I heard a lot about the Ancient Warfare series from HPS Simulations, but never actually had enough encouragement to try it. My friend Javier, who refuses to read my blog (will do when you post something about ancient or medieval warfare, he says), has always insisted that I should try it.
So here I am, liking this engine a lot, and disliking Javier's repeated "told you so!" grin.
For starters, I should warn you that neither eye candy nor a self-explanatory user interface are the series forte. The graphics are functional but rather basic and the interface is a rare mix of standard Windows elements with some sporadic more artistic nuggets. These two are never a deal breaker for me, but keep them in mind if you are going to purchase.
My first battle was the "getting started" scenario (an HPS Sims staple in almost all of their games). Quite simple setup: a Roman Republican force with a healthy mix of skirmishers, heavy infantry and both light and heavy cavalry is attacking a hill held by German forces.
The AI (Germans in this case) is running circles around me by just waiting with its infantry up in the hill. There is no way to lure them down the hill ... They know that sending down their skirmishers is enough to keep me busy in the low land!
Anyway, here are some screenshots of the command and control features of the game that impressed me quite a bit.
Not only I am liking how difficult is to command troops in the middle of battle (units can go out of command while engaged) but also how I have to keep an eye on shaping the battlefield so all my troops something remotely similar to what I want them to.
Cheers,
5 comments:
Very cool to see you playing these JC. Ancients and Middle Ages armies are quite the different beasts than WWII and modern. It always frustrates me no end when I forget and move troops through formed horsemen and end up with a disordered mess and my charge stopped before it started!
Tiller's Renaissance has similar rules, but with the introduction of gunpowder weapons. Also a treat if you haven't played it!
Been interested in this series myself..
Just remember to bring a monster rig. Despite the crudity of the graphics, this thing must have been written in compiled BASIC or something, because even just clicking on a unit causes quite a long delay until the game recognizes what you've done.
The little window that shows the unit characteristics then slowly refreshes (I can't recall seeing anything that slow since maybe 1992).
When you consider that no calculations of any sort are taking place (this is in the orders phase, and the game is simply retrieving a few lines of text plus rudimentary graphics), I think I'm safe in saying that the game could use some optimization.
This is on a Core i5-460m (Dual core 2.8Ghz), just for reference. Not state of the art, but should be overkill (if anything) for this sort of wargame...
Hi Erich,
That's strange. It works fine for me so far. Your specs should be more than enough (?!).
Cheers,
Post a Comment