Early Impressions and a Couple of Questions
Posted: Tue Apr 04, 2006 6:34 pm
Played the demo for a while, got a little familiar with the game, then bought it and plunged into a 1775 campaign. I have a few early impressions, some rule questions, and a few suggestions.
Firstly, disaffected Pax Romana owner here, and previously determined to avoid anything at all from those involved. So it took a lot to even take the time to try the demo. Read some decent reviews, saw that there were 4 patches out, and it was actually Pasternaki's posts in this forum which prompted my to try it. I'm familiar with him from Matrix and know he has a similarly low tolerance for rubbish.
So I tried the demo, and again, and again again and again, and after only a short time with the full game there's reall only one word to sum it up: wow! Wow, wow, wow and more wow! This is fairly unfamiliar territory for me as I don't usually have unreserved praise for any game, but this is a masterpiece. It's everything I had hoped Frank Hunter's games would eventually turn into, and exactly the type of game I thought Crown of Glory might be, but the difference...... BOA nails it perfectly.
First of all the AI. I'm no Napoleon, but games such as this are usually trivial to beat even the first time through. The AI is very competent (and if that doesn't sound like praise, it really is, there are less than a handful of games with anything approaching competence.) Further, I don't know whether it cheats or not, but it doesn't appear to, so it maintains an illusion that there's an opponent on the other end and you're not playing Space Invaders-type swarms of poorly led overwhelming numbers.
Second, the interface. It's barely noticeable, and natural to use. That means instead of fighting a poorly thought out command and information display, or carrying out tedious repetition to do things, most of my game is spent thinking about the consequences. Again, if that doesn't sound like high praise, it is. Interfaces are often afterthoughts, this game looks as though it's been designed to take advantage of the PC, and designed around the user.
There's so much more, but I can't gush on all day
So final thoughts: this is perhaps the first game in a long time which prompts logistical and maneuver decisions, combat is almost an afterthought. I find myself facing decisions like
- "Can I finish the siege before winter, should I assault, or do I have to retreat and start again next year?"
- "Can I sneak through the wilderness and try and get behind them, or will my men starve on the journey?"
- "Shall I risk throwing seperate coprs into battle and hoping they make it on time, or combine and hope I'm still in contact with the enemy next month"
and many more, those types of things make the game a triumph in representing 18th century war.
Aside from the Frank Hunter campaigns, the game this really reminds me of is the Victory Games boardgame: Vietnam. That might sound strange, but playing the British in a campaign feels very similar: the fluidity, (and futility) chasing the enemy around, then losing towns because they can't all be garrisoned sufficiently. Numerical advantage can be thrown away with one poorly planned winter, or pushing too hard and facing a bunch of militia/continentals you never knew were there. Amazing.
I know there have been suggestions for a future game, and I'd like to offer one. It would take almost no changes in game mechanics as the conflict is almost identical: guerilla war, low troop density, commitment/withdrawl of forces, political events, cooperating (and not) allies, supply shortages and there is no game I'm aware of which deals with it: The Peninsular War This game engine is perfectly suited to that conflict which is also similar in length, and the problem of pacification of a country without enough troops to do the job. It's even the same era, so you're just maps, OOB, and scenarios away from being able to release it
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Now the questions:
1) In determining loyalty, does control/loyalty of surrounding areas affect the change? Thus, is it worth controlling all the provinces around a key one for a while.
2) Is it possible to build a fort in a province without a town (Newark,Brooklyn eg) If so, how? I've had an army with wagon and not had the option to build, is there someting I'm missing?
3) Sorry to repeat a question from another thread, but I couldn't see if there was a definate answer: Do supplies and other leaders count as units against a leader total?
4) Similarly, do subordinate leaders count to increase command. For example, could Leader B,C and D, each command 2 units, while Leader A commands just B-C-D.
5) Do I have to stop to replenish supply, or is passing through a depot/high supply city enough?
6) Is there anyway to sort the ledger by corps/detachment? All the sorts seem to have just a list of battalions regardless which other battalions they're grouped with.
7) How do I escape from Montreal? I have been able to send a groups under Burgoyne by ferry to then march on Pittsburgh, but after losing the boats in Ticonderoga, I can't seem to find any road to march south through New York or New Hampshire with the units I left behind. Are they doomed to an eternity of French food?
8) Is there attrition for fully supplied units? I haven't noticed any of my troops freezing/starving/or catching camp fever, unless their supply is used up and they take hits. Have I been lucky (or not watching closely enough?)
------------
A couple of suggestions/issues
1) The ledger seems very laggy. I don't have a problem switching from one map view to another, the scrolling is smooth etc, but opening the ledger makes the mouse freeze and become unresponsive.
2) It can be tricky to detach a couple of units from a corps and order them into a town. It seems to depend where the layout for the corps is onscreen. Sometimes it seems to block the town. If it were possible, a magnified view of the current province + surrounding ones would be ideal. It can be a little cluttered in a place like Connecticut for example, and tricky to see which province each unit is in.
3) Some kind of theatre-level intelligence. I can scan all spotted units and count up roughly how big the enemy force is, but it would be great if this could be done automatically, on a State and region level. Just to clarify, not avoiding the FOW, just having the PC consolidate everything I can see into an intelligence report.
------------
I really can't say enough about the game, congratulations on producing something this unique and so effective at creating a true feel for the period, and thank-you for a wonderful game.
Firstly, disaffected Pax Romana owner here, and previously determined to avoid anything at all from those involved. So it took a lot to even take the time to try the demo. Read some decent reviews, saw that there were 4 patches out, and it was actually Pasternaki's posts in this forum which prompted my to try it. I'm familiar with him from Matrix and know he has a similarly low tolerance for rubbish.
So I tried the demo, and again, and again again and again, and after only a short time with the full game there's reall only one word to sum it up: wow! Wow, wow, wow and more wow! This is fairly unfamiliar territory for me as I don't usually have unreserved praise for any game, but this is a masterpiece. It's everything I had hoped Frank Hunter's games would eventually turn into, and exactly the type of game I thought Crown of Glory might be, but the difference...... BOA nails it perfectly.
First of all the AI. I'm no Napoleon, but games such as this are usually trivial to beat even the first time through. The AI is very competent (and if that doesn't sound like praise, it really is, there are less than a handful of games with anything approaching competence.) Further, I don't know whether it cheats or not, but it doesn't appear to, so it maintains an illusion that there's an opponent on the other end and you're not playing Space Invaders-type swarms of poorly led overwhelming numbers.
Second, the interface. It's barely noticeable, and natural to use. That means instead of fighting a poorly thought out command and information display, or carrying out tedious repetition to do things, most of my game is spent thinking about the consequences. Again, if that doesn't sound like high praise, it is. Interfaces are often afterthoughts, this game looks as though it's been designed to take advantage of the PC, and designed around the user.
There's so much more, but I can't gush on all day

- "Can I finish the siege before winter, should I assault, or do I have to retreat and start again next year?"
- "Can I sneak through the wilderness and try and get behind them, or will my men starve on the journey?"
- "Shall I risk throwing seperate coprs into battle and hoping they make it on time, or combine and hope I'm still in contact with the enemy next month"
and many more, those types of things make the game a triumph in representing 18th century war.
Aside from the Frank Hunter campaigns, the game this really reminds me of is the Victory Games boardgame: Vietnam. That might sound strange, but playing the British in a campaign feels very similar: the fluidity, (and futility) chasing the enemy around, then losing towns because they can't all be garrisoned sufficiently. Numerical advantage can be thrown away with one poorly planned winter, or pushing too hard and facing a bunch of militia/continentals you never knew were there. Amazing.
I know there have been suggestions for a future game, and I'd like to offer one. It would take almost no changes in game mechanics as the conflict is almost identical: guerilla war, low troop density, commitment/withdrawl of forces, political events, cooperating (and not) allies, supply shortages and there is no game I'm aware of which deals with it: The Peninsular War This game engine is perfectly suited to that conflict which is also similar in length, and the problem of pacification of a country without enough troops to do the job. It's even the same era, so you're just maps, OOB, and scenarios away from being able to release it

---------
Now the questions:
1) In determining loyalty, does control/loyalty of surrounding areas affect the change? Thus, is it worth controlling all the provinces around a key one for a while.
2) Is it possible to build a fort in a province without a town (Newark,Brooklyn eg) If so, how? I've had an army with wagon and not had the option to build, is there someting I'm missing?
3) Sorry to repeat a question from another thread, but I couldn't see if there was a definate answer: Do supplies and other leaders count as units against a leader total?
4) Similarly, do subordinate leaders count to increase command. For example, could Leader B,C and D, each command 2 units, while Leader A commands just B-C-D.
5) Do I have to stop to replenish supply, or is passing through a depot/high supply city enough?
6) Is there anyway to sort the ledger by corps/detachment? All the sorts seem to have just a list of battalions regardless which other battalions they're grouped with.
7) How do I escape from Montreal? I have been able to send a groups under Burgoyne by ferry to then march on Pittsburgh, but after losing the boats in Ticonderoga, I can't seem to find any road to march south through New York or New Hampshire with the units I left behind. Are they doomed to an eternity of French food?
8) Is there attrition for fully supplied units? I haven't noticed any of my troops freezing/starving/or catching camp fever, unless their supply is used up and they take hits. Have I been lucky (or not watching closely enough?)
------------
A couple of suggestions/issues
1) The ledger seems very laggy. I don't have a problem switching from one map view to another, the scrolling is smooth etc, but opening the ledger makes the mouse freeze and become unresponsive.
2) It can be tricky to detach a couple of units from a corps and order them into a town. It seems to depend where the layout for the corps is onscreen. Sometimes it seems to block the town. If it were possible, a magnified view of the current province + surrounding ones would be ideal. It can be a little cluttered in a place like Connecticut for example, and tricky to see which province each unit is in.
3) Some kind of theatre-level intelligence. I can scan all spotted units and count up roughly how big the enemy force is, but it would be great if this could be done automatically, on a State and region level. Just to clarify, not avoiding the FOW, just having the PC consolidate everything I can see into an intelligence report.
------------
I really can't say enough about the game, congratulations on producing something this unique and so effective at creating a true feel for the period, and thank-you for a wonderful game.