After playtesting F/I Wars solo, as well as experience vs. humans in email games, I have two immediate observations. Indians are far too strong, and provincials are weak nanny boys......
To take Indians first. Their ability to advance in extended line, take few casualties and then change to column and get a melee advantage makes them very handy indeed on the battlefield. In one game I had, my Indians suffered very few casualties in successfully assaulting fortress walls defended by French regulars and cannon. Indeed, in winning the scenario they were my main assault force. This is nonsense.
Yes, I know Indians historically wouldn't do this, but scenarios involving them often leave no other choice to a player if victory is to be even a faint possibility, as they make up a large percentage of the army. I know thought is being given to downgrading them,and I welcome this. At present they fight better (and longer) in many cases in the open than regulars if used properly. It may be that their numbers are too large in particular unit counters, as they appear to perform much more accurately when their counters have lower individual strength. Or it may be that their rating should be lowered overall. I put the point up for discussion......
Provincials. Hmmm....what a bunch of sops they are. They often rout at the first whiff of gunpowder, or often before taking any loss at all. Measures to prevent this are often not practical.Stacking them singly in alternate hexes to prevent mass rout for instance is usually not an option, as they can make up 90% of the army in some scenarios, and would then simply be overrun in melee. Stacking them with regulars in an attempt to stiffen morale seems only to induce those regulars to join them in the rout. In scenarios where you must assualt forts with them (no regulars being available) you can expect to spend the entire game rallying masses of fleeing men. They could be useful as a reserve striking force for when the enemy is on the point of collapse, but too often this is not an option, as regulars are in too short supply in scenarios containing large amounts of provincials to hold the line until that point. In static defence of house/woods terrain they have some value, but in the open (where many scenarios force them to fight)they simply crumble. Imo these need upgrading in some way, or scenarios alterring so that English armies of provincials don't face French regulars alone.
I should mention that I do not melee assault using column, as I think this is unrealsitic. This makes matters worse for me of course, making provincial disruption more likely in the first place as they move up. Nevertheless, I still think they are too weak overall, and thought should perhaps be given to some re-adjustment here.
Overall however I think this game has bags of atmosphere, and for me is the best of the Early American Wars trio so far.
An advantage of this series is that cavalry is (correctly) in short supply, as I don't think this engine handles cavalry properly yet. If we are (hopefully) to see a 7 Years War game come from this, then this aspect will need a major rethink.
A patch is needed - (some victory conditions strongly need reworking for instance) - but what strategy game doesn't? Graphics are, ummm.....well, as usual you should visit the various sites to upgrade terrain fast. [V] The little 3D figures (I play 3D almost exclusively so this is important for me) are of a nice standard though, particularly the cannon which are great. The representation of forts is very nicely done, and the addition of emplaced artillery adds flavour and fun to the game. The unit pictures are sadly again very poor. (I've done a new units bmp and various other upgrades which will be available soon, including canoes.)
Overall I score (on a scale of 1-5):
Graphics: 2 (nice 3D figures, lousy unit pictures, last generation and substandard terrain (go to Stephanne's "Cobexlaw" site to upgrade terrain, SDC to get winter trees )
Gameplay: 4 (Bags of atmosphere and....well....its simply great FUN)
Scenarios: 3 (this because some are unwinnable for one side or another imo and balance is a problem in many, which will limit their value in email play)
Fun: 4
Historical accuracy: 3 (would be 4 but see Indians and provincials above)
Overall value for money: 4
Definately one to buy if you haven't already. And if this game doesn't lead to a 7 Year's War campaign game, there's no justice in the world [;)]
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