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Apache Havoc by Empire/Razorworks (U.S. Release)
by Eric Marlow
 

Single Missions

Known as DYNAMIC MISSIONS, these individual missions are sort of a mini-campaign through one of the three campaign theatres. Upon entering the missions you are presented with several mission types to select from: Deep Strike, Intercept, Recon, Scout, SEAD, and Tank Busting. Some missions show the status of "in progress" denoting that the mission has already started and the helo has taken off.

Before selecting one of the missions you have the option of checking out the lay of the land through a very nice map interface. The icons on the map represent known objects on the battlefield and the icons move to represent updated information.

Once a mission is in progress you can change the waypoints. This feature is useful if new intelligence it obtained and your original targets have moved.

Apache MAP

Assuming the mission hasn't started, you also have the option of selecting your loadout. Standard loadout for the AH-64D applies: radar and laser guided Hellfires, Stinger missiles, two types of A2G rockets, and the 30mm chain gun. For the Mi-28 you get the Ataka radio guided anti-tank missiles, two types of unguided rockets, Igla IR guided A2A missiles, and two types of 30mm chain gun ammo. Loadout selection is done through keyboard commands using the arrow keys: a bit awkward as opposed to a mousable interface.

Mission success factors are a bit confusing at first, with ratings based on the attainment of completion factors that are not intuitive. Several mission types require that you only transmit "return to base" to your flight at the final waypoint to achieve a mission success. Still others require that all waypoints be crossed. The destruction of specific battlefield assets does not play into the successful completion of individual Apache Havoc missions.

Campaign

The campaign missions are very much like the dynamic missions, but with the added dimension of a persistent battlespace that continues through the course of many missions. "Persistent" means that the objects that are destroyed in one mission will still be destroyed in the next. Certain objects are replenished during the campaign, so the initial order of battle is not set.

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Apache Weapons Selection

Campaign scoring is different than any other military simulation I've played. Overall campaign goals are set by a percentage of attrition of the enemies fielded assets. When the assets are reduced below a certain level, you win. In Longbow 2 individual mission success is determined by the completion of mission objects that include the destruction of primary and secondary goals. Individual mission goals in the Apache Havoc campaign, as in the dynamic missions, relate more to distance covered or transmission of required information.

Mission Types

Additional campaign time is granted for each mission that results in a successful completion. The extra time allows you to pound the enemy even more, thus increasing your ability to reach your overall campaign objective of reducing the enemies fielded assets. This is a novel way of overcoming the "what impact can one human have on the virtual battlefield?" issue. Strangely enough, I think I like this approach since it gives the individual flyer the ability to really impact the war.

On the downside, I did not like the way additional missions are presented to the player. After completing a mission or jumping out of a helo that's egressing, the campaign screen would often lack any flyable missions for my attack group. If I am to be assigned to a particular attack group, then the attack groups need to be a bit larger than a couple of helos. The only way you can move to another attack group seems to be if you crash all the aircraft in your group. I would like to see more opportunity to transfer to different attack groups so as to put me in closer proximity to the enemy and thus the action.

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Last Updated April 13th, 1999

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