If there's one type of game I really don't like, it's a computer
version of table-top wargames - all that map strategy just leaves
me cold. What I want is a thinking man's shoot-'em-up like Elite -
and Conqueror fits that bill.
I was given a demo version to review and what I got lacked
many of the refinements that the draft manual promised, but
even so was highly addictive.
In Conqueror, you are in command of one or more tanks on
a battlefield against a set of micro-controlled opponents.
Each battle level gives you greater numbers and more
powerful tanks against increasingly menacing opponents
with up to fifteen tanks on each side.
In each game you can choose between either having
American and British, German or Russian forces, against one
of the other two. Each Power has four types of tank - one
light, two medium and one heavy - all based on geniune
Second World War machines.
But the key difference between Conqueror and any other
similar game to date is that you play in real time on a
three-dimensional scrolling landscape with trees, houses
and rivers. Does that sound familiar? Well, this game -
written by Jonathan Griffiths - uses David (Elite/Zarch)
Braben's landscape drawing routines.
The first game is referred to as arcade and consists of a
series of battles with your group of tanks against the
computer-driven ones. The first combination at level zero is
an Amencan Chaffee - fast and light - against a Panzer III
which is less powerful but the micro is a better shot. I found
that driving round in circles with the turret facing in toward
the enemy was the best tactic.
At all levels you can choose between manual or automatic
tank strategy, In the former you control where the tanks on
your side go; in the latter this is controlled by the micro but
you can override it.
Tactical control is via the map, you select a tank and click
the position you want it to move to. However, on the ground,
the micro-controlled movement leaves a little to be desired
and it is fairly common for tanks to either disable or even
destroy themselves by running into objects. But for the most
part they do manage to avoid these hazards and get on with
the battle.
Water provides the greatest obstacle: I have yet to see a
tank cross a river of its own accord.
For the more serious player there are the Attrition and
Strategy games. In the first format you have a standard set of
tanks - two light, two medium and a heavy - but the computer
starts off with an inferior selection. In each successive
battle, the computer's selection becomes more and more
potent.
Finally there is the Strategy game in which you can choose
the tanks you require from a fixed budget, and the micro
does likewise. When you win a battle the budget increases.
Within this game there are other options such as use of
spotter planes and artillery fire which can be bought at
the cost of some tank power.