COMPUTER CORNER:

Battleground Ardennes

from Empire Interactive

By Graham Empson


This is the first game using the new game engine from Talonsoft. The full games package, put together and published by Empire Interactive, contains a Technical supplement, User guide, a map, even Ardennes 1944, from the Osprey Campaign series (number 8). An added bonus is an exclusive 10% discount offer by Osprey, on their other publications, to purchasers of this game.

The game, designed to run in Microsoft Windows actually seems to have used the Windows set-up wizard, not a pseudo look alike, so the installation was simple to follow and trouble free. The basic machine requirements are Windows 3.1 or Windows 95, a 20386 DX33 CPU or higher, 4 megabytes of memory or more, a dual speed CD-ROM, sound card, 256 colour SVGA graphics, a minimum of 5 megabytes of hard disk space. The RRP is 44.99 pounds, but I know that fellow member Ron, at STC is offering it at a competitive price.

When you examine the program group, which install created, you find not just one item, but ten. You have; a readme file; Battleground Ardennes, the basic program with 1 training and 26 other scenarios; three full scenario programs; scenario editor and manual (design your own battles), unit handbook; on-line help and an uninstall program. I will just concentrate on the basic program.

When you have selected your scenario, assigned controls for the AI [Artificial Intelligence], you are into the game proper. Leaving aside the full windows gambit of drop down menus, tool bar and message window, your eyes alight on a 3D hex based map. But this is only the zoom out version of 'Battleview', go to normal, and, wow, tbis is impressive! You have the choice of operating in 2D, using the standard NATO symbols with appropriate colours, should you prefer it, with two levels of view, zoom out and normal. I am sticking with the 3D, it really is a significant step forward, the best I have seen so far.

I found it well worth doing the training scenario a few times as it allows you to decide whether to use hot keys, drop down menus, toolbar icons, or a combination of all these. For beginners and experts alike, I, just like the user guide, recommend Hex Outlines on, it makes range calculation much simpler. The user guide and on-line help are easy to follow, well laid out, with some really nice touches. You do, of course, have the choice of playing against the machine, against an opponent by null modem (technical term for a piece of wire) or actual modem.

Moving on to the game mechanics themselves. You are operating at platoon/company level with a game turn equating to 10 minutes and a hex to 250 yards. It follows the standard boardgame / miniatures layout of a game turn, which consists of two Player Turns one German and one U.S. (who goes first is scenario dependant).

There are six phases to each player turn comprising Prep Fire, Movement, Defensive Fire, Offensive Fire, Assault, and Mechanised. Prep Fire is where your on screen units are basically used as forward observation and providing your ground units can see an enemy unit then you can call down indirect fire on it. Movement is where you move your units. Defensive fire is where you get shot at, but not from indirect fire. Offensive fire means you to shoot at the enemy. Assault is where you go death or glory, providing your units are in good order and adjacent to an enemy unit. Mechanised is where, you guessed it, AFV and transport get to move again with certain restrictions. Then of course the enemy player has their turn.

During all this you get the small video screen showing the action (actual footage) with sound effects, if you had the options set of course. I liked this, adds some atmosphere.

Depending on the which of four AI levels you set depends how much of the decision making and actions the program carries out. If you go for Manual then you make all the decisions; with Semi-automatic the program moves and fires while you give the orders; Automatic lets the program make all the decisions; Automatic and Fog of War means you have no 'all seeing eye'. So set the enemy to Automatic with Fog of War and yourself to Manual then give it your best shot.

Having played a number of the scenarios now (I am winning more of them), from both sides, I found the combat calculation mechanics very even handed, unlike some dice I know! The scenarios themselves have difficulty levels ranging from Engagement at Fishbach (1), to On To Bastogne (10). Be aware, the AI seems quite good at working out that; you are hogging the heavy artillery; its tea break time on the mortars; gone for ammunition, be back soon. Just when you really need the support, its not there, how's that for just like the real world! You are told unknown units are moving, a little psychology coming into play I think, still it adds to the fun.

In summary if W.W.II is your scene, this game is for you. New techniques make it simple and friendly to use, but by no means simplistic. It is very 'just one more turn and I will stop', so watch out it becomes addictive. I haven't looked at the scenario editor yet, as I know I have many hours of playing left just to cover the scenarios provided.

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