarters.

All the vehicles and aircraft in the game have been lovingly researched and are very accurately represented. This not only applies to the polygon rendering of the vehicles, but also to their physical capabilities as well; speed, range, armour gun traverse – every important military aspect of the vehicle is taken into consideration. All the information in the 170 page equipment manual finds its way into the game somewhere.

The vehicle types used for the main ground forces include engineer, spotter, infantry, light and heavy artillery units as well as MBTs. Each has a different function – engineers can lay or clear mines, spotters direct artillery fire, etc. All of them, that is, apart from the infantry. The use of infantry is not explored at all in the game which is not only a great omission in terms of historical fact, but can also severely restrict strategic options. No airborne units means no way of securing important objectives ahead of your advancing machines. No infantry means that easily defendable positions such as bridges, mountain roads and cities must be protected by tanks. This does not detract from the fun of the game, just from its realism.

The map editing section allows you to create your own battles, down to the rivers, roads and minefields and also allows for a bit of fiddling if you think a campaign is going particularly badly. This boosts the longevity of the game quite considerably, even though there are a lot of sample campaigns included. The computer controlled units show no flair for strategy, but their tactical manoeuvers are quite good and, if provided with decent equipment, can make for a challenging game.

CU Amiga, December 1992, p.62

buyers guide
release date:
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Out Now
Jonathan Griffiths
All Machines


EMPIRE £34.99
An absorbing game, with quite a lot of detail...


Empire * £15.99

Campaign 1 Datadisk When you bought Campaign, you got the major Allied vs Germany land battles of 1943/44. it successfully combined three-dimensional battle sequences with strategy and simulation tactics. The strategy centred around making high-level tactical decisions which could make the difference between winning and losing a battle. With this new disk it goes a step further down the history line.

Northern Africa saw quite a bit of tank-related combat, with Rommel and Monty gunning for each other in fine style. Deserts are good places for big armoured battle because not much gets in the way. Although this is not the entire reason they were all there, it makes for an interesting scenario in Campaign. You must drive over hills, down wadis and through minefields in order to have your violence, and great fun it is too.

Campaign 1 datadisk is hard disk installable But let us not forget the spirited, but ultimately, futile defence of Berlin by the Germans. That is here too. In fact there are 25 maps, each depicting a different land scenario. Russia gets a look in as does Italy. In fact, there is a whole world war in this mission disk alone.

It is all much of the same stuff, except in different places. If you are a veteran Campaigner, you will be pleased with the breadth of this, but if you are expecting anything really new and surprising, you are barking up the wrong tree.
But 25 scenarios, thousands of tanks, tons of airpower and the odd supply truck can keep you well engrossed for long enough to feel you have got your money’s worth. And you can edit the maps and forces as well. It is great, although it does help if you are a Campaign fain in the first place. Oh, and to whoever wrote the manual, it is Rommel’s North African Offensive – he never got round to a North American one.
James Leach

Verdict: 82%

Amiga Format, Issue 50, September 1993, p.61


Durch 25 Panzerschlachten mußt du gehen, um am Ende von „Campaign“ zu stehen – wer das schon hinter sich gebracht hat, dem koppt Empire mit dieser Datadisk jetzt weitere 25 Gemetzel in den den Digi-Sandkasten!

Campaign 1 Datadisk Vom Gameplay her ist natürlich alles beim alten geblieben, was bei einer nur zusammen mit dem Hauptprogramm lauffähigen Egänzungsdisk ja auch kaum jemanden verwundern dürfte. Für die Strategen mit einem Hang zu Simulation und Action werden also wieder lauter historische Panzerschlachten aus dem Zweiten Weltkrieg aufgeboten, die sie entweder auf alliierter oder deutscher Seite (ohne Wahlmöglichkeit) erleben.

Dazu müssen sie zunächst per Icon-/Maussteuerung auf den zoombaren, aber etwas karg ausgefallenen Landkarten die verschiedenen Panzerzüge und Bodentruppen zu den strategisch wichtigen Punkten beordern; gelegentlich mischen auch Luftwaffe und Marine mit. Beim Zusammenstoß mit dem Feind darf man dann auf Wunsch wieder selbst einen der Tanks ganz oder teilweise steuern, was allerdings mit einer nicht ganz unkomplizierten Tastaturbedienung einhergeht. Schließlich und endlich bietet auch die Präsentation das gewohnte Bild: Die Vektorgrafik in den Aktionszenen ist nach wie vor nicht unbedingt berauschend, und die Übersichtskarte verdient ihren Namen kaum noch, sobald sich mehrere Truppenverbände gleichzeitig auf ihr tummeln. Tröstlicherweise röhren aber wenigstens die Motoren naturgetreu wie eh und je, dasselbe in Bum gilt für die Explosions-FX.

Bei soviel Altbewährtem konnten wir leichten Herzens auf eine eigene Bewertung dieser rund 45,- DM teuren Zusatzdiskette verzichten, dafür verraten wir Euch, daß die 25 Szenarien von der libyischen Wüste bis Stalingrad alle gleichermaßen umfangreich und komplex ausgefallen sind. Genügend Platz zum Umschreiben der Geschichte ist damit zweifellos vorhanden... (md)

Amiga Joker, September 1993, p.96

1 MB


C Campaign 1 Datadisk oming from Empire, you would expect any World War II sim to deal heavily in tanks, as indeed Campaign does. In fact, the only halfway interesting part of the game is the simulated tank battles where you can control any of the vehicles involved, from thin skinned scout cars right up to a well armoured Sherman, or the Prize of the Wehrmacht, the Tiger.

The strategy element is fairly haphazard. You can control the movements of your tanks, the production of the factories and the deployment of any active aircraft. This is all done via the mouse on a fairly decent scale battle map. This is fair enough if you can be pixel accurate with the mouse and you can do it in real time as the game unfolds.

This disk hopes to develop the strategy side of the game more. There are 25 new scenarios based on famous campaigns. The battle orders, geography and starting positions are all fairly accurate, but your campaign is unlikely to proceed in the same way that the original did.

The order given to troops are just never accurate enough and the logistics is a nightmare – tanks can be stranded in perpetuity through lack of fuel because all the gas has been delivered to the pixel next door.

Since it possible to create your own scenarios in Campaign, the worth of this disk is questionable. The scenarios themselves are well thought out, but can only be as good as the original Campaign. Since the only decent part of the game is controlling the tank forces as they clash, and since it does not really matter, for the purposes of the situation, whether they are fighting in Berlin or Basingstoke, I would suggest that scenario disks for Campaign, however good, are a waste of time. You will also need the original program to run the data disk.
Nick Veitch


CU Amiga, August 1993, p.75