But if you tackle a historic battle you will be faced with as close to those historic details as possible. That means the task of taking over an enemy strong point may seem easy to start with, you might well take the location with relative ease… but then you will find that you have to hold it against a counter attack and suddenly you are surrounded and that victory you were set to enjoy becomes a commiserations for the loss of your troops.
But in being so tough, the victories are all the sweeter! Tactics are critical and the tide of the battles will change. This is one of the areas where the designers use the power of the computer to handle all the weird dice rolls and modifiers for things like terrain, troop quality, troop firepower, and so forth and so on.
Turns go something like this: You move your naval units around, you play event cards that can do everything from giving you new units to retiring enemy generals to giving you more money in the treasury, and then you see how many activation points you have to move your armies around.
Exactly when you get event cards and such varies by difficulty level, but the rhythm is the same. Unit movement and mobility pretty much depend on railroads to shuffle armies from theater to theater, but you never have enough rail activation points to do what you want. Likewise, if you want to move your armies on foot, attack, or retreat, you only have so many unit activation points, and everything costs activation points.
You might be planning a big offensive in the East, but then the AI moves thousands of angry Yankees into middle Tennessee. On the other hand, your artillery got wiped out last fall at Petersburg… This kind of balance between immediate returns and potentially longer long-term rewards drives every decision in the game.
Building things to power your economy is a gamble when your army is weak but may make it stronger long-term. Buying things to help your economy will provide more money for troops in the long-term, but when the Rebs are advancing on Washington D.
Scroll to continue reading. We are having a nice, educational vacation here at scenic Vicksburg. Look at those cannons, wow! Can you imagine marching…hungry? Osprey began publishing miniatures wargame rules sets in We call it fastplay wargaming. Does Battleplan do the same? Each battle can be played at three different difficulty levels before progressing to the next.
Game speed can be adjusted but only in the options menu in version 1. They are small squares of approximately men each that move in column and change into double-line formation when engaged.
It is unclear exactly what effect the terrain has. Although the tutorial indicates that trees and buildings provide cover and both can be destroyed, the firing range circles that appear when units are selected do not appear to be affected by terrain at all.
However, terrain does affect unit movement rates. Units moving through forests and across streams slow down noticeably, while moving on a road speeds movement appreciably. In a nutshell, this game just looks and sounds like you are in a helicopter looking at the movie Gettysburg. Is this the perfect game? No, but it is perhaps close. I only had a couple quibbles with this game, one that surprised me, another that did not. The latter concerned infantry charges, and these are basically Hollywood History in their representation.
Opposing units collide and people swing rifle butts, bayonets stick and sabres slash. Casualties are horrendous, particularly since such combat rarely happened. Yes, given a sunken road or some sort of field fortification, then hand-to-hand would occur, but on open ground, nope. Normally one side or the other would give way rather than face cold steel. As General Patton later noted, it was a weapon that scared many, but killed few. Finally, in the graphics department, I thought it a bit odd that the armies were presented in regulation uniform with no variation.
There are also no flags, none, zip, nyet, nada, zilch. True, all units are well labelled for easy identification and Ultimate General: Gettysburg did use flags as labels , but the lack of fluttering flags really is noticeable given the particular care, accuracy and precision with the rest of the game. Terrible, yes, but great: These are the best WW1 games available. Put it all together and you have a more-or-less historically accurate wargame that focuses the player on his job as an army or corps commander using a simple but elegant system that not only works seamlessly, but actually looks close to the real thing.
Forget refusing the left regiment in your brigade.
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