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» Economics » Computer strategy play » Topics begins with S » Strategic Conquest

Page modified: Wednesday, July 13, 2011 19:08:41

Strategic Conquest is a classical strategy play for two players, which runs on the Apple Macintosh. Similarly as for example with the game of chess the players alternate with their play actions, in place of that it in real time happens (e.g. with Starcraft). In the play it goes around it, by means of modern war guidance its opponent - who can be humans or the computer - to defeat and the map conquer. Strategic Conquest can be played also over an Appletalk network.

The playing field consists of a rectangular raster, which consists of oceans and coincidentally arranged islands. These islands possess cities, which army units produce and are important for the play process thus. The play is past, as soon as the opponent gives up or if all opposing cities are conquered.


Each player begins with his own, "black" city, while still all other cities are "green" neutrally and/or (opposing cities and units are red). Cities on the country can manufacture tanks and airplanes, while ports produce also ships.

First the whole Spielkarte is in still unexplored condition - one does not know thus the Geografie of the environment at all, because only the 8 playing fields of ring around the starting city are "uncovered". When first the players their environment become to explore, in order in such a way to conquer on as fast a way as possible the still neutral cities of the island. If a city was then conquered, the player can select, which is to be manufactured in this. This provisional choice can be changed however at any time.

"Fog an OF was prevented" (war vapor) that one tightens the opposing troops too fast - one gets the opponent only to face if he is on an adjacent playing field. One does not look for the opposing unit on each play day up for example with airplanes - in such a way she disappears again in the unawareness.

One can give to units special instructions, like for example "position holds" or "coincidental direction of motion"; these instructions apply up to revocation (i.e. over several play days). This can be very meaningfully, for example a destroyer through-crossed then the whole ocean, until he meets an opponent. One play day is to end if all units of the player received instructions.

The units

All units can move per play day a certain number of fields far, and all units have different combat strengths. With attacks one must select the suitable branch of service - despite same "strength" (combat capability) a submarine is very many more suitable for fighting a battle ship as a destroyer; because the play quite orients itself at material war conditions. It needs also different time intervals, in order to manufacture the appropriate unit. A short overview:

UnitCourses per play dayManufacture duration in play days
Combat aircraft20 (fuel for 20 play courses)6
Cargo boat310
Aircraft carrier314
Battle ship320
Bomber15 (fuel for 30 play courses)variable


Ground troops (represented in the play as tanks) induce themselves to move per play day a field far can as only cities take. Over oceans they must be moved with the cargo boat. They are very in the long run opposite battle ships, which can fire at the ground troops at the coasts. It is usually inefficient to fight tanks with airplanes.

Combat aircraft

Fighter planes are very meaningful owing to their large range when supervising areas. With combat aircraft one can destroy very effectively submarines and bombers. With ground troops and opposing fighter planes one loses easily more airplanes than one opposing units destroyed. If own ships or tank are not in range, airplanes are used also against tanks and cargo boats.

Combat aircraft fly per play day 20 fields far and can in air "stay overnight", whereby they use however fuel. If one wants to avoid their crash from lack of fuel, they have an employment use of 10 fields (ever ten for and return flight).

Cargo boats

These ships are the only means, in order to be shipped ground troops on other islands, and be finally taken there cities and/or islands only with ground troops can, are necessary for the conquest of islands a well-conceived logistics. Transporters must be also well protected - sinking such a ship, loaded with the maximum number of tanks, destroys the cumulative EFF place of many play days.


Destroyers are the fastest ships - they move per day of four fields far instead of only three - and one needs them mainly, in order to destroy opposing submarines, airplanes and troop transporters.


Submarines have the purpose to sink ships (except destroyers and submarines). They are in the long run opposite combat aircraft.

Aircraft carrier

Sometimes islands are so far from each other distant that for transfer flights an aircraft carrier is needed as intermediate landing strip; or by means of aircraft carriers airplanes can operate also more than 10 fields far away from a city. Aircraft carriers are at the verletzlichsten opposite submarines.

Battle ships

Battle ships are potent weapons, in order to destroy opposing tanks and ships. They must be afraid actually only of submarines and bombers.


Bomber airplanes play an important role, because one can destroy any opposing troops with them. Their production time and its destruction radius increase in the course of the Spieldauer. Bombers are actually "bombs", since they are not to be used after the attack again. If the play persisted sufficient for a long time, quite large parts of an island can be released from opposing troops with only one bomb attack. Bombers destroy also own ground troops and ships, if they are in the destruction radius; and they make a neutral from the opposing city.

Bombers are shot very easily by all possible branches of service. Accordingly one knows on the playing field, on the bomber "stayed overnight", for defense also several combat aircraft stations - or bombers should one with the "Sleep" - instruction in a safe city up to the employment, remote of the enemy, to store.

Version 4: Helicopter and artillery

Additionally to all troops specified a while ago also the production of helicopters and artillery is possible in the fourth version of the play. Helicopters serve then as aggressively working airplanes, and by means of the artillery a larger piece country or seacoast can be controlled by tanks or kept free ships.

Difficulty stages

Third and the fourth version of Strategic Conquest offer 15 different degrees of difficulty, if one plays against the computer. They differ in the number the available of neutral cities. In a first stage of the aggravation the number of the cities on the homeland island, which can be conquered, takes off (the same level of production leaves itself then only received owing to the fast conquest of other islands); and in the higher difficulty stages the number of neutral cities off generally takes so that for example the troops on an island with the playing field center meets; and supply must be near-created by the remote peripheral areas.

Additionally the opponent on higher degrees of difficulty has the advantage that each city can manufacture the troops within shorter periods.

Play way of the computer

The computer often sets on a strong sea-armed force, which plows itself in coincidental way by the oceans; and as soon as an enemy contact takes place, all move its ships towards this point. This arrogance loads almost to an avoiding flank attack in.

A further weak point consists of it that the computer always manufactures those weapon types, which straight is needed, manufacturing in place of for example bombers and to begin this then later in an probably-organized attack.

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