By Jeff Hendrickson
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Fight the Battle of Gettysburg as Robert E. Lee commanding the Army of Northern Virginia, or as George G. Meade commanding the Army of the Potomac in an ultra-realistic, historically accurate real time strategy game. Gettysburg includes a real GIS capability map including terrain data. The game engine's artificial intelligence includes ultra-realistic tactics that take into account the opposing unit's position, active troops, overall strength, fatigue, supply, morale, and the unit commander's command and control abilities, and will play a historically accurate opposition. Will your tactics and strategy on the battlefield alter the outcome of the battle? Can the Army of Northern Virginia prevail?
What's New in Version 1.0.1
Fixed a minor bug in the Save / Open game. Note: this required a database update, so running 1.0.1 will delete any previous saved games.
A good Gettysburg simulation
This is a good simulation of the battle of Gettysburg. It reminds me of the old Avalon Hill board game which I played often some 40 years ago, but the computer makes it less dependent on the lucky dice roll, faster and more fun. The battle lines tend to become historically accurate. However, once I got used to the game, as an experienced Gettyburg gamer, I was able to beat the game both ways (completely eliminating the other side) and I lost interest. Perhaps the computer general could be improved and there could be several levels of difficulty. I also think that several levels of elevation and entrenchment could make this more accurate. The low Cemetary ridge on the actual battlefield did obscure the sight of troops behind it and was also a good defensive line for the Union. The varying elevations on the old Avalon Hill board game represent the actual battlefield more accurately. If you are not familiar with the difficulty of command and control of Union or Confederate forces in one of the great battles in American History then this simulation would serve as an interesting introduction.
Ok Game, but worth the price.
After playing the Total war games, this was a bit of a let down. It is not bad, but not great. It is fun in the beginning, much like the Avlon Hill and SSI Board games, This is good. There are problems when flanking, you can surround a unit and many times not much happens. Also stacking units does not slways seem to have the effect one would expect. To me it is easy to win. I like the memories it brings back of playing Gettysburg, the last time I played it was on a IIGS and very slow. This game runs well, good speed. I will support more games of this type, you get to concentrate on tactics not shoot them up. Bottom line…. the game, to me was worth the cost, I hope there are more games to come.
Historically Accurate Simulation
A good historical simulation of the battle of Gettysburg. Though not complete, the research I found on-line of the Order of Battle and unit sizes matched what was protrayed in this game. I am currently early in Day 2 of the battle, and it is enjoyable so far. This is a historical simulation type of game in the mold of the hex-based board games and similar computer games (like Close Combat for WWII). Units are Brigades (infantry/cavalry), HQ, and various sized artillery units. Detail is realistic in terms of the kinds of orders you can give, the pace of the game, and the behavior of the units. Supply, morale, and fatigue are modeled, and the user interface is simple with just enough features that you can give the orders you need to and see the status of your forces and the enemy.
This is not a fast-action game nor a watered-down abstraction. It is slow-paced (though you can adjust the simulation speed), and it puts you in the commander’s perspective. Units are rarely completely destroyed like some of the simple iPad games that are out there. This is for those of you who want to recreate the real battle and take the role of either Lee or Meade.
This game would be improved with some explanation of the supply rules/algorithm. I found severe times where my troops were claiming to be “out of supply” yet they had clear paths off their own side of the board and their Division and Corps command units were nearby. It would also be improved by hiding the movement plans of your enemy. When you display “Waypoints”, you see them for both your own army and the enemy army. Also, some simple tactics or battle management tips would be very helpful. It took a while to figure out how to get my troops to resupply while they were in battle, and I don’t know whether how they need to behave is historically accurate (they have to dodge in and out of engagement with the enemy based almost only on supply level rather than fatigue, morale, or losses.