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Civil War Battles Campaign Peninsula | 
enlarge | From: HPS Simulations Category: Video Games
Buy New: $39.99
Avg. Customer Rating: 2 reviews Sales Rank: 6795
Format: Cd-rom Platforms: Windows Vista, Windows Xp, Windows 98, Windows 2000 ESRB: Everyone Media: CD-ROM Operating System: Windows Vista
UPC: 713061000550 EAN: 0713061000550 ASIN: B0012ADH1G
Availability: Usually ships in 1-2 business days Condition: USA RETAIL EDITION. $3.99 USA 3-7 business day shipping. 24/7 customer service. Shipping/tracking emails.
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| Editorial Reviews:
Product Description By the middle of 1862, the Southern Confederacy teetered on the brink of disaster on all fronts. Defeat after demoralizing defeat plagued Southern forces in the west. At the same time in the eastern theater, General George B. McClellan's Federal Army of the Potomac arrived at the outskirts of Richmond after a slow but steady 50-mile march up the rugged Virginia peninsula. On 31 May, the Confederate army, under the command of General Joseph E. Johnston, turned and attacked McClellan's army at Fair Oaks and Seven Pines. The two-day battle caught the Army of the Potomac in a vulnerable position astride the raging Chickahominy River. After initial success, the Confederate attack was blunted and both sides returned to their lines. Perhaps the most significant result of the battle was the wounding of Johnston and the elevation of Robert E. Lee to the command of the Army of Northern Virginia.
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| Customer Reviews:
The big battle September 30, 2008 1 out of 1 found this review helpful
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.
Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.
Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.
This is one of the largest maps HPS ever did. The game is very complex due to the size of the map and the number of units. If you play the computer, this is not the best choice in the series. Playing the campaign game is not recommended as the computer can get "lost". This is the only game that I have not rated five stars.
Having said that, the battle games are excellent and great fun. This is one of the most important campaigns of the war. The game is badly needed and a welcome addition to the series. It is not a good game to start with but it is a game you will want to buy at some point in time.
John Tiller's best May 19, 2008 2 out of 2 found this review helpful
This game depicts the Peninsular Campaign in the spring of 1862. You can play it as a campaign (multiple battles with choices of strategy and losses carry over to the next battle) or as stand-alone battles (Fair Oaks, Seven Pines, each of the 7 Days and others).
McClellan's Army of the Potomac is within sight of Richmond and you can end the war if you're good enough.
It's a hex-based, turn-based Civil War wargame by John Tiller.
Pros: An excellent set of battles, losses carry over, variety of historical scenarios and what-ifs.
Cons: Large scenarios can become tedious. Because the losses carry over, you can't be as aggressive as you want.
Overall: This is an epic game that is by far Tiller's best Civil War title. Civil War buffs and wargamers alike will love this game.
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