So, I got Hannibal this Chrismas, and fired it up today to give it a shot. Some thoguhts:
Eagle Eye: this is like the craziest trait I’ve ever seen! Double frontage? That’s insane! Now, I do wonder how it works. Does it only work in clear terrain/woods like the normal generals boost for attack/defense ratings? Or does it work in even in rough terrain, which would actually make it a better idea to use in rough terrain then because frontage is most often restricted there anyway. How much frontage is normal anyway. A basic rule of thumb in AACW was 3 divisions in clear terrain, plus 1 for each rating point, so 6-6-4 Grant attacks with 9 divisions and defends with 7. But now that there aren’t any divisions, how does that work?
Speaking of command structures, how does march to the sound of guns work with no corps? Is it in game at all?
I see the retreat rule has been changed to 0% minimum for this game too. Now, I understand that there weren’t many armies totally wiped out in the Civil War, which is why people wanted it that way for AACW, even though I disagreed. But in the 2nd Punic war, armies were wiped out left and right, all over the place! Why not 5%, or maybe even higher! Make those Roman armies deep in Hispania pay for losing a battle!
I love that sieges are nearly impossible. A siege in AACW was a forgone conclusion. Remember, Vicksburg surrendered an army after what would be 3 game turns. But Hannibal has sieges become massively harder, as they should be.
Military control! I move Hannibal’s big army into a region with a walled city, he takes like 95% control. Next turn I try an move him, and I need at least 10% MC in a region to move there. Makes sprinting down to the toe of Italy a bit difficult. I ended up throwing out recon forces of cavalry to clear the way. Sort of tactical level stuff going on. Cool idea! But why do I need MC to advance with a big undefeated army, while a broken Roman army doesn’t need any to get away! I actually like this cavalry advance thing, but maybe you should need something for retreats too, like a rear guard to keep the way home open. If Maharbal swings around and routes your cavalry, maybe you shouldn’t get to retreat.
Using cavalry tactically for advance and covering retreat sounds awesome, and sort of replaces the rail breaking/raiding and repair from AACW, since there aren’t any railroads to attack/fix.
Another reason to not try to fly down to southern Italy, is supply. I always sucked at supply in AACW, and if I didn’t have a bunch of railroads nearby things got real lean real fast. I pretty much only attacked where there were railroads for me to use after I advanced. Not many rails to be found in 218 BC! So I really have no idea how to keep everybody fed.
So far, I like what I see. Anybody have some hints out there? I loved the board game Hannibal: Rome vs Carthage, and have found that what works in that game doesn't work here!