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Grant after Shiloh
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.
Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.
Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.
These are backwater battles where Grant recovers from Halleck's double dealing. Sterling Price and Earl Van Dorn are tasked with holding Grant in place while the war shifts to Kentucky. Grant is tasked with keeping Corinth and holding the CSA armies in place. The battles are not ones that most of us know a great deal about nor are they large battles. This is one of the best things about this game. Almost every battle can be played in one sitting. Their are many small battles, a couple of large ones and a very good campaign game in this box.
Can you open the road to Vicksburg as Grant or can you retake the vitial railroad city of Corinth as the CSA? Either will keep you busy and make you think.
A great wargame from John Tiller
Overview: Hex-based US Civil War wargame. You command either the North or the South in a campaign of several battles strung together.
This game, Campaign Corinth, depicts the not-well-known Second Battle of Corinth and the associated campaign. Battles it features: "Iuka, Corinth, Davis Bridge, Middleburg, Britton's Lane, and Big Hill".
This game, and it's fellows, are designed by John Tiller, formerly of Talonsoft and responsible for the "Battleground" series put out by them and now published by Matrix Games.
Pros: Campaign mode: losses carry over from battle to battle, which requires the player to think before being overly aggressive. Excellent engine which counts losses by single soldier instead of in groups. Included scenario editor allows you to make your own battles.
Cons: You can't edit the game files to change the order of battle or map.
Bottom line: An underrepresented battle in an excellent game. If you like wargames or the Western Theatre, this is for you.
John Tiller's best
This game depicts the Peninsular Campaign in the spring of 1862. You can play it as a campaign (multiple battles with choices of strategy and losses carry over to the next battle) or as stand-alone battles (Fair Oaks, Seven Pines, each of the 7 Days and others).
McClellan's Army of the Potomac is within sight of Richmond and you can end the war if you're good enough.
It's a hex-based, turn-based Civil War wargame by John Tiller.
Pros: An excellent set of battles, losses carry over, variety of historical scenarios and what-ifs.
Cons: Large scenarios can become tedious. Because the losses carry over, you can't be as aggressive as you want.
Overall: This is an epic game that is by far Tiller's best Civil War title. Civil War buffs and wargamers alike will love this game.
The big battle
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.
Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.
Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.
This is one of the largest maps HPS ever did. The game is very complex due to the size of the map and the number of units. If you play the computer, this is not the best choice in the series. Playing the campaign game is not recommended as the computer can get "lost". This is the only game that I have not rated five stars.
Having said that, the battle games are excellent and great fun. This is one of the most important campaigns of the war. The game is badly needed and a welcome addition to the series. It is not a good game to start with but it is a game you will want to buy at some point in time.
Another Great Civil War Campaign from HPS
HPS Civil War Campaign games are the best Civil War battle games available for gamers and historians. Each game covers a major area of the war, with a series of historical and hypothetical battle games. These play as a single game or in a linked series of games making up a campaign. In a campaign each game's losses and advantages carry forward forcing you to consider "tomorrow". It is impossible to achieve victory in a campaign by attacking everything in sight or defending to the death every time. In campaign mode, decision points determine the direction the campaign takes, while battles determine the next set of decision points available. This provides almost unlimited replay as no one campaign will ever produce the same set of outcomes and decisions.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are infantry or cavalry regiments with large regiments often split into two counters. Artillery batteries can be sections or full batteries, depending on the game. Leaders exist from Brigade to Army. There is a chain of command and keeping brigades in division and divisions in corps is beneficial. Supply wagons provided needed ammunition for infantry units. Artillery ammunition is set for a game and conservation is always a consideration. Formations, while limited, are a constant consideration. Being in line or column, limbered or unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Being in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate. Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so when they within their chain of command.
This is a turn-based game with players alternating turns. During each turn, the other side has a chance to fire on you, possibly disrupting your plans. The challenge is not to see how fast your mouse clicks but to control your units, stay in formation and break or hold the line.
While this may sound complicated, it is not. A basic set of easy to learn rules is common to all the games. As new rules are added, HPS updates previous games and incorporates the new rules that apply to this game. In addition to the "official" HPS site, a number of "fan" sites exist providing additional games, improved graphics and play by email opponents. These items are addition to the supplied games designed for solitaire play and an AI that constantly improves, do silly things and you will suffer unpleasant consequences.
Graphics are not up to Dawn of War II standards. This system is not about great graphics but about historical feel and play. The "WOW factor" is not in detailed figures and buildings. It is in detailed historically accurate maps and great game play that gives us the feel of commanding Civil War armies in battle.
Campaign Chancellorsville covers the Battles of Fredericksburg and Chancellorsville the late fall of 1862 to the early summer of 1863. This game has two very large maps of the battlefields, Chancellorsville is 168 x 99 and Fredericksburg is 275 x 199. These maps give us over 100 standalone games and 4 different campaigns with a "weather variant". In addition to the historical games is a series of "what if" games of battles that could have occurred. Another feature is meeting games, where the map and the other side are unknown. You simply "meet" and have to decide what to do. A group of games is specifically designed for solitaire play. The AI has very specific instructions taking full advantage of the its' strengths while masking any weaknesses.
Fredericksburg has a game that requires the Union player to cross the river and take the town or stop them from doing so. This is the first opposed river crossing in the U.S. Army's history and I am happy to see it included, often Fredericksburg games never addressed this difficult item. Chancellorsville includes the fighting around Fredericksburg in addition to the main battle.
Campaign Chancellorsville slips between Campaign Antietam and Campaign Gettysburg, allowing us to fight the war in the East from the fall of 1862 to the summer of 1863. This is a major addition to this game series and is well worth adding to your collection. If you do not have a collection, this is a good starting point. Now if you will excuse me, it is May 1,1863 and I am trying to extend the Union line south from Chancellorsville in the face of increasing opposition.
Another Great HPS Game
This is a great game like all HPS games. In terms of detailed, historically accurate wargames, HPS stands at the head of the class. I have been a long time fan of the Civil War Battles series. The Order of Battles are always precise and accurate. The maps are wonderful. The scenarios plentiful. I unhesitatingly recommend any HPS Civil War Battle game. That said, these games are designed for hard core grognards (dedicated wargamers). People who are interested in the topic but have little wargaming experience should probably look elsewhere before attempting an HPS game.
In terms of Campaign Vicksburg: This is a complete rendering of the series of battles in the 1863 Vicksburg campaign. Scenarios include battles of maneuver, assaults on fortified lines, and probes. The scenarios range in lengths from several turns to over 200. Before I purchased the game I was somewhat worried about the relatively low number of scenarios (57 compared to say HPS Gettysburg with 100's), but they cover a wide variety of situations and each one has a very different feel. This is unlike Peninsula which, while fun, all the scenarios take place in the same general location and seem like minor variations on the same theme. The maps are wonderful - better than average, and that's saying a lot because the HPS maps are uniformly superb. You can't get a better game than this.
Grant's great victory
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.
Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.
Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.
While this may sound complicated, it isn't and one set of rules is used in all the games. This is not to say that the games are the same and one approach works in every game. The experienced armies of the Gettysburg and Atlanta games are very different from the green armies at Shiloh. The more open area in Vicksburg presents cavalry opportunities that do not exist in Atlanta.
Campaign Vicksburg has 57 battles, including the historical battles of
Chickasaw Bayou
Port Gibson
Raymond
Jackson
Champion Hill
Big Black Bridge
Milliken's Bend and the
Vicksburg Assaults of 19 and 22 May 19
What-if" battles include Grant Assaults on Snyder's Bluffs
Redbone Church
Grindstone Ford
Ingraham Heights
July 6 Final Assault on Vicksburg
Another Installment
Another great installment in John Tiller's American Civil War series. Covers a little known campaign extremely well. Takes what could have been a very one-sided game and makes it interesting.
Kick of nostalgia
These games were developed before the advent of all the modern computer graphics and require imagination. They are all what was called text adventures in which your setting is described to you in prose. These games are at least 20 years old and are very challenging puzzles. Don't try them if you don't like to read.
Pay no more than $20 for this game
I love these clunky old text adventures, but considering this compilation was originally available as a download from Activision for US$19.99 these prices are criminal. You could probably get a complete collection of the original editions for the prices that are being asked for a single CD - and then you'd get all the feelies (special contents with the games) as well. Do NOT buy from these vendors.
Masterpieces!
For the text-based adventure connoisseur, this is the ultimate collection. This mega-anthology combines games from both The Lost Treasures I and II plus Leather Goddesses of Phobos, and the six never-before-published winners from the annual Text Adventure Authorship Contest.
The Infocom games included are:
Arthur: The Quest for Excalibur
Ballyhoo
Beyond Zork
Border Zone
Bureaucracy
Cutthroats
Deadline
Enchanter
Hollywood Hijinx
Infidel
Journey
Leather Goddesses of Phobos
The Lurking Horror
A Mind Forever Voyaging
Moonmist
Nord and Bert Couldn't Make Head or Tail of It
Planetfall
Plundered Hearts
Seastalker
Sherlock: The Riddle of the Crown Jewels
Sorcerer
Spellbreaker
Starcross
Stationfall
Suspect
Suspended
Trinity
Wishbringer
Witness
Zork I
Zork II
Zork III
Zork Zero
The Interactive Fiction Competition winners included are:
A Change in the Weather
The Magic Toyshop
The Mind Electric
The One That Got Away
Toonesia
Uncle Zebulon's Will
Awesome product
This is an awesome product. Much better then having to carry a pouch with MP3 player and getting tangled in the wires. I owned it for 3 years and I loved it every time I had it on.
attempting to return
Not giving negative rating yet but will re-post as needed..I purchased these about 6 months ago. I LOVED them was pleased with the sound quality-had no problem downloading etc.
HOWEVER- they have stopped working. Now when i attempt to turn them on they just shut off - will not play. I have contacted the manufacturer- they will repair or replace them if you have the box and send a 31.00 money order and pay shipping both ways. (might as well buy a new one)
Now i see they are unavailable. I have contacted the seller as of today and am anxiously awaiting their response. I will re-post hopefully will be able to give you a positive response!
Simply Awesome.
These headphones are fantastic. I use them for running and they fit perfectly over the ears with the band behind the head. Other reviews have complained that there isn't a way to organize a playlist, which is true, but the songs don't play at random: they play alphabetically by filename. The sound quality depends entirely on the sound quality of the individual mp3's themselves -- the speakers are great. The headphones are lightweight and require only a AAA battery to run. That being said, they are fragile and should be kept safe when not in use. I only wish they were still available; I would buy three more!!!
- jdm
From the Manufacturer
The first expansion pack for the critically acclaimed Command & Conq uer Generals challenges players to square off against the worlds most elite commanders for battlefield domination. Even the most experienced C&C Genera ls veteran must learn new strategies and tactics to take full advantage of- -and learn to defend against--the next generation of the worlds most lethal wea pons.
Features:
A leap forward
For those who love the Command and Conquer games, this is a must. I used to play the older games on my PC years ago, so i leapt at the chance to buy the Command and Conquer for mac when it came out last year. I think this expansion pack is even better than the actual original game, although you only get 5 missions per side (USA, China and GLA) as well as the skirmish setting you get another feature called Generals Challenge. This effectively gives you another 49 missions as you pit your wits against 7 other generals and their specialised weaponry. The weapons within these missions are pretty hi-tech.
Overall this game is excellent, i only gave it 4 stars though as it requires a 1GHZ chip speed to play it, this slows down play on my 867 powerbook, and i'm sure a lot of people who want to play this will have the same problem. If i could have given it 4 1/2 stars i would have.
MUST online
This has been out a while but i've played the new CC3 and it in no way matches ZH or CCGnerals for that matter. Great single player campaign but MUST play this online for the best bang for your buck!
Unbelievable Expansion Pack
The game was great without it but the game has a whole new gaming experience with it. With fifteen levels of non-stop action as either of the three main groups, and the generals challenges the game never seems to end. This is an excellent buy.