spelk
Posts: 265
Joined: 10/15/2003 From: United Kingdom Status: offline
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I enjoyed it, but then I'm besotted by the whole Anglo-Zulu War at the moment. I think the enjoyment comes mainly from the manoeuvre of the men each round, so that they're in a position to hit the incoming waves without taking much fire back. It does get quite tense when they're at your front, and they're dropping your men, that's when the firing itself becomes more interesting, because it's focussed on tactical considerations in a particular hotspot. For the most part, you're trying to thin them out, and disrupt/rout on the way in. So I guess the excitement peaks and troughs at times. I was devastated to lose Bromhead so early on, and getting patients out of the hospital can be very frustrating, because there's just a roll that happens, and says 'Yay' or 'Nay'. That's it, till the next round. Mostly it's 'Nay'. You watch your men burn. And there's nothing you can do, apart from ask the question every round, and hope for the best. Compared to the historical outcome, I thought I must have played the game really badly, since I only had 13 men left, and in reality only 13 men perished! However, when turn 110 ticked over, and the actual Victory screen come up, I can reveal, there was a jumping out of your chair incident followed by a triumphant shout of "YES!" The battering my men took, and we still held out seemed worth it at the time. I'll try it again soon, see if I can place men differently, perhaps keep them closer to the inner perimeter, and pull them all into the redoubt when things start getting too much for them. I'm sure stationing (even injured) men in the Storehouse helped tip the end result into Victory - a few more turns and Chard would've been toast anyway. Been dabbling a bit more in White Dog Games Day of the Spears II game playing out Isandlwana, that seems to be a much harder Victory to attain ;)
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spelk @ sugarfreegamer.com
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