Sat Nov 23 2024
Various bug fixes
While I don’t *particularly* care much for grand strategy games, I still enjoy them if they aren’t too long but are still challenging for me. Wellington’s Victory is an alright game, and certainly fits that description nicely. I do feel like there really isn’t much going on as far as content goes, but then again these are scenarios/battles that run between the 20 and 50 turn range in terms of duration. Overall though, I’d give this game a try, and if it doesn’t meet one’s expectations, then it’s no big deal.
I have played this game probably 75 times various scenarios. It is a solid system, but just a few things would really enhance the play. #1. Have an after battle report. How many losses of each type, infantry, artillery and cavalry on both sides. List lost generals, number of standards taken, etc. Give us some battle stats! #2. An ongoing battle report. Let us see how we are doing during play including morale. #3. Keep playing after victory or loss. Let us finish off the enemy or die with honor to the last man. #4. Change/improve the map graphics so we can see which areas are higher than others. Slopes and hills are very difficult to tell which side is up or down. #5. Cavalry attacking buildings, woods or squares should be less effective. Only if the square “breaks” should it lose much strength. Also, cavalry charging from longer distances should increase the likelihood of squares being formed. #6. How about adding a Ligny scenario? And then linking the results of Quatre Bras and Ligny to determine strengths at Waterloo? A campaign version. #7. Randomize unit placement so there is more replay value? And, of course, free deployment would be fantastic. Thanks for a great game!
Very good 'light' wargame. More realistic than the other games that use this game engine. I won (and loss) playing both sides so I am OK with play balance. The grand scale of the battle makes it worth buying. I would like to see other battles on this scale. The game mechanics is evolving and getting better with each iteration. Maybe add an advance mode where move/fire is 'chit pull' base vs Ugo/ Igo based. This may reduce the 'God' like control of the army per turn. 2 player version either one IPad or two via wifi would be a better alternative than vassals.
This is probably the best of the hex games. It’s had a rough time lately. It’s like the developers aren’t paying attention. The allies in this current iteration are not able to combine units. It’s odd that functionality would be gone. The Imperial Guard used to be a reliable force held in reserve by the French. Now they don’t ever seem to show up. Come on, guys. The new cannon ranges are great. Go back to the beginning and don’t break the good stuff and fix the bad. Assign somebody who cares about the game.
Fun, and more sophisticated than I expected, although the AI is not too bright and the system has some issues (cavalry is GREAT for attacking into woods. Who knew??). Wish it was available for PCs -- its pretty slow on an older iPad.
One of the very best, BUT, takes way too long while enemy is playing...
I have a number of games from this company. If you enjoy historical simulations, these are probably the best out there for iphone. Moving each unit individually gets tedious, especially in the full game. It is also unrealistic, as movement is much to flexible. Command control is very basic. I would like to see units grouped to their parent unit and not be able to run off on their own! This would also speed up play if you could move at the division level for example. Some of the computer moves are questionable, as the Brits seem quite willing to abandon their strong defensive positions. Still, i've spent hours playing the game, it is addicting!
This is the best hex war product yet which makes it the best war game I've played. If you like historical accuracy you will love this. I also like the fact that you can now merge units. That really adds to the realism.