From: Vermont, USA
I assume many of you have played For Liberty!, Hussar Games' previous game. If not, I highly recommend it. It is a very historical and enjoyable rendition of the American Revolutionary War.
For those that have played For Liberty!, here's what's new in Napoleon in Italy. You won't have to learn a new system, but you should notice some nice improvements. The AI is better, the graphics are a bit spiffier and more...
Cohesion was introduced to model stragglers and the chaos that results after battles or after pushing
an army too long for too hard. The result is that, armies must rest longer between battles. When
armies move, they will lose cohesion, especially if their readiness is low. Units also lose cohesion
during battles - every morale loss for a unit results in an equal loss of cohesion. Defeated armies
suffer an additional cohesion loss at the end of the battle. Cohesion, along with readiness and
strength determine the firepower and melee strength of a unit. Units with a low cohesion value fight
poorly, high cohesion units fight well.
In battles, at the start of each turn every leader performs an initiative check (based on their initiative
rating). Leaders that fail this check do not give any bonuses in the current turn and they cannot rally
the troops either. On the tactical maps the circle showing their influence range will turn black.
The initiative system is only active when using the Realistic ruleset.
Chain of command
In For Liberty! the player could attach 5 generals to an army and gain a big advantage in tactical
battles by having leaders with a very large influence area. In NII, if the Realistic ruleset is used, the
influence area of leaders is limited. Only one leader can have an influence radius of 3, 2 leaders can
have an influence radius of 2 and 3 leaders can have a radius of 1. In effect this means that it is
more effective to attach leaders of different ranks to an army and use other high ranking leaders
with other armies.
In For Liberty! victory points were gained by winning battles and by holding towns. In NII, the
player does not gain points for battles, but get points for inflicting casualties.
In FL players could recruit new units and fill up new units from a resource pool. In NII, there is no
recruitment, instead there is a force pool with a fixed monthly replacement rate. For each unit type
there is a replacement pool. This pool is increased by the replacement rate at the start of each
month. There are also fixed reinforcements in the game for both sides. The replacement rate, the
fore pool and the reinforcement list can be viewed on the strategic overview screen.
- Automatic saves now start with the letter 'z' so they do not get mixed up with regular saves.
- On the options screen, you can now delete old autosaves.
- There is an option to make the message window totally transparent, semi-transparent or nontransparent.
- There is an option to have the messages in a larger font.
- New random events
- New influence events
Napoleon in Italy focuses on Napoleon's Italian Campaign in great detail, with numerous scenarios as well as a Full Campaign. Here's the scenario list:
Piemont Campaign (April - May 1796)
Lodi Campaign (May - June 1796)
Mincio Campaign (May - August 1796)
Castiglione Campaign (July - October 1796)
Wurmser's Ordeal (Sept - Nov 1796)
Arcole Campaign (Nov - Dec 1796)
Rivoli Campaign (Jan - Mar 1797)
Full Campaign (Apr 1796 - Apr 1797)
< Message edited by Erik Rutins -- 10/30/2007 2:01:29 AM >