I've been putting this one off for a bit, being a Sid Meier game from 1983 that predates two whales that I already covered. I rationalized this by telling myself that NATO Commander isn't really an ancestor to F-15 Strike Eagle or Silent Service. As a wargame, it made way more sense to treat it as an ancestor to Crusade in Europe and put it off for that one. But the truth is, I didn't really want to play it. Abstract wargames aren't really my thing, NATO Commander isn't especially celebrated among Meier's oeuvre, Wargaming Scribe ranked it as among his least loved games (for reference, his AAR+Review), and to me, the game is an unreadable eyesore. And it gets worse in motion.
This game is realtime with pause, and the "with pause" aspect becomes critically important, because there's no way you can keep up with the action otherwise. In fact, even attempting to give orders or query units when it isn't paused is futile, not just because of the relentless pace but because the inputs lag whenever anything is going on.
I found myself pausing every few ingame hours or whenever an event caught my attention, and then while paused, re-evaluate the situation and query every single unit to ensure that they are still under sensible orders. Because orders from mere seconds ago can quickly become forgotten or become counterproductive, like logjams of units now trying to cross impassible terrain or into the same spot, or units attacking the empty space where an enemy used to be. But the pause doesn't help at all with the barrage of messages that come and go faster than I can read them.
NATO Commander offers five scenarios, with four difficulties and two operational modes; Divisions and Brigades. The latter is intended to give you finer control over the armies, with smaller, more numerous units, but in reality this completely changes the gameplay dynamic since only one unit can be contained in a hex regardless of size.
For this first post, I'll be playing the first scenario with brigades, on the second-hardest difficulty. I've already played a successful round on moderate and found it too easy. Here, the Warsaw Pact has launched a surprise attack on Germany, and your only objective is to inflict maximum casualties as quickly as possible. Or to use the Pentagon's doctrinal language, lethality-maxxing. Territory loss does not matter, and there is no diplomatic penalty for employing chemical weapons, so I will of course be using them exclusively.
Day 1
There's a lot of colors on the map, but all that really matters is that orange units are Warsaw Pact and everyone else is NATO. The Berlin Corps, marked by the cluster of three blue infantry units on the eastern side, are in trouble.
The goal for the day - hastily withdraw the Berlin Corps, mobilize the Netherlands cavalry brigades far out west, and bring everyone else into a defensive column about where the frontmost of my two helicopter companies is. The airforce will be on reconnaissance. Air units do not move in this game, but helicopters can strike anywhere on the map, wings can be assigned recon or support duties, and SAM and airfields provide passive bonuses to your air superiority as long as they are not overrun by ground forces.
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| Nighttime progress. Contact near Hanover. Berlin took a beating. Minimal engagement otherwise. |
Day 2
The column is forming nicely in the north, and just in time - a large East German mechanized infantry division is engaged, and we break to encircle and destroy. Same for the armor further south, who we are already fighting, with full air support including helicopters. The Berlin Corps, hurting bad but disengaged from combat for now, is fleeing west to join up with the rest, and the Dutch cavalry are still slogging through the marshes.
1200: Polish dock workers strike in protest (this is good).
1400: First Berlin Corps surrenders to pursuing armor division.
1500: Routed British mech brigade surrenders.
2100: Soviet armor destroyed near Hanover. Helicopters refocused on partially-encircled East German infantry division, who are soon destroyed after.
EOD: 19,800 NATO casualties, 26,500 WP casualties.
Day 3
Hanover is taken, and two large mech divisions are in sight, but my defense column is strong and they won't cause too much trouble. What's left of the Berlin corps is part of it, and the Dutch cavalry inch closer to the line, and West German reinforcements have mobilized but are too far away from the action to be all that useful right now.
Air force continues to focus on ground support despite some MiG resistance. Another mech division is destroyed during the day, but shock reinforcements crash against my wall.
The precise order of the day's events were difficult to keep track of, but by midnight, spies were reporting mass desertions in the Czech army.
Day 4
Some of the Dutch units have arrived, tired from the three day march, and the West German militia are in sight. Five WP armor units and one infantry are engaged as I do my best to encircle and destroy them, and am successful in eliminating two.
Yugoslavia withdraws by the end of the day.
Day 5
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| For the first time, all of my units are on a single screen. |
The WP advance is halted, but my air force is starting to lose effectiveness. But it doesn't matter; despite some concentrated attacks on my southern flank, they are running out of steam and they know it.
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| You have to reboot the computer to play another scenario. |
This victory was, by the way, significantly more decisive than my first go on moderate difficulty. It goes to show that if you're willing to meet the micromanagement-heavy demands of Brigade mode, you can grind the Soviets into blutwurst. I don't think I'll do that again.
So far, I don't hate this game quite as much as I expected to, but the many UI problems and somewhat poor battle result feedback do make it a tedious experience. I will note that Eastern Front 1941 had similar and arguably even worse even feedback issues, but that game was more or less turn-based and had an extremely elegant UI that enabled complex unit pathing, which is impossible here.



























