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This time I thought I'd venture into an area I'm more familiar with, histo-gaming . . . this one a game still popular after all these years. Remember, this review is about 10 years old . . . not that my opinion has changed.
WE, THE ELEPHANTS
HANNIBAL by MARK SIMONITCH
from THE AVALON HILL GAME CORP.
22” x 33” mounted map; 232 counters of various shapes; 64 Strategy Cards, 48 Battle cards; 14 Plastic stands; Rules Book. Boxed, from TAHGC, Baltimore. $39?
Reviewed by RICHARD H. BERG
AH’s venture to cash in on the emergence of ancients as a viable sales field , Hannibal, has two things going for it, for me, at least, even before I started rolling dice: it’s based on a very clever Mark Herman system, and it put everything into the game that I would have, if not exactly in the form in which it shows up. And, with some telling reservations, Hannibal pretty much follows through on its promise.
As most of you are aware, Hannibal is an adaptation of AH’s critical, if not (immediately) financial, success, We the People. The WePeo system managed to combine ease and speed of play with a sophistication that not only did one not find in more ambitious designs, but one which put a premium on player decision-making. It proved to be an exceptional tournament game, too, even as it also proved to have some flaws that stopped a fairly vocal minority from adopting it as a “classic”, mostly because of what basis on which the player was making those decisions.
The way Hannibal plays, and the system it uses, also brings up a somewhat larger question, one that causes a rather healthy debate to spring up almost instantly: why do we play historically-oriented games? How accurate must they be, and, perhaps even more important, what is “accuracy”? And to have fun do we really need all that historicity? The answer, unfortunately - or fortunately, depending on what side of the line you’re standing on - is that there is no set answer. Each of us does this for his/her own personal reasons, and the choices run the gamut from those of us who will play anything, as long as it is done well, through the folks who stick to one series, all the way to the somewhat anal fellow I met at last year’s Avaloncon who said he only played Afrika Korps. Hope he’s good at it.
Reason I bring this all up is that Hannibal, like WePeo, is the type of game that elicits some deep-seated responses from the grognard section, which, at last look, is pretty much the last section left hereabouts. That’s because it manages to work so well on so many levels, but far less so on others. Problem is, some of those “others” are where people start drawing those imaginary lines.
No one ever really complains about AH production values, though, although many carp at some of the details. The same applies here, as, like virtually all AHers, Hannibal is most user friendly. The box cover is striking in the manner for which it was intended: to get the consumer to look at it. Kurt Miller seems to have found a “style”, if this, and the recent Machiavelli, are any indication. Big, dominant head shots with detail in the background. Here we get a rather Hollywoodish, heroesque looking Hannibal - pre-optical problems - with some rather craggy Alps looming in the background. In some ways it looks like second prize in the Rodger MacGowan look-alike contest, but it works for me.
So do the counters, which are colorful and useful, and the excellent cards. OK, so we can ignore the fact that all of the Carthaginian Leaders are the same guy with different colored tunics, and I’m not sure why a Carthaginian leader should be iconned with a spear and a shield. Maybe we can lay it down to the fact that the entire Carthaginian photo gallery went down as soon as the Romans took the delenda est stuff to heart.
I’m rather less happy with the striking map, though. Again, very user friendly, although once you put all the Political markers down you can’t see which town is which. Not that it’s too important. But, while the basic map is OK - excluding the god awful featherfluff that passes for the Alps - it appears that Kurt M. then set about doodling all over every square inch that wasn’t covered with information. We get faded sketches of hands (and dreadful hands at that), helmets, swords, spears, an elephant… even a galley battle. Even worse is the faux marble look of the Mediterranean, which looks less like a Sea than a kitchen table top from a third rate condo. Nothing that will stop you from enjoying the game, but one does wish that Kurt would show a little more restraint.
I also note a design decision reflected on the map with which I do not agree, and which could have used some explanation. There are no Apennines. Not that I think that, on this scale, they were that great an impediment to movement “rates”. However, because they are not there, it is possible for an army in Samnium to intercept another in Etruria, across the mountains. Never happened. Never could. Just one of the historical oddities that float through this game like bodies in a bay.
The rules are clear and, except for some typos that should bother no one, apparently errata free, which should please some of my AoL compatriots to no end. Well, none that WE could find during play. The historical summary does contain a glaring gaffe, though. It states that Hannibal lost all but 3 elephants in crossing the Alps. Not true. His elephant corps was virtually intact for The Trebbia; where he lost them was in passing through the swamps in Etruria, around Pisa (which is where Hannibal also lost his eye to an ophthalmic condition).
Those of you who have played We the People will feel pretty much at home with the way Hannibal plays, except that someone seems to have moved all the furniture around. The system essentially uses Strategy Cards to determine what a player can do each turn, either by using the cards to move armies or as events. Movement is geared to the Leader strategy ratings, in which the better guys have a greater chance of moving. There are, though, 2 Major campaign and 4 Minor Campaign cards, the use of which allows a player to use virtually anyone, and use them in combination. These are “killer” cards, and an unequal distribution of them during the game will pretty much seal the issue, as we soon shall see.
When combat does occur - and it does not occur that frequently, a rather felicitous aspect of the design - there is no CRT. Instead, players get a number of Battle Cards - Flank Left, Probe, Frontal Assault, Frontal Nudity (Scots and Gauls only) - equal to the number of Combat Points plus Leader rating (and a few other items). Attacker plays a card; if Defender can’t match it with the same card, he loses. It’s that simple. I did not like this idea in WePeo, and I still don’t like it. It reduces battle to a game of Go Fish, in which the outcome depends more on the mathematical probabilities of having one more card of one type than anything else. Yes, the more cards you have in your hand the better chances you’ll have. But it still comes down to a guessing game. Fun? Perhaps. Evocative of the era, or any other era? I think not.
As you can see, except for some tangential rules that provide much color, the game is quite accessible, easy to play and understand, and rather fast moving … although it does take about twice as long as WePeo. On the other hand, because of the general strategic situation, there is far more for each player to do here than in the colonies, and that provides Hannibal with its strongest drawing card: it forces players to make difficult decisions almost each play of the cards, and that creates a level of play tension rarely found in other games. That many of those decisions are ones the original participants never would have had available is not the issue. The mechanic works, and it works quite well.
What also works well is how neo-designer Mark Simonitch has folded in much of the feel of the era. The Carthaginian use of Celtic and other allies is nicely represented, so much so that Southwestern Hispania becomes an alluring target for Rome, mostly because that’s where Boy Barca gets half his troops. The Roman consular system is also handled nicely, if somewhat generically (and rather ahistorically, to be sure), the mechanics for naval movement, although they do ignore the dangers of long voyages, nicely reflect Roman Naval Superiority, and the problems, both Gallic and Attrition-wise, in crossing the Alps reflect reality quite well.
On the other hand, I was most curious as to why both players were saddled with a 10 point movement limitation, 10 combat points representing a Consular army of some 20,000 men. Rome fielded armies far in excess of that size throughout the war, and Hannibal crossed the Alps with twice that many men (at least). This rather ahistorically limits any Roman attack to using only one Consular Army; at Cannae they attacked with at least two, and probably four (and a fat lot of good it did them). Even at Zama, Africanus had a Consular Army reinforced by an additional 17,000 men. One assumes that this sort of restriction is in place entirely for “game” purposes, so that the Romans can’t gang up on the Carthos with pure numbers … which they tried to do but with remarkably little success. I don’t entirely disagree with this design decision, and by using a Major Campaign Card you can manage to roll two, or even three, Consular armies against a Carthaginian army. But they come in waves of separate battles, a rather unusual approach to reality.
What I do disagree with, though, are the rather high ratings (overall) for the Roman consuls. Even if one excludes Scipio Africanus (who doesn’t enter play until Turn 6 - there are 9 turns, with some artificial, but necessary, telescoping of time going on here), there isn’t a truly bad consul in the lot … and we do know that the Romans fielded some pretty inept politicos for far too long in this war. Gaius Nero and the infamous Varro both have the same strategy ratings as Hannibal, the reasons for which are not only not given (or apparent) but stretch credulity so far out of the envelope that they get left in the mailbox. Fabius, he of the “Fabian” strategy of avoiding combat, has the highest Battle Rating of all Roman leaders other than Africanus and Marcellus (who does get his due here). The result of all this - and one can always quibble about such ratings, which is why God invented the Internet - is that the Romans are just adept enough so as to make a Carthaginian victory a rather remote possibility. And this apparent lack of balance - the official AH position is that repeated plays, about 6-8 repeated plays was the number they offered, will ultimately reveal the strategies necessary for Carthaginian victory - could be the ultimate drawback in what was obviously intended as a game, not a history lesson. Add to that the fact that most Roman players even vaguely familiar with the situation will quickly realize that adopting the strategy that Rome implemented after about 5 years of getting their heads bashed in by Hannibal - run away at home while denying Spain to Carthaginian use as quickly as possible - is, the cards willing, an almost sure winner.
I say “the cards willing”, because, more than any other mechanic, including player planning, the Strategy cards delineate the course of the game. If this doesn’t bother you - and it can be fun - it won’t be a hindrance. For those of you easily frustrated by not being able to do anything of what you’d like for turns on end, you will be about as happy as Hasdrubal after The Metaurus. And that’s just about what happened in the first (of two) games we played.
For the first three turns very little happened, as no one got the type of cards that would allow major campaigning. Hannibal rattled around Italy, picking off one or two towns, the Romans launched an abortive invasion of Africa - it looks far easier than it turned out to be - and Publius Scipio did his police action rounding up the usual Celtic suspects in Spain. In the 4th turn, the action picked up (we had yet to have a battle). The Carthaginians sent Hasdrubal back to Africa to wipe up Paulus and his consular army, which they did almost without blinking, Hannibal took Syracuse and then laid siege to Tarentum (which didn’t pan out, thanks to a nice play of the cards by the Roman), and P. Scipio got recalled from his Spanish holiday to join Marcellus in Italy.
Thus, at the start of the 5th turn, Hannibal, whose capabilities and Battle rating of ‘4’, make him a formidable foe regardless of army size limitations, is sitting in Terventum - a location, by the way, I have much difficulty locating in either Polybius, Livy or any maps I have, unless Mark means Teruentum, a hamlet of truly minor import - with Roman armies in both Rome and Neapolis. Hannibal has the opportunity to try to either ravage the south, or pick off the Romans one army at a time. Unfortunately for him, Fate, in the form of Cards Dealt, is about to give him a “hot stick in the eye”, which, all things considered, is not what Hannibal wants. The Roman Player fans through his cards for the turn, upon which his eyes grow larger than those of a squid with goiter. He has both Major Campaigns cards and one Minor! The initial Major allows him to grab the turn’s initiative from the Carthaginian. His first move is to trap Hasdrubal in Lilybaeum and drive him into the sea, destroying that army. He then launches Marcellus at Hannibal, an attack which Hannibal manages to fend off with minimal loss. But, given the Roman card situation, even minimal losses are going to be a tragedy if the Roman can keep those Campaign cards coming.
Doesn’t make much difference, though, as the follow-up attack by Publius Scipio, who is even outnumbered by Hannibal (a rarity indeed) reveals the innate weakness of the Battle Card system. Again, the Romans get a glaucoma-like eye-popper: out of 9 Battle cards, 4 are Double Envelopment and two are Reserves (which can be used as Double Envelopment). As there are only 6 DE’s in the deck, the conclusion is foregone. Even worse, because the Romans win with a DE Card, the Carthaginians have to add two to their Retreat loss DR; in doing so they eliminate the entire army, thus ending the game.
Now, it’s not that this will play out will happen often, or even sometimes. (Those of you who did not snore through Statistics class can figure out the odds of getting two specific cards out of a deck of 64 in any one deal of ‘8’.) It’s that the cards created the opportunity, not the player. The player is not acting, he is reacting to what fate has dealt him. It is as if each player’s HQ is located at the Oracle of Delphi. Whether this is any different from rolling a ‘1’ on an old AH 3-1er is a question of perception. But the reality of such perception is that far too much is left to random chance. The Control Freaks are going to need a whole bunch of Peptid AC to get through this one.
Oddly enough, and despite all of my cavils, we did have a lot of fun … and maybe that’s the bottom line here. Neither Simonitch nor AH is trying to get us an MA in Roman History; they’re trying to sell games and give some people an afternoon of fun. To that end, they have succeeded marvelously.
Of course, I won both games as the Roman, so perhaps that clouds my view of fun. Then again,, any game I can win twice in a row must have built-in problems.
CAPSULE COMMENTS
Graphic Presentation: Very good, very user friendly, but far too much busy doodling visible. Playability: Excellent. Accessible and fast-moving. Forget solitaire. Replayability: A major plus, as no two games will ever play the same. Historicity: A mixed bag. Some good era evocation marred by some unusual restrictions. Creativity: Herman’s original system has been tweaked but not harmed. Wristage: Almost none. Comparison: Easily the most playable of the Hannibal games out there, although that’s a rather dismal lot. For WePeo fans, this one has more space, more maneuver.
Overall: Lot’s of fun, but some of you are going to be mighty frustrated by either the system’s reliance on chance or its ahistorical restrictions.
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Thanks for the review. I only recently got the Hannibal reprint from Valley Games, and I must say the game has aged incredibly well (or not at all). There is really no need to update the review and account for supposedly "better" games that have come since. BROG wrote: That many of those decisions are ones the original participants never would have had available is not the issue. Still, it is a point many people who dislike CDGs can't get over. "Do I activate Hanno or give the Roman army in Spain a bad case of dysentery?" This is a meaningful decision in game terms, but it doesn't exactly put you in Hannibal's place. I can live with it, because the cards are such a great way of including a lot of events and "special effects " without cluttering up the rules. I even like the battlecard system. Not because it is a good simulation of ancient battles (it isn't), but because of its psychological dimension. You must find out how much your opponent is willing to risk without losing too much yourself. In the context of attrition and retreat losses, it is essentially a game of chicken. In that regard, it might even serve to capture the tension experienced by the commanders. Fellow geek charlesf has written an excellent analysis of the system here: http://www.boardgamegeek.com/thread/221749
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I think the limitations and "personalities" of the Roman leaders are built into their ratings and "special abilities" quite well. Varro, for instance, is quick to start a fight (activates with play of any card) and totally inept when he does so (adding only a single battle card to the Roman hand).
But it's the strategy ratings that I really want to focus on. Multiple Roman commanders are slugs, activating only on '3' ops cards. "You mean I have to burn a 3 ops just to move his lazy ass?" Few things are as painful as (late in the game, of course, just when you really need a mobile force to chase Hannibal out of southern Italy for the last time)...wait, what was I typing? Oh yeah...few things are as painful as drawing two new consuls, both with strategy ratings of '3'...and looking in your hand to see nary a 3 ops card in sight. Slugs, I tells ya...
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dcjackso wrote: (late in the game, of course, just when you really need a mobile force to chase Hannibal out of southern Italy for the last time) That mobile force is Scipio "Africanus". I wonder in how many games he actually gets to earn his moniker.
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This review stands up better, but could I be saying that simply because I agree with nearly every word? The game remains one of the best two player CDGs of the series and looks even better with the Valley Games reprint.
I'm no fan of the battle card system and you've identified a couple of the reasons why, but it was a slight improvement over the similar system introduced in WtP and is tolerable considering the excellence of everything else.
As to historicity, again I agree with your observations but I wasn't offended by the artistic licence Mark exercised since the decisions he made resulted in a much better game than it would have been if he had tried to be more historically accurate. That goes for the event card choices, size cap on armies, leader qualities and map design. My experience has been that designs which try to model history too closely often end up being very poor games.
The signal improvement Mark Simonitch made over Mark Herman's groundbreaking We The People was to combine Ops and Events on the same card forcing the player to add another layer to his already heavy decision making load. Few CDGs have done better since...
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Charles Féaux de la Croix
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BROG wrote: There are no Apennines. Not that I think that, on this scale, they were that great an impediment to movement “rates”. However, because they are not there, it is possible for an army in Samnium to intercept another in Etruria, across the mountains. Never happened. Never could. Just one of the historical oddities that float through this game like bodies in a bay.
I think the Roman manoeuvres prior to the Battle of Metaurus could easily be regarded as such an interception. Particularly at this scale. Quote: When combat does occur - and it does not occur that frequently, a rather felicitous aspect of the design - there is no CRT. Instead, players get a number of Battle Cards ... I did not like this idea in WePeo, and I still don’t like it. It reduces battle to a game of Go Fish, in which the outcome depends more on the mathematical probabilities of having one more card of one type than anything else.
As I think my already mentioned battle tactics article shows, there's more to battles than readily meets the eye. An understandable misconception after only a few Those who think it's merely "a game of Go Fish" will perform considerably worse than those with a sophisticated understanding of the dynamics involved. Quote: Yes, the more cards you have in your hand the better chances you’ll have. But it still comes down to a guessing game. Fun? Perhaps. Evocative of the era, or any other era? I think not. I assert the battle mechanism does a very good job in historical terms. Quote: That many of those decisions are ones the original participants never would have had available is not the issue. The mechanic works, and it works quite well. Those being? I cannot think of anything which feels gamey and ahistorical. Unlike say in Pax Romana, where the little degree of naval-land combat interaction struck me as odd for the portrayed period. Quote: The Roman consular system is also handled nicely, if somewhat generically (and rather ahistorically, to be sure), Well, it's quite abstract, but I don't regard it as being in any manner ahistorical. Though the additional variant generals are a welcome addition in that they create a greater leader pool. I'd be curious about why this aspect's supposed to be ahistorical (i.e. historically implausible). Quote: the mechanics for naval movement, although they do ignore the dangers of long voyages, nicely reflect Roman Naval Superiority, Well, a couple of cards represent the dangers at sea the Roman navy might encounter. So it's present in the game. I find the abstract manner in which Roman naval superiority is presented works very well. Quote: On the other hand, I was most curious as to why both players were saddled with a 10 point movement limitation, 10 combat points representing a Consular army of some 20,000 men. True, some fudging of CU strengths is going on. Quote: I don’t entirely disagree with this design decision, and by using a Major Campaign Card you can manage to roll two, or even three, Consular armies against a Carthaginian army. But they come in waves of separate battles, a rather unusual approach to reality. Yup. Quote: What I do disagree with, though, are the rather high ratings (overall) for the Roman consuls. Even if one excludes Scipio Africanus (who doesn’t enter play until Turn 6 - there are 9 turns, with some artificial, but necessary, telescoping of time going on here), there isn’t a truly bad consul in the lot … and we do know that the Romans fielded some pretty inept politicos for far too long in this war. Gaius Nero and the infamous Varro both have the same strategy ratings as Hannibal, the reasons for which are not only not given (or apparent) but stretch credulity so far out of the envelope that they get left in the mailbox.
Well, they were aggressive generals in the field. That's what the strategy rating reflects. Varro can do stuff, but he's a liability once the battle is joined. Seems reasonable enough. Quote: The result of all this - and one can always quibble about such ratings, which is why God invented the Internet - is that the Romans are just adept enough so as to make a Carthaginian victory a rather remote possibility. And this apparent lack of balance - the official AH position is that repeated plays, about 6-8 repeated plays was the number they offered, will ultimately reveal the strategies necessary for Carthaginian victory - could be the ultimate drawback in what was obviously intended as a game, not a history lesson. Well, I don't recall the Carthaginians' cause being hopeless in my very first games. No issue here. I don't see why a game can be faulted when a particular gaming group is slower picking up how to play one side well. I'd say the 2nd edition rules give the Romans something like a 55-45 edge and is thus reasonably well balanced. Quote: Add to that the fact that most Roman players even vaguely familiar with the situation will quickly realize that adopting the strategy that Rome implemented after about 5 years of getting their heads bashed in by Hannibal - run away at home while denying Spain to Carthaginian use as quickly as possible - is, the cards willing, an almost sure winner.
I'd say that's a mischaracterisation of Rome's strategy. After the post-Cannae crisis was over, they were happy to offer the Carthaginians battle very much on THEIR terms and - since Hannibal couldn't afford to join battle at such a severe disadvantage - they were able to progressively reduce his freedom of action. The Fabian strategy was similar to the Union's Anaconda Plan during the ACW and quite unlike say Lettow-Vorbeck's hit-and-run warfare in the later stages of his WWI campaign. Quote: I say “the cards willing”, because, more than any other mechanic, including player planning, the Strategy cards delineate the course of the game. If this doesn’t bother you - and it can be fun - it won’t be a hindrance. For those of you easily frustrated by not being able to do anything of what you’d like for turns on end, you will be about as happy as Hasdrubal after The Metaurus. And that’s just about what happened in the first (of two) games we played.
Historical leaders didn't have godlike powers and the limits a less than ideal hand imposes reflect that. Players need to deal with adversity just as historical commanders had to. Quote: Doesn’t make much difference, though, as the follow-up attack by Publius Scipio, who is even outnumbered by Hannibal (a rarity indeed) reveals the innate weakness of the Battle Card system. Again, the Romans get a glaucoma-like eye-popper: out of 9 Battle cards, 4 are Double Envelopment and two are Reserves (which can be used as Double Envelopment). As there are only 6 DE’s in the deck, the conclusion is foregone. Even worse, because the Romans win with a DE Card, the Carthaginians have to add two to their Retreat loss DR; in doing so they eliminate the entire army, thus ending the game. This is of course a game using the old first edition rules. Looks like P. Scipio did an outstanding job winning back the initiative. It's tough winning a DE battle against Hannibal with a mediocre general considering the initiative issues and Hannibal's probe ability. In any case, the second edition allowing Carthage to soldier on without Hannibal is a massive improvement. Quote: It’s that the cards created the opportunity, not the player. The player is not acting, he is reacting to what fate has dealt him. It is as if each player’s HQ is located at the Oracle of Delphi. Whether this is any different from rolling a ‘1’ on an old AH 3-1er is a question of perception. But the reality of such perception is that far too much is left to random chance. I don't see why. The battle cards give players a degree of control a CRT wouldn't allow. Quote: Graphic Presentation: Very good, very user friendly, but far too much busy doodling visible.
I also find the manner in which the Med is painted a little odd, but I think the map's quite pleasant. That said, I prefer my own (not entirely finished) Hannibal map design you can find on BGG. But then, I designed it to suit my own taste... Quote: Playability: Excellent. Accessible and fast-moving. Forget solitaire.
It think most two-player CDGs work reasonably well as solitaires. As far as solitaire playing goes. Though I generally do so only to study a game's dynamics. Still fun though. Haven't done it in ages though. Quote: Replayability: A major plus, as no two games will ever play the same.
One of the reasons I'm always coming back for more. More variability than say Twilight Struggle. Quote: Historicity: A mixed bag. Some good era evocation marred by some unusual restrictions.
I don't share some of the concerns you have. All depends on what one can rationalise in historical terms, I dare say. Quote: Creativity: Herman’s original system has been tweaked but not harmed.
A MASSIVE MASSIVE improvement over WtP, in my book. Quite frankly, I find WtP unpolished, obsolete, redundant and I wouldn't ever want to play WtP when a copy of Hannibal's available.
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Charles Féaux de la Croix
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Niko Ruf wrote: That mobile force is Scipio "Africanus". I wonder in how many games he actually gets to earn his moniker.
Well, not many. Largely due to the game rarely producing as decisive a Carthaginian defeat as was historically the care. After all, the Romans conquered the Barcid Empire in Spain and pretty much all of Africa. Indeed, I think the Carthaginians surrendered because they couldn't remove the mandated number of PC markers during the victory phase. It Africanus does is military agnomen even half-justice (i.e. conquers say two African provinces), then it's extremely unlikely Carthage will have won nonetheless.
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Quote: I did not like this idea in WePeo, and I still don’t like it. It reduces battle to a game of Go Fish, in which the outcome depends more on the mathematical probabilities of having one more card of one type than anything else. Yes, the more cards you have in your hand the better chances you’ll have. But it still comes down to a guessing game. Fun? Perhaps. Evocative of the era, or any other era? I think not. Richard, seeing these reviews back in print, with you to answer questions and engage in discussion, is a bit like seeing the dead come back to life. I mean this in a good way. Could you please explain the comparison to "Go Fish" (whether or not you used hyperbole), and could you elaborate on what combat systems are more "evocative of the era"?
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Quote: I think the Roman manoeuvres prior to the Battle of Metaurus could easily be regarded as such an interception. Particularly at this scale. Really? What history books would justify this? Tell me and I will look it up. Quote: As I think my already mentioned battle tactics article shows, there's more to battles than readily meets the eye.
An understandable misconception after only a few
Those who think it's merely "a game of Go Fish" will perform considerably worse than those with a sophisticated understanding of the dynamics involved. Translation: the emperor is still naked. Always was. Always will be. Quote: I assert the battle mechanism does a very good job in historical terms. Want to go back to the history books and cite the historical examples? Quote: Quote: That many of those decisions are ones the original participants never would have had available is not the issue. The mechanic works, and it works quite well.
Those being? I cannot think of anything which feels gamey and ahistorical. Unlike say in Pax Romana, where the little degree of naval-land combat interaction struck me as odd for the portrayed period. Explanation and examples from "both" sides would help clarify matters. Otherwise, we are all just tossing opinons around with nothing to back them up. Quote: Well, it's quite abstract, but I don't regard it as being in any manner ahistorical. Though the additional variant generals are a welcome addition in that they create a greater leader pool.
I'd be curious about why this aspect's supposed to be ahistorical (i.e. historically implausible). If the variants are not in the game, most of us cannot use them. If the leader was killed, his "resurrection" is, ahem, rather ahistorical. The selection of leaders was rather lazy, and probably reflected a design and cost limitation. Quote: I'd say that's a mischaracterisation of Rome's strategy. After the post-Cannae crisis was over, they were happy to offer the Carthaginians battle very much on THEIR terms and - since Hannibal couldn't afford to join battle at such a severe disadvantage - they were able to progressively reduce his freedom of action. The Fabian strategy was similar to the Union's Anaconda Plan during the ACW . . . . I disagree, and the comparison with the ACW is beyond silly. Time for you to pull out those history books again. And which ACW books will demonstrate that the Union's Anaconda Plan was Fabian like in strategy? There is more to say, but reality is knocking at the door once more.
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