Short game Review and Feedback
Posted: Thu Dec 27, 2007 1:31 pm
What surprises me most about this game is how stable it is considering how little play testing it appears to have gone through. Not only is it stable but its really rather fun and surprisingly addictive. If the main issues are fixed this game could be one of my favorites simply because its an accurate, challenging and fun wargame that is not a hassle to play once you have worked out what is going on.
Furthermore the main issue I have with Matrix games and most strategy games is the often awful AI. The AI in this game is wonderful, sure its not a genius but with so many limp AIs this makes for a breath of fresh air. However, sadly despite all this good work the AI doesn't appear to know what the campaign objectives are which undoes alot of good work.
Interestingly enough most tactical battles end in a bloody "stalemate". I am not sure whether this was deliberate but if it was it would suggest that the authors are quite familiar with the most recent Napoleonic research. Winning a battle outright on the tactical map before one's forces become exhausted is very difficult because of the constantly falling readiness levels. This feature makes for surprisingly realistic outcomes, although there need to be some tweaks.
The political influence feature is fantastic, it provides a difficult decision almost every turn; allowing players to influence various military and political factors which effect one's military forces. This function should be in every wargame.
Unfortunately until this game is fixed its not worth investing time in; although the 1.05 beta patch makes a considerable difference to the overall game, as it was unplayable due to the ability to armies to magically regenerate. The main problem is that supply appears to be broken, as this is the core of the game its a huge show stopper.
The main problems I have discovered so far are listed below. It could well be that some of the so-called-problems are not problems at all but rather that the manual is so short on detail as to be effectively useless.
Operational level Map
Supply is broken: It appears that 30,000 troops could be in a village with no friendly village for half of Italy but they still get full supply because they are in a town. Thus sustaining a logistical trail is pointless. This effectively ruins the game because its impossible to cut off enemy forces.
AI doesn't recognize key point towns: Whilst the beta patch makes the scenarios playable the AI doesn't seem to know what the key objectives are. It doesn't appear to make any attempt to attack or defend them.
Objectives should be marked on the map: Its impossible to know what on earth one is meant to be doing. The objectives should be highlighted with their points value indicated. In the scenario notes the key objectives should be listed.
Objectives should be listed when a scenario is extended: When one opts to continue a scenario the new objectives should be listed so the player has a vague clue as to what he is meant to be doing.
Tactical Battles
Units that rally: Units appear to be remarkably stable after rallying. Is this a deliberate feature?
Cavalry charges are unrealistically ineffective: Even against tired units in line that are facing the opposite direction.
Square and Line versus cavalry: It doesn't appear that being in square or line makes any real difference to repelling cavalry. There really ought to be at least a noticeable difference, I no longer bother with squares, line formation is equally as effective.
Movement for cavalry is too costly: When you lose 2 points of readiness per turn just for moving and start with a reasonable 60 points and a battle lasts 30 turns its very hard to keep cavalry units effective, indeed its unrealistically punishing.
Units do not regain readiness: Even if a unit doesn't move for 25 turns it doesn't regain again readiness. Whilst I dont think a unit should regain readiness above its starting level it ought to slowly regain points over time to its starting cap.
Surrounded units do not surrender:There is no surrender function in the game. Enemy units do not surrender regardless of how long and badly they are surrounded. This is unrealistic.
Chasing broken units: If 2 fresh hussar units plow into a badly broken infantry unit they should inflict significant casualties/ captives; currently the system inflicts about 4 casualties and the broken unit is allowed to run off again. Its not worth pursuing fleeing enemy forces which is unrealistic and ahistoric.
AI moving guns next to units: The AI has a tendency to move guns next to enemy units where they are destroyed the next turn. It needs to learn not to do this.
Breaking units don't have enough effect on neighboring units When neighbouring forces break they appear to have a very minor effect
Frontage appears to play no part: Whether a unit is attacked from the front or behind it appears to have no impact.
Opposing Reinforcements arrive on top of each other : Opposing Reinforcements shouldn't arrive in the same part of the map, there should be at least 5 hexs between their arrival zones; they certainly shouldn't be arriving on top of each other.
Furthermore the main issue I have with Matrix games and most strategy games is the often awful AI. The AI in this game is wonderful, sure its not a genius but with so many limp AIs this makes for a breath of fresh air. However, sadly despite all this good work the AI doesn't appear to know what the campaign objectives are which undoes alot of good work.
Interestingly enough most tactical battles end in a bloody "stalemate". I am not sure whether this was deliberate but if it was it would suggest that the authors are quite familiar with the most recent Napoleonic research. Winning a battle outright on the tactical map before one's forces become exhausted is very difficult because of the constantly falling readiness levels. This feature makes for surprisingly realistic outcomes, although there need to be some tweaks.
The political influence feature is fantastic, it provides a difficult decision almost every turn; allowing players to influence various military and political factors which effect one's military forces. This function should be in every wargame.
Unfortunately until this game is fixed its not worth investing time in; although the 1.05 beta patch makes a considerable difference to the overall game, as it was unplayable due to the ability to armies to magically regenerate. The main problem is that supply appears to be broken, as this is the core of the game its a huge show stopper.
The main problems I have discovered so far are listed below. It could well be that some of the so-called-problems are not problems at all but rather that the manual is so short on detail as to be effectively useless.
Operational level Map
Supply is broken: It appears that 30,000 troops could be in a village with no friendly village for half of Italy but they still get full supply because they are in a town. Thus sustaining a logistical trail is pointless. This effectively ruins the game because its impossible to cut off enemy forces.
AI doesn't recognize key point towns: Whilst the beta patch makes the scenarios playable the AI doesn't seem to know what the key objectives are. It doesn't appear to make any attempt to attack or defend them.
Objectives should be marked on the map: Its impossible to know what on earth one is meant to be doing. The objectives should be highlighted with their points value indicated. In the scenario notes the key objectives should be listed.
Objectives should be listed when a scenario is extended: When one opts to continue a scenario the new objectives should be listed so the player has a vague clue as to what he is meant to be doing.
Tactical Battles
Units that rally: Units appear to be remarkably stable after rallying. Is this a deliberate feature?
Cavalry charges are unrealistically ineffective: Even against tired units in line that are facing the opposite direction.
Square and Line versus cavalry: It doesn't appear that being in square or line makes any real difference to repelling cavalry. There really ought to be at least a noticeable difference, I no longer bother with squares, line formation is equally as effective.
Movement for cavalry is too costly: When you lose 2 points of readiness per turn just for moving and start with a reasonable 60 points and a battle lasts 30 turns its very hard to keep cavalry units effective, indeed its unrealistically punishing.
Units do not regain readiness: Even if a unit doesn't move for 25 turns it doesn't regain again readiness. Whilst I dont think a unit should regain readiness above its starting level it ought to slowly regain points over time to its starting cap.
Surrounded units do not surrender:There is no surrender function in the game. Enemy units do not surrender regardless of how long and badly they are surrounded. This is unrealistic.
Chasing broken units: If 2 fresh hussar units plow into a badly broken infantry unit they should inflict significant casualties/ captives; currently the system inflicts about 4 casualties and the broken unit is allowed to run off again. Its not worth pursuing fleeing enemy forces which is unrealistic and ahistoric.
AI moving guns next to units: The AI has a tendency to move guns next to enemy units where they are destroyed the next turn. It needs to learn not to do this.
Breaking units don't have enough effect on neighboring units When neighbouring forces break they appear to have a very minor effect
Frontage appears to play no part: Whether a unit is attacked from the front or behind it appears to have no impact.
Opposing Reinforcements arrive on top of each other : Opposing Reinforcements shouldn't arrive in the same part of the map, there should be at least 5 hexs between their arrival zones; they certainly shouldn't be arriving on top of each other.