shlogo.gif - 1.8 K
Review by Tim Still

Name:        Battleground: Shiloh
Publisher:   Empire Interactive
Format:      CD-Romsh2box.gif - 59.5 K
Available:   Now

Requires:

O/S:         WIN 3.1 or WIN 95
Processor:   486-DX2/66+
RAM:         8Mb+
Graphics:    SVGA
CD-Rom:      x2
Soundcard:   All major cards supported

Tested on:

O/S:         Windows 95
Processor:   Intel P75
RAM:         32meg
Graphics:    2meg Orchid (Cirrus Logic chipset)
CD-ROM:      Quad-speed
Soundcard:   Sound-Blaster 16 ASP
Controls:    Std 2-button mouse, MS Sidewinder Pro

Battleground: Shiloh

For those of you into the strategy side of the software world, you've probably heard of the Battleground series from Empire Interactive before now. They've come out with simulations for things like the Ardennes sh2view.gif - 22.7 K during the second world war and Waterloo in this series, and now the American Civil War receives their own particular brand of re-enactment for the second time (Battleground Gettysburg has already been released). For those of you who haven't heard of the series, WHERE HAVE YOU BEEN??? Grin

The game is based on a part of the American Civil War, namely the epic battle of Shiloh fought on the 6 and 7 of April, 1862. The Union forces, commanded by Ulysses S. Grant and Don Carlos Buell slug it out with the Confederate forces under their commander, Albert Sidney Johnston in what is considered to be the first major battle of the entire war. There are also maps and scenarios available for two other battles in this package, Wilson's Creek and Prairie Grove. Wilson's Creek took place during August 1861, and Prairie Grove during December of 1862.

I'm going to have to assume you've never seen the games in this series before, otherwise this would be a real short review. The game is played with a choice of a two-dimensional or three-dimensional view of the battlefield, of which the two-dimensional view is easier to understand at first, but it's the 3D view that really looks the part. In 2D mode, it looks pretty much like most other 2D, hex-based computer strategy games, but when you first view it in 3D mode, it reminds you of the original forerunner of strategy games. You remember, the ones that used small, meticulously painted and detailed lead miniatures, and you moved around a sh3view.gif - 34.3 K large playing area that had been constructed using railway scenery and bits of interestingly-shaped polystyrene. Well, this looks exactly the same, except for two important points. 1, the computer handles all of the complex and mundane calculations, such as to-hit probability, ammo, and damage, and 2, if you pop out of the room for a minute to get a quick cuppa, the dog won't eat your newly painted infantry battalion.

Onward to the game then. Everything works in two turns of four phases, with either player being the active player for that turn. Movement comes first, and this is achieved by one of three methods. The first is hex by hex, and another is drag and drop, where you can pick a unit up, and drop them on the destination hex. The computer will then pick the easiest route to that hex, and move the unit as far as it's movement allowance will let it. The third way is great for moving lots of units, such as those just arrived on the battlefield. Called column movement, it allows you to define a column of troops, and then just move the head of the column, and the other units in that formation will automatically trail along behind. This is really handy for things like reinforcements just arrived at the edge of the battlefield, and you need to get them all to the battlefront.

Movement allowances are effected by the formation of the unit. Infantry can be in either line or column formation. Column formation allows the unit to move further, but forbids it from firing and makes it more vulnerable to enemy fire. Cavalry units and leaders can either be mounted or dismounted, and artillery pieces are either limbered (ie, attached to the horses and ready to move) or unlimbered (ready to fire). There are also two other unit types in Shiloh. Supply wagons can re-supply units low on ammunition, and during the battle of Shiloh, the Union employed the services of two gunboats two move up and down the Tennessee River, firing on the Confederate forces.

The second phase is defensive fire, conducted by the opposing side for that turn, that is, the side that didn't just move. The player (or computer) gets the chance to open fire with any units capable of firing shfull.gif - 26.9 K on an enemy unit. To determine whether a unit can fire or not depends on a few conditions, such as line of sight to the enemy unit, being within range of the weapon being used, and facing the right way. The unit making the attack must also be in the right formation. If an infantry unit is in column formation, it cannot fire. The same goes for an artillery piece. It can't open up if it's attached to the back of a horse.

The next phase is offensive fire. This is made by the active side for this turn, and they go through the same process that the opposing side just went through. They also have to meet all the criteria as described above in the defensive fire phase. Finally we get to the melee phase. This is the part where physical attacks take place, and any infantry or cavalry units that are not disrupted or routed can make the attack. It's made by a simple drag and drop control method. When all units have been selected to take part on the melee action, you click on the resolve melee button, and the fight's on.

So you don't lose track of what units have moved or fought, and what hasn't, there is a button you can use to step through all the units you haven't looked at that are eligible to do something that phase. If there aren't any units that can do anything, it tells you that all units have been considered, and you can safely move onto the next stage. This does save a lot of tedious clicking to check if a unit can see a target for the current phase (there is a line-of-sight button too, by the way).

One of the options you can select is the video display feature. When it's turned on, you get an intro video of some Union and Confederate forces having a right set-to. Now, I'm only guessing here, but I don't think videos were invented before the 1860's, so the battles are more thanshstamp.gif - 11.2 K likely to be re-enactments. But they do add a nice flavour to the game, as do the clips that show themselves when a unit opens fire or a melee occurs. But they soon get distracting, and I was very grateful for the option to turn them off.

The sound effects in the game are OK, restricted to the sound of guns firing and units taking damage. You can also have a full musical score of music from the era playing in the background, but again, I was glad of the option to be able to turn if off after a while. There are also a couple of little things that make the game quite good, such as the little puffs of smoke when a unit fires, and other small touches.

My impression of the game is pretty good, but If I'd gone out and bought the game from a shop, I think I might have felt a little cheated, as it's basically identical to all the other Battleground series, just with some new graphics put in. (Well, I suppose it worked for the V For Victory series). But on it's own, it stands as a good game. Nothing amazing, as there's nothing in there that hasn't been done quite a few times before, but if you liked the other Battleground games, and would like another to add to your collection, then I suggest you rush down to the shops and grab it now. But if you already have one or two in the series, and are looking for something new, then I suggest you save those pennies this time.

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Rating: 6/10 (Fair Effort!)
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