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Cheet Sheets 1995 February
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1995-02-07
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~Fields of Glory
Review by Neil Hopkins
A bit of history. A long time ago I used to have a paper-round - we
are talking serious ancient history here! As is the custom of paper
boys the world over I used to read the papers and magazines on the
way. Amongst the Radio Times and NMEs there was a copy of a magazine
called Military Modelling which featured a mix of wargaming and model
soldiers. Now I could understand the appeal of tanks and modern
weaponry, and I could certainly appreciate the Dungeons and Dragons
fantasy battles, but for some reason the appeal of Napoleonic warfare
escaped me. For one thing I didn't know much about that period of
history, and judging by the coverage, Napoleonics fans seemed to be
more bothered about the exact colour of Prussian cavalry officer's
pelisse and how many gold buttons he had, than the real blood and guts
of warfare.
Fast forward fifteen years or so.
On the recommendation of a friend I read a book called Sharpe's
Waterloo by Bernard Cornwall. I was hooked. The book was one of a
series following the bloody progress of a British rifleman through the
ranks of Wellington's army during the Napoleonic wars. The books show
the horrors of battle from a soldiers eye view, with frequent
descriptions of men blown in half by cannon balls, shredded by
canister shot, punctured by musket balls or just plain chopped into
little bits by Richard Sharpe's heavy cavalry sword. The battles are
tense affairs, and given a bit of dramatic licence, hang on the
heroism of the men in the front line. Sharpe's Rifles is the first in
the series chronologically, and it is worth reading the books in order
as they all feature admirable continuity of characters and events. By
the way, the TV version featuring Sean Bean, while good, is somewhat
sanitised to say the least!
So, my curiosity was piqued, and I wanted to have a go at commanding a
glorious army on the battlefields of Europe. What were my options?
Well, buying an army of toy soldiers was not really on the cards and I
didn't really fancy an evening in the company of heavy metal Mech Eng
students at the university wargames society, so a computer game it had
to be. I considered both Universal Military simulator and Peter
Turcan's Napoleonics but they both seemed to be hard to get into, and
graphically speaking the armies looked like blocks of lego arranged on
polygonal landscapes. Not really my cup of tea.
Then a game called Fields of Glory caught my eye. I hesitated a bit
before buying, but eventually I saw it in the local computer shop for
24.99 so I handed over my credit card and treated myself.
So what do you get? As you would expect for a Microprose game the
presentation is first class - an attractive box, a satisfyingly chunky
and readable manual and a poster map of the battle fields.
As with any complex strategy game the first thing to do is read the
manual. Well, ok the second thing then. The first thing is to load
the game up, and watch the highly atmospheric intro sequence that
introduces the background and sets the scene most effectively. Back
to the manual. The first thing to follow is the tutorial which is a
step by step guide to the game mechanics, and gets you into the action
straight away by leading you through the first of the two fictional
engagements. There is also plenty of historical detail to absorb, as
well as a good account of the four major battles - Quatre Bras, Ligny,
Wavre and Waterloo. The one criticism that I have, is that some
crucial information relating to strategic targets for each battle and
the Rejoin command is found only in the technical supplement errata
and the readme file. Time for a re-print Microprose!
As for the gameplay, the controls are simple and straightforward. By
clicking on a unit you can change it's formation, and give it an order
to deploy at a selected location, hold it's position or assault an
enemy unit. Artillery can be given targets to aim at, and certain
infantry units have more choice of formation - for example some units
can move in skirmish order which allows faster progress over rough
ground. Each unit also has a position within the military hierarchy
such that an order can be given to a commander, who will attempt to
carry out. For example a commander could have several infantry units,
some cavalry and artillery, and if ordered to, will deploy them in an
effective manner. Each commander has ratings for military ability,
leadership and charisma which will affect the way they carry out their
orders - an impetuous cavalry commander may well pursue a routed enemy
unit off the edge of the battlefield, when you are counting on his
support elsewhere! Why not command all of the units individually
then, I hear you asking. As the battles grow in complexity, you find
yourself in the position of Napoleon or Wellington with dozens of
units to worry about simultaneously. You are forced to strike a
balance between trusting your commanders while you focus on a key
engagement, and darting around the battlefield to inspire your troops.
This makes for some tense and enjoyable gameplay, as you start getting
reports of heavy casualties and you find yourself wondering what sort
of mess that idiot William of Orange has got into now.
Graphically, the game is superb. The battle map can be viewed at
several levels of zoom, from one mile to eight miles each showing
different amounts of detail. At the highest level you can pick out
individual soldiers lining up in formation and opening fire, watch the
smoke from the cannons and hear the crackle of muskets, and of course
see the dead bodies piling up. The sound effects are spot on - as
already mentioned you get the sounds of gunfire, but there are plenty
of other neat touches such as the bugle fanfare to signal a cavalry
charge or retreat.
There is a complete database of every unit in the game - you can see
the current strength of the unit, a picture, it's history and
biographical details of it's commander. It is very easy to scroll up
and down the command structure, and then jump out of the database to
the map screen to find a particular unit. Depending on the difficulty
setting you are playing on, you can examine enemy units as well. You
also get appropriate music of the period for each nation while viewing
the database.
What problems are there with this game? Sometimes units fail to
respond to mouse clicks, particularly when they are moving, which can
be frustrating if your infantry are about to be charged by cavalry,
and you want them to form square. In the more complex battles the
screen can become very cluttered with dead bodies, and units trying to
deploy in a limited area. I suppose that this represents the
confusion of a battle, but it would be nice to have an option to
'switch off corpses'! The battle finishes when either side has lost
seventy percent of it's strength - this can be frustrating if you are
about to capture an important strategic target to boost your score,
and could mean the difference between an inconclusive draw and a
victory. A more flexible game end, with the enemy attempting to
withdraw would have been better. The only other potential problem is
the limited number of battles, although having said that each battle
can be played from either side and you can vary the set up to try
various 'what if' scenarios. A two player modem option would have
been nice as well.
In conclusion then, this game is aimed at battle strategy fans - it is
of a similar level of complexity to Dune II, although with a steeper
learning curve as you have all of the strategic elements to cope with
from the start, the difficulty being increased by the size of the
battle. The graphics, sound and music are all polished and effective,
and most importantly the gameplay is fun. Highly recommended.
Coming Soon to a Cheet Sheets near you - comprehensive hints and tips
for Fields of Glory (just as soon as I've had a bit more time to play
the game!)