In July of 1863, General Robert E. Lee's Army Of Northern Virginia of 75000 men and the 97000 man Union Army Of The Potomac under General George G. Meade met, by chance, when a Confederate brigade sent forward for supplies observed a forward column of Meade's cavalry. Of the more than 2000 land engagements of the Civil War, Gettysburg ranks supreme. Although the Battle of Gettysburg did not end the war, nor did it attain any major war aim for the North or the South, it remains the great battle of the war. Here at Gettysburg on July 1863, more men actually fought and more men died than in any other battle before or since on North American soil.
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‘Gettysburg’ is a fixed force / build and destroy scenario depicting the events of the battle of Gettysburg.
The fast paced and frantic nature of the scenario meant the game was really interesting and enjoyable to play. The challenges posed by not being able to build anything other than what I already had, and not being able to train settlers really added to the experience and added another dimension to the fighting aspect of the game.
I found the camera rotations after having outposts destroyed slightly disorientating, especially as I was trying to select units to attack just as the rotation was happening. It’s quite a minor point, but it could annoy some players. One the lag and bug front, it was pleasing to find none at all. 4+.
The balance overall was very good. The game took me a couple of tries, and is easily lost if you make the wrong move. There were a lot of things to consider such as planning when to attack, where to defend, and keeping the economy ticking over, which made the game interesting to play.
The first time I played I neglected my livestock and spread my forces too thin, resulting in me losing an outpost very early on and with no option but to restart. The enemy units were of just the right quantity and the timing between the attacks was really well planned, which really kept me on my toes. It was quite easy to keep your settlers and buildings safe from harm as the enemy only ever went for the outposts – I would have liked to have seen some cavalry try to flank the side of the base or something similar to keep the players forces moving around.
One thing that could have been improved was the unit options, or rather the lack of them. The fact that I could only choose to create Hussars or Skirmishers rather limited the strategic options. It would have been more challenging if there was some more variation in the enemy units used, for example if in one attack the enemy sent in some pikemen I would be more hesitant about massing Hussars, and vice versa. 4.
This scenario was quite far removed from the norm, at least for AoE3. The main objective was fairly simple, but the constraints placed by the author to make that objective as interesting as possible were very creative. I liked having to look after my surgeons, villagers and buildings as I wasn’t going to get any more, and the low population cap also added another dimension to the scenario. My only gripe would be with the unit choices, but I have already deducted for that. Overall, one of the most creative scenarios we have seen so far. 4.
I thought you did a good job with the map, but it lacked that something extra to make this category a five. As the gameplay takes place over such a small area it would not be too taxing on computers to add some more eye-candy and embellishment objects to give the map a little more glamour. The terrain mixing overall was excellent. I’m nitpicking here, but the map could have done with a little more elevation to make things a little more interesting. A solid 4.
Story / Instructions:
The instructions were flawless, and your spelling and grammar is great and would put a lot of native English speakers to shame. The reason I’m not going to award a five for this section is because I felt you could have added more detail with the background information and story. Your description page has some good information, but not every player will read that section or remember it when they start playing, so that would be better within the scenario somewhere. 4+.
Thank you very much for the enjoyable half hour I spent playing this. Download now!
It all worked, no lag. It was a bit of a downer to have no artillery at all, when it was used so much throughout the CW. I think having a foundy present would have been a good addition.
Having said what I did about artillery. I think you achieved a great sense of balance and timing. Mainly I think it worked just about right to put the strategy back in the game. Adding artillery would likely have taken alot of tweaking to keep the balance where you have it. Had to go with the 5 just because it's the first map I've played where it wasn't all or nothing, unit limit wasn't exceeded, I could think, and fight.
Folks say using history isn't creative. Not true. Any battle in history could have gone in any direction.
Map Design: 4
Flat. Too flat, Gettysburg is a rolling hilly place. But not everyone is the history fanatic I am. Either way, I like what you've done. I know the game will only let you produce so much and I think you did pretty well.
Reasonable history story. Goal was simple and clear, although I didn't quite understand at first that I needed to kill a tower, not a building. No big deal.
Thanks for making this map. I grew up around the battlefields of Virginia and love to see maps based on CW battles. I know AoE won't let you do too much, but I think it worked really well. Thanks, I enjoyed it.
I personally believe that this would have been better if NOT labeled as "Gettysburg." As your own figures posted note, the Union forces greatly outnumbered those of the Confederacy yet in this scenario, the opposite is true...
Example: I am defending only three outposts compared to having to destroy five.
I am presuming also that your inclusion of fortified outposts is to make up for the fact that there is NO artillery. One of the deciding factors in this battle was the use and deployment of Union artillery. Limited use of units is another difficulty. The Union troops had far better weaponry than did the Confederacy. Skirmishers would more replicate the Southern troops than those of the North. Your trigger for victory (and defeat) does not allow the player to look at 'the numbers' at the end of the game to check perfprmance (or lack thereof).
Limiting the Union side to 100 units (inclusive of settlers) greatly damages 'balance'. Remember that this battle was fought in Union territory and supplies were plentiful and easily accessible for the union side.
If you are wanting a situation where you are greatly outnumbered and face superior artillery and weapons, the human player SHOULD be representing the Confederacy and not the Union. Since the vast majority of my ancestors fought for the South, they would be pleased with what you have done here. 8-)
It is a nice idea and a great attempt but suffers too many of the same problems as with you Indian Spirit design.
Map Design: 4
The map is very meticulously set out and must have been very time consuming. However, the battle took place well within Union territory so why is Gettysburg "neutral" toward the Confederacy?
Your story is well done and accurate but the scenario does not reflect the story. Also, I found it somewhat distracting to have my camera angles changing when I destroyed an outpost.
Don't concern yourself with your English and your spelling... native English speakers don't seem to care how theirs looks. 8-) Besides, your English is better than my French. Concern yourself more with balance and playability and if you are attempting to re-enact a particular battle from history try to maintain the same balance of that battle which is why I mentioned the sides needing to be switched.
(This was fun. Wish it had more to do)
(you kept me working at it)
(only low because it was small and limited in thing to do)
Map Design: 3
(big big big big big, ok so i like large maps)
(you though it out and did a good job, is there more? additional scenarios for the battle would be great)
you did a great job overall, bring out some more of the same battle and I am all over it.
The game great to play, only the fact that you can't build any Artillery Foundries is a bit of a down-side. Tonnes of artillery was used in the real civil war, especially at Gettysburg. It is also a bit of a nuisance how you cant's rebuild any destroyed houses and stuff.
At the start of the game, the enemy wiped out my existing army, and destroyed 2 of my outposts. That meant the rest of the game was pretty easy, since i only had one outpost to protect. When i resigned from the game, i took a quick look around the enemy base. They had millions of gaurds at their 5 outposts, and there was no way i could gather enough resources to train enough people for a succesful attack.
I think the scenario was very creative. I personally wouldn't have been able to create such a scenario.
Map Design: 3
(Insert Map Design analysis here)
The instructions were clear and effective, but it only overwhelmed me a bit at first that the enemy had 2 more outposts than me. But later in the game i realised this wasn't much of a problem.
Additional Comments: A good historical scenario, sure worth a try downloading.
This is a great scenario that really makes you think about when and how to fight.
Very interesting to play, I will probably even go back and try to replay it with a different strategy.
The designer has achieved a very elegant balance of opposing forces, this is not one of those games were you can just build up a large enough force to crush your enemy's. The only downside being that with a little thought it is quite possibly to go on the defensive and simply hold out forever.
Not really a lot of trigger tricks but this scenario has a extremely creative use of units and resources. Almost every building and unit has a real effect on the final outcome and that is really what makes this a fun scenario to play.
Map Design: 4
The map was also well done and somehow just feels right for a battle of the civil war era.
Story / Instructions: 4
Simple and effective instructions with a small history lesson thrown in.
|Sid the Great
Playability was nice. It took me an hour to win, but it was interesting enough for me to play the entire thing in one go.
Unit balance was nice. Also the timing of the attacks was perfect. Of course the lack of units was an issue, but overall I think the skirm-hussar combo was decent enough.Resource allocation was exceptionally good.
Creativity was good, though not exceptional
Map Design: 3
Decent but lacked something, probably hills and a few water bodies.
Was straight forward. Not too complex, but not too catching either.
Overall- A job well done.
[Edited on 11/17/11 @ 03:11 PM]