Iron Duke and Rally Once More

Computer Assisted Wargame Rules

by Dick Bryant

Being an experienced gamer and programmer and having reviewed a number of other computer aided miniatures rule sets, I found no surprises in the playability of these two program games. I was able to play a two player game to completion in 2 and 1/2 hours with a total of 12 turns.

IRON DUKE (DUKE) and RALLY ONCE MORE (RALLY) run on an IBM PC/AT or compatible. They are playable either from floppy or hard disk, and despite the early difficulties of a non- running version, I was able to run both programs with replacement copies Apple versions are in preparation.

DUKE is geared to the Napoleonic era. However games involving the American Revolution and the War of 1812 are applicable. RALLY is designed for the American Civil War. Although the DUKE suggests using battalions as the smallest maneuver unit and RALLY suggests the regiment or brigade, these rules are adaptable to be sure. From appearences both games are identical. The differences are only in menu labeling and the specific differences between the two eras, weapons, formations and so forth.

Human Interface: For both games this is a keyboard controlled menu driven system. Cursor keys, A main menu allows the (players) to create and modify armies, enter the game with a new battle or restart an existing one. In the game play module there are two options. These are entitled EN GUARDE and HORS DE COMBAT for DUKE and GETTIN'READY and FIGHTIN'for RALLY. These are the same functions with different names and are explained later.

A big difference from other computer aided rules is the process of accessing individual units for action. While other rules use numbered units, DUKE and RALLY have each unit listed by name on screen. Since this is a menu driven system a unit is accessed by'point and shoot'with cursor keys and ENTER. Although this makes for a nice uncluttered table (no number chits) it is slow, especially when doing any selection functions like choosing firers and targets. I would make the suggestion that this method could be enhanced by including mouse control and windowing. Some additional notation about which units have fired and which haven't would be extremely helpful.

Setting Up Armies: The units of an army are constructed by using the afore- mentioned menu mechanism. Each statistic is available under cursor control. Unit names, unit size and number of elements per unit are all text entry while morale, weapons type, and troop type are selected from a list of possibilities. The best feature here is the ability to copy one unit to another. Then, by changing the name, a new unit is created. The only drawback is the lack of editing function available to make changes to a unit name. You must retype the entire entry. Commanders are created similarly with the selection of commander statistics, rank, initial orders and flank marches as desired. Commander names are input in text.

Armies are built by creating a number of units and commanders or copying and modifying existing armies. Fortunately for the user armies are saved automatically so you will never lose what you have created. THAT'S a good feature!

En Guarde And Gettin' Ready: These are not just cute names, but are actually the names of the menu driven option to select formation changes, changes of orders, assignment of commanders, etc., in DUKE and RALLY respectively.

The formation change option includes the actions 'charge the enemy', I prone', 'doubletime', 'buildings/field works entered', 'rest' and 'interpenetrate' as well as the usual formations changes of the era. The infantry 'square' and 'skirmish' are added in DUKE while 'entrench' is used in RALLY.

The change of order option allows the player to give new orders to the commanders. These new orders are delivered to the units under that commanders command automatically by the program, but are done so in a timely manner based upon distance between issuer and receiver and other factors. What makes this function of the program specifically important is that the orders must be issued to the commander by the player so that when the action intended is specified, the order has arrived at the unit via computer.

Timing is important and a 'Fog of War' is generated. Units are more likely to respond when done properly. The different orders are 'rush', I attack', 'advance', 'hold', 'delay', and 'retire'. These orders are defined in the manual. Other options that are available during the EN GARDE and GETTIN' READY portion of the game are 'reassignment of commanders', I reassignment of entire commands', 'attaching commanders to units', a 'unit status' and a 'general's status'.

Hors De Combat' Or Fightin' This portion of the program resolves bombardment, firing and melees. The sequence now becomes controlled. Actions must be done in order and there is no going back. Bombardment is first, followed by Firing and lastly, Melee. All must be finished before the game will allow players to do formation changes again. Care must be taken to do all you intend to do and nothing forgotten. You also must use the ESC key to get you back to the menu to select formation changes again after beginning a new bound.

The only thing I didn't like is the way the computer automatically changed armies (sides) after firing. This was very confusing and I kept getting lost trying to remember which units had already fired and which had not. This a minor point considering that the outcome of these combat actions were quite realistic. In that respect I must congratulate the author.

Interspersed throughout the combat sequence and at the end of melee phase, the program gives specific instructions and information about units that had taken casualties or otherwise involved during the sequence. These consisted of notifications to recoil, rout, break through or other manditory moves and information. These, of course, are the morale results as calculated by the program. I felt that these were true to life.

Finally, another options available on the screen, and highlighted, is a surrender test. Units can be tested for surrender at a players request, but certain conditions must be present. These are spelled out in the manual.

Odds And Ends: A few comments and observations. I found it unique and of benefit that all ranges in these games are in paces. This allows a greater flexibility in ground scale.

I was also dismayed during my first playtest to find that when I attached a commander to unit and the unit got shot at the first time, the commander was killed. I lost six commanders that way.

I found the manual full of useful information about army organizations, tactical troop usage, command quirks and so on. Each of the menu options are described individually but they were not connected to their appropriate menu entries in the text; ie: what appears on the screen is not shown in the manual. A novice computer user might have problems with getting around the program. Each screen, however, contains short keystroke usage instructions.

A double sides chart with game sequence, movement ranges, orders and definitions and rules summery is included. You'll have to hunt through the manual to find firing ranges, though. It was also nice to have sample armies included with each one of the games.

Conclusion: I found the games to be tactically realistic. The 'fog of war' that was created by the system as a whole was what I enjoyed. Additionally, the 'fog' is the fundamental difference between roster games and games where troops are removed as casualties, IRON DUKE and RALLY ONCE MORE are roster games because the conditions of each unit are kept on paper (computer memory) and are not evident on the table top. Lastly, both games are simultaneous movement and firing games. These types of games tend to be a little faster playing than random movement ones.

The overall system is easy to learn but you'll find that running the computer and playing the game is difficult for the same person to do at the same time. It's most enjoyable to have a GM and separate players.

Particulars: IRON DUKE and RALLY ONCE MORE are available on 5 and 1/4 floppy or 3 and 1/2 floppy for PC/AT. Requires 360k memory and DOS 3.0 or greater. $ 19.95 per game from: Computer Strageties, 32 Brown Street, Bronte, NSW 2000, AUSTRALIA (tel 011-612-389-8943 from the U S).

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