Christopher White

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By Chris White

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  • You could never, ever, ever get away with this sort of thing today. Though Slitherine has managed to design a decent wargame engine that emphasizes “fire and forget” planning, who would sell a game whose thinking was “the units can sort things out pretty well without you mucking it up.” The idea of moving troops in blocks is a good one, and historically appropriate, but note how Smith doesn’t force the player to do this by making it most effective, he does it by making any other option almost impossible. You will have too many units and too few order points. Line combat isn’t demonstrated as the best tactical choice, but is enforced as the “way things were done” via a stingy command structure. Trying to defy the ruleset would lead not to chaos, but to paralysis, since your armies might never get moving as they awaited their next order.

    — http://flashofsteel.com/index.php/2008/03/20/encyclopedia-of-war-ancient-battles-1988/

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