Blitzkrieg (1988)



| Details (Sinclair ZX Spectrum) | Supported platforms | Artwork and Media | |
|---|---|---|---|
| Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Comments: | CCSStrategy Ken Wright 48K 1 C Ger N/A Audio cassette Europe | Sinclair ZX Spectrum More from other publishers: Acorn BBC Acorn Electron Atari ST Commodore 64 |
| Videos | Screenshots (Sinclair ZX Spectrum) |
|---|---|
| (no videos on file) |
Please login to submit a screenshot
| Your Reviews |
|---|
(Anonymous) (Crash!) 13th Dec 2008 10:46BLITZKRIEG
CCS, K Wright
Blitzkrieg is a large-scale simulation of the German invasion of France in May 1940. It comes from CCS's increasingly reputable designer K Wright, whose previous credits for the company include Yankee and the Smash Napoleon At War (they earned 87% and 95% Overall respectively in Issues 42 and 34); and don't worry, this well-presented and playable game is nothing to do with Ariolasoft's terrible Commodore 64 Blitzkrieg.
A centre-spread map in the nicely-produced rulebook shows the historical plan of attack by the Axis powers, which was of course successful. A diversionary attack was launched from the German border into central Belgium, and while the Allied defences were engaged there two Axis armies got underneath the line to the south, dashed through Switzerland, and made it into France. The campaign forces included armoured divisions, parachute regiments and substantial air support.
Blitzkrieg doesn't let the player manipulate all aspects of the Axis invasion - you can't even distribute those charmingly abstract air-support points common in games of this type - but concentrates on the large-scale movement of the six-division armies.
It bears a strong visual resemblance to programmer Wright's previous games Waterloo (from Lothlorien; 92% in Issue 23) and Yankee. A clear, attractive map fills the screen without clutter in the margins, and a narrow strip along the bottom contains a menu. Because the menu is squeezed untidily into such a small space, most of the Spectrum's limited display can be given over to the map: the entire play area fills about four screens, scrolls without fuss, and covers the eastern part of France, all of Belgium and Switzerland, most of Holland, and the western extremity of Germany. All are clearly marked onscreen so you don't need the map and can stay glued to the set.
There are seven different types of terrain, including country borders. Units appear as the traditional squares.
This innocuously traditional appearance hides an innovative and unexpected system of play. The player commands the 4th, 6th, 12th and 16th armies, and the Panzergruppe Kleist, and though each army is divided into six units (infantry, armoured or mechanised) it can only be given orders as a whole.
And unlike Wright's earlier games, Blitzkrieg does not offer the easy option of overriding the artificial intelligence and placing units individually. The intention is to simulate the uncertainty of a real campaign, where decisions made by commanders pushing counters across boardroom maps cannot always be implemented in real life. Yet it's not as frustrating as one might imagine...
Though units cannot be controlled individually, they fight separately. The strength of a unit is expressed in a rough percentage figure, chipped away 5% at a time, and - as in Yankee - morale also affects a unit's performance. The stages of morale range from Excellent, which adds 30% to the unit's effectiveness, to Abysmal; it goes steadily down depending on the unit's losses. It seems morale never improves, so I expect most of the army is extremely depressed by the end of the game.
Movement is unusual: the player can try to form lines of units without having control over the individual units. You set the central position for which the army will aim, and can mark right and left flanks to determine how far north and south the units will go.
If the central position is used on its own without a right and left flank, all units will commit themselves to a long narrow front line against the enemy. If, on the other hand, the player sets all three markers as close together as possible, three of the army's six units will hustle tightly forward and three will hang back in reserve.
But everything is very indeterminate. The player can only give orders for the advance and hope that the front-line units will manage to stay roughly together; because terrain takes its toll on movement points, some get on considerably faster than others.
The movement orders are used to dictate the whole army's general inten
CCS, K Wright
Blitzkrieg is a large-scale simulation of the German invasion of France in May 1940. It comes from CCS's increasingly reputable designer K Wright, whose previous credits for the company include Yankee and the Smash Napoleon At War (they earned 87% and 95% Overall respectively in Issues 42 and 34); and don't worry, this well-presented and playable game is nothing to do with Ariolasoft's terrible Commodore 64 Blitzkrieg.
A centre-spread map in the nicely-produced rulebook shows the historical plan of attack by the Axis powers, which was of course successful. A diversionary attack was launched from the German border into central Belgium, and while the Allied defences were engaged there two Axis armies got underneath the line to the south, dashed through Switzerland, and made it into France. The campaign forces included armoured divisions, parachute regiments and substantial air support.
Blitzkrieg doesn't let the player manipulate all aspects of the Axis invasion - you can't even distribute those charmingly abstract air-support points common in games of this type - but concentrates on the large-scale movement of the six-division armies.
It bears a strong visual resemblance to programmer Wright's previous games Waterloo (from Lothlorien; 92% in Issue 23) and Yankee. A clear, attractive map fills the screen without clutter in the margins, and a narrow strip along the bottom contains a menu. Because the menu is squeezed untidily into such a small space, most of the Spectrum's limited display can be given over to the map: the entire play area fills about four screens, scrolls without fuss, and covers the eastern part of France, all of Belgium and Switzerland, most of Holland, and the western extremity of Germany. All are clearly marked onscreen so you don't need the map and can stay glued to the set.
There are seven different types of terrain, including country borders. Units appear as the traditional squares.
This innocuously traditional appearance hides an innovative and unexpected system of play. The player commands the 4th, 6th, 12th and 16th armies, and the Panzergruppe Kleist, and though each army is divided into six units (infantry, armoured or mechanised) it can only be given orders as a whole.
And unlike Wright's earlier games, Blitzkrieg does not offer the easy option of overriding the artificial intelligence and placing units individually. The intention is to simulate the uncertainty of a real campaign, where decisions made by commanders pushing counters across boardroom maps cannot always be implemented in real life. Yet it's not as frustrating as one might imagine...
Though units cannot be controlled individually, they fight separately. The strength of a unit is expressed in a rough percentage figure, chipped away 5% at a time, and - as in Yankee - morale also affects a unit's performance. The stages of morale range from Excellent, which adds 30% to the unit's effectiveness, to Abysmal; it goes steadily down depending on the unit's losses. It seems morale never improves, so I expect most of the army is extremely depressed by the end of the game.
Movement is unusual: the player can try to form lines of units without having control over the individual units. You set the central position for which the army will aim, and can mark right and left flanks to determine how far north and south the units will go.
If the central position is used on its own without a right and left flank, all units will commit themselves to a long narrow front line against the enemy. If, on the other hand, the player sets all three markers as close together as possible, three of the army's six units will hustle tightly forward and three will hang back in reserve.
But everything is very indeterminate. The player can only give orders for the advance and hope that the front-line units will manage to stay roughly together; because terrain takes its toll on movement points, some get on considerably faster than others.
The movement orders are used to dictate the whole army's general inten
| Cheats | Trivia |
|---|---|
| There are no cheats on file for this title. | No trivia on file for this title. |
History
This title was first added on 1st July 2007
This title was most recently updated on 10th February 2016





