French and Indian War
||(Win98/Me/XP Only!) (Jewel Case) (FRENCH&IPJ)
Publisher: HPS Simulation
Struggle for Supremacy in the New
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.
Last Great Franco-English Comflicts
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
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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