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Fredrik II said:
"Ultimately, Take Command: Second Manassas manages to pull off a top quality Civil War military strategy game. Its brutal realism and tough tactics make it a must own for a strategy gamer who is getting sick of the same old fare being hawked out by other companies."

http://www.netjak.com/review.php/1157

I just bought the game a couple of days ago, and I'm enjoying it so far.. but this part of the review has me confused;

'Other environment features, such as walls and fences, act as if they are just painted into the scenery and have no behavior factors or modifiers. They don't give your troops a place to take cover behind nor do they even slow them down.'

What's all that about? I thought walls did offer a defensive bonus? Is the reviewer wrong on this?
 
Banquet said:
I just bought the game a couple of days ago, and I'm enjoying it so far.. but this part of the review has me confused;

'Other environment features, such as walls and fences, act as if they are just painted into the scenery and have no behavior factors or modifiers. They don't give your troops a place to take cover behind nor do they even slow them down.'

What's all that about? I thought walls did offer a defensive bonus? Is the reviewer wrong on this?

The reviewer is wrong. Walls and fences affect movement and offer a defensive bonus.
 
I was hoping you'd say that. Thanks for responding guys :) That was a pretty big booboo for the reviewer to make.. must remember to believe nothing on that site again..

A quick related question.. how close do you have to be to walls and fences to get a beneficial effect?

The reason I ask is because I was doing the division tutorial and 2 brigades were defending up against walls. I decided to try handing control of these over to the AI and gave them the 'hold' stance so they would remain in their positions. Both brigades packed up, retreated a short way and then set up again.. a bit further away from the wall. That worried me a little that maybe I shouldn't give the AI control, and I wondered if they'd still get the defensive modifier. Is there any reason they did that?

Overall I love the AI command structure. Reminds me of HttR which is one of my favourite wargames due to the AI subordinate system.

Great game :)
 
Well I also believe that our reviewer is kind of young. Since he can't think of a good any good civil war game.

While there have been plenty of those, like SSI's Gettysburg, Antietam, Chickamauga and Shiloh, Civil War Generals 2, Sid Meier's Gettysburg, The Battleground series (Gettysburg, Antietam, Shiloh, Bull Run) and SSG also had a whole serie about the Civil War

I even can remember one of my first games on the Commodore 64, called Johnny Reb II, it was of course very simplistic but I had hours of fun with it.

He also says that wargames about that war before 1900 must be boring because you only have 3 unit types (Inf, Cav, Art). That is a bit strange since most table top wargames focus on that era :)

But he gives it 8.5 so that is good, and the game is good. And he is right about the background music, I miss that to.
 
Banquet said:
A quick related question.. how close do you have to be to walls and fences to get a beneficial effect?

There is an indicator that shows on the toolbar for regiment level units. It looks like a section of fence. When it appears, the unit is getting the benefit of the defence value for that terrain type. :cool: It will appear right above the "Morale" box when the unit is in the right position.