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{{Header Nav|game=Conflict}}
{{Header Nav|game=Conflict|num=0}}
{{Game
{{Infobox
|completion=0
|image=Conflict NES box.jpg
|title=Conflict
|title=Conflict
|image=Conflictbox.jpg
|developer=[[Vic Tokai]]
|developer=[[Vic Tokai]]
|publisher=[[Vic Tokai]]
|publisher=[[Vic Tokai]]
|released={{jp|1989|December 1}}{{us|1990|March}}
|year=1989
|systems={{syslist|nes}}
|genre=[[Strategy]]
|genre=[[Strategy]]
|systems=[[NES]]
|modes=[[Single player]]
|ratings=
|followed by=[[Super Conflict: The Mideast]]
|followed by=[[Super Conflict: The Mideast]]
|series=Conflict (strategy)
|series=Conflict
}}
}}
{{series disambig|Conflict (strategy)}}
{{game disambig||the series of [[action]] '''Conflict''' games|{{c|Conflict (action)}}}}
{{game disambig||the '''Conflict (action)''' series|[[:Category:Conflict (action)]]}}
{{nihongo|'''Conflict'''|コンフリクト}} is a hex-based war game developed and published by [[Vic Tokai]] exclusively for the [[NES]], first in Japan in [[1989]], and later in North America in [[1990]]. It shares some similarities with the Parker Brothers board game of the same name, especially in terms of how certain units have advantages and disadvantages that the player must learn to exploit. A sequel was released for the [[SNES]] entitled [[Super Conflict]].


{{Continue Nav}}
<gallery>
{{ToC}}
File:Conflict FC box.jpg|Famicom box art
==General strategy==
File:Conflict NES title.png|Title screen
Depleting the enemy's fame points is usually the most important priority at the start of each mission. M-48s and factories can play a useful role in this, by destroying enemy aircraft.
File:Conflict NES screen.png|Game screen
</gallery>


The flag tank can be pretty useful (kinda like a king in chess) if you advance it into the center of the battlefield to dominate that area with the help of some other units. Don't do this if there are enemy bombers, Mi-28 Havocs, or the enemy flag tank close by, though, or they'll take the opportunity to attack.
==Gameplay==
Players take the role of a commander who must lead their forces to victory. The player can earn fame points by occupying cities and airports and destroying units of the opponent's army; fame points are lost by losing units of one's army in battle or retreating from battles. The goal of each of the 16 scenarios is to destroy the enemy's flag tank. The first player controls the blue (Western Bloc) forces while the computer (or second player) controls red (Eastern Bloc) troops.


Infantry, commandos, and the flag tank are pretty effective at weakening an enemy Mi-24 (without losing too much fame in the process) to the point that you can finish it off with your own AH-1S Cobra. The flag tank can usually lure in an Mi-24 to attack, but the Mi-24 usually won't be able to inflict enough damage to destroy it on its own. It'll just use up a lot of its missiles and take some damage from your cannon.
Each player starts with two factories, at least one of which specializes in air combat units and at least one of which specializes in ground warfare units. On each turn, the player can, if they still have a factory that has not been destroyed, produce one military unit. The more fame points the player has, the more powerful units they can produce (e.g. tanks instead of infantry). The computer always starts with more fame points than the player; since this state of affairs tends to produce an increasingly overwhelming materiel advantage if left unaddressed, the goal of depleting the computer's fame points, usually by destroying powerful red Army units, tends to be a high priority at the beginning of the game.


Often, winning missions (e.g. mission 4, Cats & Dogs; mission 6, Crossing the Barrier; mission 16, The Final Conflict) comes down to avoiding the enemy's main force, and taking your main force down an alternate route to attack his flag tank, which has usually been left by itself back near his factories. When you're trying this strategy, don't bother taking cities or resupplying unless you have to; just go full speed ahead down the alternate path toward his flag tank.
The hexagons can be plains, woods, mountains, barren terrain, shoals, seas, bridges, airports, towns, or factories. The terrain in each hexagon has an effect on maneuverability and the extent to which forces can take evasive action. Units can be repaired, refueled, and rearmed at cities or airports, depending on whether the unit is a ground or air unit.


In some missions (specifically, mission 10, The Link of Destruction), you start with a bomber and can just go on a blitzkrieg attack to demolish his aircraft factory before he has a chance to produce any aircraft. You'll probably lose your bomber, but it'll be worth it to put his aircraft construction abilities out of action, so that you don't need to worry about building any M-247s, M-48s, or fighters.
{{ToC}}
{{Conflict}}


[[Category:NES]]
[[Category:Vic Tokai]]
[[Category:Strategy]]
[[Category:Strategy]]
[[Category:Vic Tokai]]
[[Category:Single player]]
[[Category:Single player]]

Latest revision as of 01:43, 20 March 2023

This is the first game in the Conflict series. For other games in the series see the Conflict category.

Box artwork for Conflict.
Box artwork for Conflict.
Conflict
Developer(s)Vic Tokai
Publisher(s)Vic Tokai
Year released1989
System(s)NES
Followed bySuper Conflict: The Mideast
SeriesConflict
Genre(s)Strategy
ModesSingle player
LinksConflict ChannelSearchSearch
For the series of action Conflict games, see Conflict (action).

Conflict (コンフリクト?) is a hex-based war game developed and published by Vic Tokai exclusively for the NES, first in Japan in 1989, and later in North America in 1990. It shares some similarities with the Parker Brothers board game of the same name, especially in terms of how certain units have advantages and disadvantages that the player must learn to exploit. A sequel was released for the SNES entitled Super Conflict.

Gameplay[edit]

Players take the role of a commander who must lead their forces to victory. The player can earn fame points by occupying cities and airports and destroying units of the opponent's army; fame points are lost by losing units of one's army in battle or retreating from battles. The goal of each of the 16 scenarios is to destroy the enemy's flag tank. The first player controls the blue (Western Bloc) forces while the computer (or second player) controls red (Eastern Bloc) troops.

Each player starts with two factories, at least one of which specializes in air combat units and at least one of which specializes in ground warfare units. On each turn, the player can, if they still have a factory that has not been destroyed, produce one military unit. The more fame points the player has, the more powerful units they can produce (e.g. tanks instead of infantry). The computer always starts with more fame points than the player; since this state of affairs tends to produce an increasingly overwhelming materiel advantage if left unaddressed, the goal of depleting the computer's fame points, usually by destroying powerful red Army units, tends to be a high priority at the beginning of the game.

The hexagons can be plains, woods, mountains, barren terrain, shoals, seas, bridges, airports, towns, or factories. The terrain in each hexagon has an effect on maneuverability and the extent to which forces can take evasive action. Units can be repaired, refueled, and rearmed at cities or airports, depending on whether the unit is a ground or air unit.

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