Most wargames slot the player into a particular job, a particular role: supreme commander, divisional general, platoon leader, even quartermaster. Alert Force, a 1983 “microgame” offering from Wayne Close and his publishing company, Close Simulations, provides gamers the quite unique opportunity to play as a member of the United States Air Force’s Security Police, the alert force guarding the flight line and the nuclear-armed alert bombers parked in readiness thereupon. Opposing the Security Police on this fictionalized depiction of a Strategic Air Command base, the other player takes the role of undifferentiated Terrorists, seeking to destroy the bombers, hamper operations, and even purloin a nuclear device if possible.
On the surface, Alert Force comes in as a simple man-to-man tactical combat game, with a tiny footprint, a thin sheaf of rules, and a quick play time, but some nuances in both scenario design and rules chrome make for a deeper presentation than the meager box might suggest. While not a groundbreaking game in any particular way, Alert Force nevertheless repays its brief time on the table with streamlined gameplay and an interesting, if obscure, premise. Indeed, you might just have to own a game company in order to get a game on this topic published.
Close Simulations, 1983
Designed by Wayne Close
Alert Force comes in a small cardboard tuck box, measuring slightly more than 4″ x 7″, fitting it squarely in the Microgame size range that was quite popular in the late-1970s and early-1980s. Two sheets of half-inch die cut counters are included, totaling 112 counters. A matte-printed tri-fold map (12″ x 14″), plastic storage bag, and thin saddle-stapled rulebook round out the package.
The counters represent armed individuals not with figures but with icons of the weapon type they carry: machine pistol, assault rifle, or machine gun; additional weapons, such as satchel charges and light anti-tank weapons, have their own counters, as do vehicles and the unarmed aircraft crews. Numbers on the counters indicate defense value and movement points; attack strengths are a function of the weapon type and range, and are listed on a side table.
The artwork is serviceable, clearly conveying needed information though without much in the way of flourish. Informational counters likewise show either unadorned words (damaged, incapacitated) or drawings of effects (craters, flames). Only a few colors are used (two shades of red and green), but again, while not fancy, they get the job done. The game comes entirely from the hand of Wayne Close, who, in addition to design, is credited with cover art, rulebook art, and map and counter graphics.