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Description
As the war for the Barnard's Star colonies continues the colonists recieve some unexpected help and take the fight to the GTVA. Will you stand with the ranks of the Barnard's Star Colonial Navy?
Storyline: 
Continuing the civil war series of missions, this time a historical assault is recreated, with you on the losing side. This time there’s a Command briefing to explain what's going on, but it seems rushed and unfinished. The rest is what I've come to expect - a good briefing, well written and correct, and a distinct lack of radio chatter during the actual mission. Yep, there are 4 messages – in fact, there isn't even a message for failure to protect the Minutemen.
Balance: 
I get the feeling that either you're not really meant to be able to win this mission, or in the universe in which it was created the concept of balance hadn't been discovered/invented yet. You'll face wave after wave of merciless GTVA attack, in which your wingmen will perish and you'll have no hope of stopping all the enemy bombs or bombers. This wouldn't really be a major problem if you could get out unscathed - but as soon as the BSCN Bunker Hill dies, everything turns on you. Death follows quickly. That's the problem with historically accurate missions, y'see?
Design: 
Once again (becoming another trademark of this series) the mission gets away lightly on events. Not that this is a bad thing, but it shows the mission's simplicity. All the beam-frees and orders work fine, as do the limited number of messages. There really isn't a great deal to say about design – not only are complex s-exps not used, there's simply nowhere that they could've been used. However, at least three of the events could've been combined into one, making it more efficient.
Gameplay: 
If you like to lose, then this is the mission for you. You can save the Minutemen but not the Bunker Hill, though getting out yourself is another matter entirely. It becomes tedious to die just moments from safety. Defending the Bunker Hill isn't so terrible, though going after one group of bombers almost always means letting the others get through, and it's annoying to be trying to defend the corvette only to have a wing of Herc II's jump on you. But then, I guess that this mission is all about losing, so I can't really classify it like I could other missions.
Other Thoughts:
The possibilities for chatter in these missions are quite good really – especially when you consider battle stress and the fact that there are militia fighting.

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