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Editorial: The Leading Edge
by Leonard "Viking1" Hjalmarson
 

Total Air War: BoB

Total Air War was one of the best games I played in 1998. I loved the real time dynamics. I loved the ability to determine strategy via the AWACS interface. And I loved the ability to jump in and fly the mission myself when things got rough.

Total Air War came close to my idea of a perfect game. It involved me on a number of levels. It was innovative and it looked good. While not perfect, it deserved every award it won.

TAW AWACS INTERCEPT
TAW AWACS Map

Now imagine the same game, only this time the setting is the Battle of Britain. The historical setting means the stakes are clear. The British are greatly outnumbered, but they also have certain advantages, like radar, some excellent aircraft and a strong network of observation posts.

Of course, the players know the historical situation, but the game allows no time limits on the fight. The battle can rage into 1945 if the situation determines, with all the historical changes in technology impacting the war. This time, the Germans can win and often will do so when the tactical commander is you.

BoB
BoB: Luftwaffe Planning Screen

The interface is similar to Talonsoft's Battle of Britain. There is an Order of Battle. You can set AUTO PLANNING, but you can also jump in and modify any mission parameters, given your resources, pilot fatigue etc.

Like Total Air War, there is a real time strategic map. However, unlike Total Air War, there is no all seeing E3 eye in the sky. Instead, the map is modeled after the British War Room and detection follows the reality of the day. You can only see what your pilots report via radio, what is seen by your radar installations or ships in the water, and what ground observers report via telephone and field radio.

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EAW
EAW Spitfires

Again unlike Total Air War, it is possible to play on either side of the conflict. In fact, it is possible in our design spec to network ten human players. Two players can act as Theatre Commander and issue orders, while eight others fly, up to four on each side, with AI flying the rest of the aircraft. This concept was originally proposed for the now defunct Flying Nightmares II and was also considered for the Total Air War design.

Like Falcon 4 and Total Air War, the battle rages whether you fly or not, or whether you issue orders or not. AI takes over whenever you are absent, managing the war and planning missions. But you have supreme authority and can alter orders under most circumstances.

EAW P38
EAW: P38 Lightning

Like Total Air War, you can jump into almost any mission that is currently in the air or on the tarmac. This time, however, your aircraft will be one of three for the British, or one of three for the Luftwaffe. The classics are likely the Hurricane, the Spitfire, or the Tornado for the British, and the Me 109, Focke Wulfe or the Me 262 for the Germans. MAYBE we'll throw in the Lightning and a light bomber like the Stuka in a later add on ...

Dual Display

Unlike Total Air War, you are not restricted in our theoretical new game to a single monitor display. Instead, you can keep your tactical War Room map on one display while planning missions or flying in real time on another. The Theatre Commander can be planning missions while watching real time 3d action on a second display.

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Last Updated July 27th, 1999

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