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Hail to the Chief!A Review of Wargame Construction Set III: Age of Rifles |
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by Richard Roy
In a departure from the previous games in the Wargame Construction Set series, Age of Rifles simulates warfare between the years 1846 and 1905 when the rifle ruled the battlefield. Game scale is set at from 100 to 400 yards per hex with units at the company thru regimental level. Victory is determined by controlling objective hexes before time limits for the scenario expire. In traditional wargame style, gameplay is turn based with one side moving his units followed by the other (although an optional rule allows for variable turn iniative, thus allowing players the opportunity occasionally to move twice in a row). Unit strength is calculated from a number of factors such as complement, armament, weapon effectiveness, morale, capability, vitality, and most importantly - formation. Age of Rifles provides armchair generals with total control of their units. You may choose from a number of battlefield formations from march column, attack column, line, supported line, and disordered to square and defensive formations. This provides much tactical decision making as there are tradeoffs between fire strength, melee strength, and overall movement capability between each formation and no single formation "does it all". Units perform as historically expected with infantry doing the grunt work, cavalry with their large movement allowances providing a good reserve to plug holes in your lines and the occasional flanking manouver to choke off avenues of retreat, and artillery providing a deadly hail of canister shot into attacking and defending armies causing many "green" units to rout.
While simple to learn, Age of Rifles can be as complicated as you want it to be. Everything from the five levels of difficulty to the more advanced and realistic rule options allows you to customize the game to your hearts content. To make the game more realistic and challenging turn on morale, command effects, environmental effects, fog of war, reaction fire, and varible turn initiative. Or, if you would like the game simpler, turn on full supply, automatic formations, full undo (takes back moves), and automatic vitality recovery. Age of Rifles can be as simple or complex as you like allowing for a gradual build-up of realism as you get more familiar with the game system.
Music is also well done with authentic period pieces lending atmosphere to each of the battles. From pipe and drum music from the civil war to Zulu drums as you try to stem Cteshwayo and his warriors at Isandlwana, the music is always appropriate and never distracting. I don't know what else I can say about Age of rifles except that I was enthralled and cannot foresee taking this off my hard drive for quite some time. If you are a wargamer this is a must have. If you have any interest in this period of military history, this is a must have. If the thought of a turn based game without the word Doom, Quake, or Duke in it makes your stomach turn, this probably won't change your outlook. Whatever the case, Age of Rifles is undoubtedly another "classic" wargame to add to the already illustrious resume of the master himself, Norm Koger. Hail to the chief!
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Product: |
Wargame Construction Set III: Age of Rifles
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Company: |
Strategic Simulations, Inc. 675 Almanor Avenue, Suite 201 Sunnyvale, CA 94086-2901 (408) 737-6800 |
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Requirements: |
IBM:486/66, 8 MB RAM, MS-DOS 5.0+, 2X CD-ROM, SVGA
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Breakdown: |
ENTERTAINMENT VALUE 5 GRAPHICS 4 SOUND 4 INTERFACE 5 REPLAYABILITY 5 Retail price $59.95 |
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Overall Score: |
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Copyright © 1997 InfoMedia. All rights reserved worldwide. |