Product Details
Customer Reviews
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.
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