General Quarters
Posts: 1059
Joined: 12/3/2006 Status: offline
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Having played FOF virtually non-stop since the day it came out, I have been trying to get to like AACW, for a change of pace. I like operational games, and AACW, with all those little counties, is really strategic-operational. And it is certainly a carefully crafted game. But, so far, I have to admit the game tedious. Most of each turn is spent moving little units around (a sharpshooter unit raised in Albany has to be dragged to the army you want it to be part of), merging 2 militia into one, repairing railroads, dragging ships into the boxes, and endlessly organizing one's divisions, corps, and armies. One player said that the key to whether you like the game is whether you like organizing your forces. It has a toy soldiers feel, and I can see why people find that enjoyable, but for me it gets in the way of its being a really good strategy game. FOF, by constrast, has chess-like strategy: if I move here, and they move there, then ... Many players praise AACW's AI, but many of them report actually winning the game by 62 or 63, or even 61! This will probably improve with time, since Pocus is constantly responding to player feedback and improving the game. Since many players really enjoy AACW as it is, it is probably just not quite my cup of tea, and I would not want to criticize it for not being my particular kind of game. I notice that many of their players are WitP and Uncommon Valour fans. If you liked those, you'll probably like AACW. I tried UV for some weeks and all that attention to detail (e.g., deciding which pilots to rest each day) is just not my cup or tea, and not my personal conception of a strategic game. As I say, I am trying to get to like AACW, since I am a dedicated Civil War buff and, as I get better at it and the game itself is improved, I may sing a different song later on.
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