Waterloo Waterloo sunset 1) As the French tourist once queried why do you British name your railway stations after defeats? The Iron Duke himself made Waterloo out to be "...the most desperate business I ever was in." Once having played Peter Turcan's second innovative wargame the reviewer can only agree, its a knife contest playing either side in a battle that's much smaller in area and units than Borodino (ST World 37). A quick recap though on why this system is the best thing yet for computer wargames. At the speed of horse? 2) Before the advent of radio the main way to command an army in the field was by rider. Commands and information back from the front went as fast as the rider (about 5 1/2 miles per hour). By the time the order to attack had arrived the corps in question might be in full retreat. The other limitation was that nobody could see further than the next ridge - no all seeing AWACS here. So not only the commander couldn't react to the event in real time they often didn't see it happening either. The vast majority of wargames before Turcan have simply ignored these factors and have presented the gamer with god like powers and senses. Its all in the AI 3) The Turcan system gives you a realistic static perspective view of the battlefield from the point of view of the commander and limited in range by the Eye Ball Mk1 - usually up to 2 miles for a land battle. Combined with this is an excellent parsing module that allows the entry of English commands that are relayed to the corps commander by rider and are thus subject to fortune on the battlefield - they get lost, killed or confused. Driving the whole is the artificial intelligence (AI) at the four levels of command; Commander in Chief, corps, division and regiment - the gamer provides the played sides commanders AI. The actual mechanics and sequence of play are derived from boardgame rules. All of this has been attempted before but never as a whole nor with the historical rigour that Peter Turcan displays. War and Peace 4) Waterloo was the climatic battle of the Napoleonic era, a period of war and some peace that ran from 1799 to 1815, bringing together for the first and last time the two geniuses of the battlefield - Emperor Napoleon and the Duke of Wellington. In the previous four days the French army had fought two battles and thus succeeded in driving the Allied and Prussian armies apart. Now on the 18th June time was the essence for Napoleon to defeat Wellington before an AI Blucher at the head of the Prussian Army intervened from the east. Hougomont or bust 5) The game starts at 11 am as the previous night had seen a deluge of rain that made for a muddy field of battle that made the siting of the critical artillery prolonged. The battle itself takes place in an area about 3 square miles with a shallow valley separating the armies. There are 3 garrisoned outposts in front of the Allied army, Hougomont - superbly detailed in the game, La Haie Saint with its sand-pit and La Haie. They are the key to the Allied defence. The majority of the Allied army lies either on the ridge or behind it out of artillery line of fire. Arrayed against this are Reille's corp to the west and D'Erlon's to the east each being supported by a cavalry corps whilst in the centre rear is Lobau's corp and the Guard. There is no leeway in reserves if you make a fatal error in your orders to the corps as to when and where they attack. As once an attack goes in you learn that it takes hours for a corps to pull back and reform. And without formed reserves your going nowhere fast. You can tell how well formed the corp's divisions are as you can see them either in neatly turned out lines and columns or scattered about with some regiments heading rapidly for the rear. Point and panic 6) By using the hand pointer ( changed from the telescope cursor in Borodino ) and clicking on a unit their status appears in the text window. This is effective up to the horizon, the only way to check further is to move the HQ which you can do once ever 15 minute game turn. Just don't do what I did in the first game and move the HQ into the path of a routing unit. All of a sudden Napoleon found that the HQ was disorganized and wasn't able to issue any orders for 2 turns or move the HQ. I sat there like a lemon forced to look south whilst the battle raged on to the north and broken regiments fled past the HQ. By which time the first of Bluchers corps had started to arrive on the eastern flank. La Garde recule! 7) Waterloo is an easier game to get into than Borodino, its size and scope make for a quicker more comprehensible game. I could image actually playing this by mail - one option the game gives. The corps commanders AI is quite believable, indeed you curse Reille as he sends Jerome's division off on its own to attack Hougomont. The victory points now increment thus aiding you in noting how well or not your doing. Yet the graphics are so realistic you can see by looking around locally just how well its going. The manual is an improvement on Borodino's tho' I couldn't find any note on the unit colours - I like to know if my heavy cavalry are about to crash into British guards or Brunswick militia. One final plea would be for an order retrieval module so you can keep track of your sent orders. The game system is excellent as it stands and can only improve as its developed further - it has great potential. Design: Dr. Peter Turcan. Publisher: PSS/Mirrorsoft. Price: £24.99. Frank@brazen.demon.co.uk News International Newspapers Ltd. fdunn@it.newsint.co.uk 1 Virginia Street London UK E1 9BD 100012.23@compuserve.com +44 171 782 6384/6 +44 171 782 5213 fax "you can tune a file system but you can't tune a fish"