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Review: Flashpoint Germany Back
To Page 1 Setup Set
up is fairly straight forward. You'll be issued one serial number to use for both
the installation and patching. Other than that, it's a standard install (i.e.,
no issues or hidden idiosyncrasies) which shouldn't take more than a few minutes. Documentation The
documentation is digital only, even with the physical shipment (i.e., it's on
the CD). I understand that Matrix are currently working on a Print On Demand system,
which should be ready soon). For now, it's digital only. In
any event, the documentation is more than ample. Here's what you get:
- 114 page PDF game manual
- 11
page armaments list setting out the various game attributes (i.e., penetration,
etc.) of each of the weapons that appear in the game)
- 25
page platforms list
- 18 page unit list. There's
also a PDF "what's new" for each patch.
- In
addition, there are Excel spreadsheets setting out the full Nato and Warsaw Pact
Order of Battle.
I'm sure you'll agree this
is pretty impressive. The manual itself is great for someone like me, who's
never really played many wargames. It's been a huge help in learning how to command
my virtual troops and not get them killed. Here's an illustration of the kind
of things covered in the manual: 
Pretty
impressive, at least from my FNG perspective: There
are also two tutorial missions included within the game, and these are covered
in the manual. They'll teach you the basics how to move your units or change
their posture, etc. Overall, the documentation is
superb. Like I said before, I can't voice for any hard copy documents, but what
is provided with the digital download is great. Options Okay,
so now we're getting to the meaty stuff the stuff we can mess around with. First,
the game options: - Sound you can set
the volume for the sound effects, music and unit reports. Pretty standard stuff.
- The
length of each turn can be either 10, 15, 20 or 30 minutes, and you can set that
here. I prefer to have 10 minute turns as it means I can intervene more quickly
if something's going wrong. It does make for longer games though!
- Allow
Control L checks- if you decide to allow the function, you can check which
locations are visible to which units/locations. For example, you can click on
a unit and check whether it can see this location or that location from it's current
position, and you can also check what can be seen from an "empty" spot.
It's pretty useful, and I suppose a bit like instant surveying. Is it realistic?
I don't know but if you don't like it you can always turn it off.
- Allow
Control M checks you can click on a unit and see how far it will be
able to move. Again, a useful feature. And again, if you don't like it, you can
turn it off.
- Allow browsing of enemy units
this one I DO keep off. It allows you to see enemy units at all times, which I
keep off for obvious reasons.
- You also have a "house
keeping" option which clears the message dialogue after a certain amount
of time, and also an option to have the game automatically end once one side reaches
less than 20% of its line strength.
- Lastly, you
can set the "game delay" factor, which basically determines how long
you'll get between each event to take stock. We're only talking a delay of a few
seconds here at most, but the longer the delay the longer the game will last
I tend to have pretty much no delay and take stock at the end of each resolution
phase.
Now for the realism options: All
enemy units spotted automatically pretty obvious what this means,
and I keep it unchecked. Individual sighting
required for combat- your units must be able to see the other side to shoot
at them. I always have this checked. Obviously, with artillery units you will
simply give them map coordinates, so this rule doesn't affect them, other than
whether or not other units can somehow shoot at them without seeing them! They
wouldn't thank me. Automatic emergency resupply
when a unit runs out of supplies, it automatically receives a small amount to
keep it going. Again, I keep this off. Unit
doctrine editable at any time basically, this allows you to change
the SOP (standard operating procedures) of any given unit. This is one I keep
enabled, and do actually sometimes change. More on the various SOPs later. Limited
staff rule in effect this is my favorite. As a command, you would
have certain limitations in real life - your C3 (command, control and communications)
would only be able to handle a certain amount of information, and that's reflected
here if this option is active. You will only be able to issue a certain amount
of orders per turn, meaning you'll need to prioritize which is half the
fun. In addition, the amount of orders you can issue will depend on the extent
to which your communications are being jammed by the other side. (Now
I have an image in my head of enemy troops sneaking up to your transmitters and
smearing them in jam. I guess it's not that kind of jam. Maybe it's marmalade?
Shut up, Fran) Moving swiftly on
Use
stealth movement by default in other words, unless you change it's
SOP, then a unit will as much as possible try to take advantage of any cover or
concealment offered when moving. Having said that, it seems to slow them down
a bit and, for this reason, I keep it unchecked. Allow
staff to request FSCC missions if this is ticked, then the computer
will plan artillery and air strike missions itself. Allow
variable weather, else always clear fairly self-explanatory. You
can also set the electronic warfare level between low, medium or high this
will influence the number of orders you can give in one turn if your limited staff
rule (detailed above) is in effect. Lastly, it's
worth pointing out that all these options can be applied to both sides, neither
side, or just one. So you could, for example, have the Soviet side with a limited
staff rule in effect while you, as Nato, don't. But that'd be cheating, right?

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