Hey guys! This is the next in my series of GAMES posts; it’s a fairly old flash game by the name of Spitfire 1940. Though it’s been around for a few years, I hope some of you haven’t played it yet and will go check it out!
The game is set in World War II. You are sort of a vague commanding figure in Britain, and you have to protect your territory from German bombing raids.
…Honestly, that’s about it.
The game is strategy-based: your success depends on clever allocation of your available units. Each day, your recruiters will bring in a certain number of men: you can train them as Pilots, add them as Recruiters, train them as Spies, send them out to collect metal (as Collectors), send them to the yards to build planes (as Workers), or send them out as Builders or Firemen.
Your main goal is to protect the city from taking too much damage. The city is split into six sections, and you lose the game if you lose two sections; however, if you shoot down a certain number German planes you will win the war.
A number of factors limit your available defenses. First: if you take too much damage in the South East, or do not have enough Spies, your Intelligence Reports will be very limited. Rarely in the game do you have enough planes to properly defend all the sections, so this can be a major setback. Second: not only do you need enough planes built (this can be limited by both your available Workers and Collectors) but you also must have enough Pilots trained to fly them. This is a delicate balance, especially since two different kinds of planes can be built – Spitfires and Hurricanes. Spitfires are stronger, but cost double the Workers to produce.
If you do screw up a round and one of your sections takes damage, it’s not the end of the world. Builders can be assigned to that section in the next round to rebuild it, and Firemen can be stationed there to lessen the effects of future bombings.
Early in the game, it’s very important to do two things: focus on getting as many Recruiters as possible, and protect the South East at all costs. You absolutely need a steady stream of Pilots, Collectors, and Workers, and that’s only possible through focus on Recruiters; if you lose the South East, you will be utterly screwed because you will have no way of predicting where the next attack will hit.
At a certain point in the game, it will no longer be practical to produce Hurricanes. They’re too weak, and you simply won’t be able to use them in any sort of efficient defense. Spitfires are much more practical and useful in a fight – Hurricanes are practically throwaway fighters.
Throughout the game, maintain your Intelligence through lots of Spies and absolutely making sure the South East is at full health. If it takes a tiny bit of damage, put Builders there. Protect it with as many planes as you can spare – always prioritize it. Remember, Builders can be untrained and re-assigned during the next turn, so assigning a lot of Builders for one turn is okay. Just make sure that you don’t run out of Pilots or planes – finding a good balance between Pilots, Collectors, and Workers is critical. Optimally, you want to be collecting exactly as much scrap metal as you use to build whatever planes the number of Builders you’ve assigned can build.
Personally, I tend to avoid using Firemen. It’s sort of a last-ditch effort, and they often get killed, which means you’re losing men. I find it much better to simply accept that a section is going to take some damage rather than get several men killed trying to protect it. It’s more efficient to use Builders to clean up the damage the next turn and train those men as Pilots instead.
With high Intelligence, you will be able to predict exactly where the Germans are coming – and with how many planes. Plan accordingly. Again, make sure you protect the South East as your priority because losing that will put the whole game in a very quick downward spiral.
As you approach the end of the game, try to find big fights – remember, once you destroy enough German planes, you win! Playing conservatively is a great overall strategy for the game as a whole, but sometimes near the end it’s better to find an attack force big enough that you can crush and win the battle in one turn.
This game will probably run you about an hour in total. It is certainly no long-term strategy game, but can be a little challenging simply because there are so many things to balance and keep track of. Remember – South East and Spies, and Builders over Firemen!
Spitfire 1940 can be found here.
As always, thanks for reading!