John_C wrote:Since I'm still waiting for the demo...just wanted to ask those people who are already inmershed in the full campaign game how is the experience going?
Is the way the campaign is conducted on both sides realistic? Historical?
Does one feel closer to the real experience of reliving the Civil War from the view point of the high command of each of the sides?
Any more positive or negative comments from anyone who is already well into the full campaign?
dinsdale wrote:The only problem I've encountered is that it seems a bit too easy for the Union to do nothing.
John_C wrote:Thanks jimkehn and others.
The reason I am so adamant about the demo is not because I doubt the game's quality, but I am not sure if it's going to be the style of game I am willing to play.
There are a lot of fantastic games out there. I can think of Europa Universalis, for example, same designer as this one. Great game but not my style, because there's too much going on and too much depth. I prefer a quicker fix if you like.
So, until I try out the demo and see how I actually feel with it, and if I am going to invest time in the learning curve, I won't be able to buy the game.
Gargoyle wrote:Ohhhh. I understand what your asking better now. I love HOI but hated EU. So I understand both sides of that type of game.
This game is much more user friendly. Very intuitive. Detail is extensive, but micromanagement is not. First of all, its turn based. Yes moves are executed by day, but orders given only once every 15 days.
This is a game of army organization and battle supported by your economic and political decisions. No sliders or resource gathering. Here you move your forces, request new units and replacements and sign bills into law. You do need to keep enough transit resources and keep supply lines open. But the game does all the movement of supplies.
Most of the game is spent organizing and moving your troops performing what I like to think of as operations. You really do have the frontal assaults, sieges and flanking manuevers like on the maps of civil war battles you see in the history books.
Queeg wrote:I enjoy this game much more than HOI. I found HOI to have too many moving parts that didn't always sync well. AACW is a much "tighter" game - much less mouse clicking and menu mining, and far more actual planning and executing. I really don't think AACW and HOI are comparable at all in terms of their respective levels of micromanagement.
DON wrote:I have played every strategic level boardgame that I think exists in regard to the Civil War. None of them have come close to the historical "feel" that this game has. As the commander-in-chief you are bedeviled with the same problems that Lincoln and Jefferson faced: incompetent or do-nothing generals, raising troops, raising money, building navies, building an economy to supply your forces, dealing with events that the game throws at you, the threat, or promise, of foreign intervention, directing your forces, keeping up national morale, etc. All this in a very playable system that emphasizes strategic decisions and not bookkeeping. It is truly a wargamer's dream come true.
Levis wrote:Not only does AACW recreate the "feel" of organizing armies and planning operations (including the frustrations of inept political generals) but it has one of the most (if not THE most) sophisticated AIs I have ever seen (and I've been around a long time).
The AI countered by spreading the Union army out between Washington and Harper's Ferry on the other side of the Potomac (which would force me to attack at unfavourable odds) while sending troops to Bulter at Fortress Monroe to march up the peninsula towards Richmond and landing troops by sea near Fredricksburg to try to cut my supply lines. Now I have to either weaken my main force in the face of a superior enemy, or order a general retreat.
When has an AI ever been able to do that?
Levis wrote:When has an AI ever been able to do that?
DON wrote:I have played every strategic level boardgame that I think exists in regard to the Civil War. None of them have come close to the historical "feel" that this game has. As the commander-in-chief you are bedeviled with the same problems that Lincoln and Jefferson faced: incompetent or do-nothing generals, raising troops, raising money, building navies, building an economy to supply your forces, dealing with events that the game throws at you, the threat, or promise, of foreign intervention, directing your forces, keeping up national morale, etc. All this in a very playable system that emphasizes strategic decisions and not bookkeeping. It is truly a wargamer's dream come true.
NewAgeNapolean wrote:For those intrested in commenting on the Grand Campaign:
Click on the Grand Campaign Forum in The War Room
At the top of the page is a sub-forum entitled comments.
(had a hard time finding it myself the first time)
NewAgeNapolean wrote:Please no spoilers in the open thread!
NewAgeNapolean wrote:Thanks everyone
Thanks marecone
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