Title Conflict: Korea Publisher Strategic Simulations, Inc. (SSI) Game Type Strategy Players 1-2 Compatibility ? HD Installable Yes Submission Carl Lund Review Designed by Norm Koger, Jr. (Red Lightning, Stellar Crusade, Conflict: Middle East), Conflict: Korea (C:K) looks at both historical and hypothetical conflicts on the Korean peninsula. Several scenarios are included; however, a complete campaign game of the historical Korean conflict is not. This wargame is at an operational level. That term is usually a bit fuzzy; think of it as being between tactical (i.e. man-to-man combat) and strategic (i.e. just moving armies around). Rather, in C:K, the player is mainly in control of divisions. If you're not a hard-core wargamer, a grognard, the level probably doesn't mean that much to you, though. For those newer to wargaming, be aware that C:K follows most of the conventions of the genre. The game is played upon a grid of hexagons. Each unit or division (basically a group of units) may usually move from any hexagon to any bordering one, thus giving six possible movement directions. C:K was designed at the same time on the Amiga and PC and released simultaneously on both platforms. What that means for the Amiga gamer is that the game was actually designed with the Amiga in mind. The mouse interface, so often missing or poorly done in other Amiga wargames, here is seamlessly blended with the game. To move units, one simply clicks and drags the mouse from one hex to another. There is plenty of information available for either the diehard player or for those who simply wish to learn a little more about relative unit strengths. Each unit has information available about its weapons and, important for combat, its effectiveness. Weather also plays a factor in the game, and the player can access weather forecasts. C:K also models supply well. Without supply, your soldiers, to simplify it, run out of bullets. That would be a bad thing. There's a very nice supply map to look at to see if you have uninterrupted supply. Besides the ground portion of the combat, the game also simulates the air portions. For aircraft, though, you do not have the control of individual units you do on the ground. Rather, you assign numbers of aircraft to such tasks as air superiority and interdiction. There is also a political module; as historically happened, if you concentrate on an offensive run into North Korea rather than defending the south, China will become involved and hordes of troops will storm across the border. The game's graphics could best be described as serviceable. No, they are not great eye candy. However, neither are they ugly. They portray the action in a manner that is generally aesthetically pleasing, although you won't be impressing the neighbors with them. I would add that for a wargame, the graphics are very good. The sound effects are utilitarian and nothing to write home about. The documentation, though, is superb. SSI was known for thick manuals. Thick manuals are good things. I suppose the reading is a little dry, but it gives you everything you need to know to play the game, and play it pretty well, with just a bit of reading effort. If only modern manuals were as good! To sum up, Conflict: Korea is one of the very best wargames ever available for the Amiga. If you have any interest at all in simulating conflicts, this would be a great place to start.