|| The French and Indian
||(Win98/Me/XP) (Jewel Case) (FRENCH&IPJ)
Publisher: HPS Simulation
Struggle for Supremacy in the New World
The French and Indian War was the North American
part of a much larger war raging in the mid-Eighteenth Century called the Seven
Years War. The Empires of Britain and France were struggling for control of
multiple areas around the world. In North America, that struggle raged for 5
years in actions ranging from isolated skirmishes to full scale invasions.
Quebec would be the primary prize for the armies and its fall would mean the
almost guaranteed defeat of New France.
Great Franco-English Comflicts
This simulation allows you to play either
side, with over 180 scenarios covering 29 different battles which occurred from
locations as diverse as Fort Necessity, Pennsylvania to Quebec, Canada.
In addition to the ability to play tactical scenarios, players can
choose to play an extended campaign game. A scenario editor is also included
with the game.
"On-map Combat Results" option allows you to speed up play
significantly, for both your turn and the AI turn.
Play modes include:
- AI (against the computer)
- Two-Player Hotseat (single computer)
- Network Play (both two player and multiplayer using teams)
Win98/Me/XP: Pentium-based 200mhz+ PC with 32 megabytes of RAM. 280
megabytes of hard drive space. CD-ROM drive for installation and game play.
Windows compatible sound card. Modem/LAN/Internet for Network play
Windows 95 is not supported.
The Wargamer by Jim Cobb
"...The French and Indian War, shows us young George Washington learning his
trade, everybody learning light infantry tactics and Native Americans teaching
the Europeans some special tricks."
"The sounds of battle are fine. However, the real audio gem in
this game is Thomas Hook's sound track of period pieces..."
"While these mechanics are the same as Tiller's other pre-twentieth century
games; however, the game play of The French and Indian is much different. Very
few of the troops are regulars with even "C" quality. Most units are militia or
Native American with "D" quality and very small numbers. Using all the combat
options, clashes in the woods and meadows take on a slippery texture with units
lashing out boldly only to become disrupted after the first shots. Musket range
is only four hexes at the most and is often limited by terrain and visibility.
Artillery is scant and weak, useless against a full-fledged attack by a line.
These factors mean that close assaults will decide most battles. Tension is
increased by the shortness of most scenarios and the difficult in undisrupting
even the victors of a charge. Players must husband reserves, keep victory
conditions in mind and plot moves several turns in advance to win. The battles
that take place dissolve into confused, disconnected actions even when the
forces start in linear formations. Well-laid plans fall apart when militia
decide they are needed elsewhere. In short, players are confronted with the
same dilemmas as their historical counter-parts: how to mange raw troops in
rugged territory when proper command means almost certain death to officers
leading from the front."
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