27 of 27 people found the following review helpful:
5.0 out of 5 stars
The Best HPS Game Available, December 18, 2006
= Fun:5.0 out of 5 stars
This review is from: Campaign Gettysburg: Civil War Battles (CD-ROM)
This is a great game like all HPS games. In terms of detailed, historically accurate wargames, HPS stands at the head of the class. I have been a long time fan of the Civil War Battles series. The Order of Battles are always precise and accurate. The maps are wonderful. The scenarios plentiful. I unhesitatingly recommend any HPS Civil War Battle game. That said, these games are designed for hard core grognards (dedicated wargamers). People who are interested in the topic but have little wargaming experience should probably look elsewhere before attempting an HPS game.
In terms of Campaign Gettysburg: This is as good as it gets! Campaign Gettysburg is the masterpiece of HPS games. Not because it is about the most famous Civil War battle, but because of the games incredible depth and craftsmanship. The game traces the entire Gettysburg Campaign from Brandy Station to the retreat back to Virginia. There are numerous historical scenarios, including lots of variations and sub-sets of the Gettysburg battle. In addition, there are tons of hypothetical scenarios. It was the designers intention to simulate all possible actions that could have occurred during this campaign. He more than accomplishes his mission. I have been playing Gettysburg more or less non-stop for 2 years and have barely put a dent into the scenarios I would like to play. All HPS Civil War Battles are excellent, but Gettysburg tops the charts. Campaign Shiloh comes close in terms of depth, but Gettysburg is by far the best game available to date.
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17 of 17 people found the following review helpful:
4.0 out of 5 stars
HPS Gettysburg: For The Serious-Minded Grognard, April 6, 2007
= Fun:4.0 out of 5 stars
This review is from: Campaign Gettysburg: Civil War Battles (CD-ROM)
The HPS Civil War Campaign series offers a whole lot of interest for just about any seriously-minded wargaming afficionado for the American Civil War period. Gettysburg is perhaps John Tiller's best offering of the series! "Campaign" is the key word here. HPS Gettysburg carries the gamer far beyond the classical battle of Gettysburg (an entire experience in and of itself) and presents the player with the strategic situation facing Lee and Hooker in early June, 1863. Depending upon the particular strategic choices made, the players may find themselves sparring in major and minor actions over ground that never historically witnessed an action. For each succeeding result and new choice the armies will accurately reflect the losses and fatigue incurred in the former actions. Those familar with the old Talonsoft Battleground series will recognize the close similarity of play and game interface. Probably most important, the HPS Gettysburg game does not demand a high-end processeor and graphics card! Don't look for eye-popping, 3D graphics, or a sophisticated AI engine to while away the solitaire hours: this game is meant for human opponents in either "hot seat" or PBEM internet play. In that sense the game is an excellent and pleasant throw-back to the old tabletop gaming era, but with all of the tedious paper work and cardboard counter physical movements nicely taken care of by the computer. While it can be played on most "older" computers with a minimum of fuss, the prospective buyer should check out the minimum specifications for use posted at the HPS Simulations internet site. I am more than pleased with my purchase! I am gratified that someone has taken the time to improve on an old standard wargame and finally brought it to the market in a no-nonesense computerized format. We are not likely to see a better like-product of the Gettysburg campaign and battle in this specific genre for a long, long time.
Subsequent to purchasing and playing this game against the AI, I decided to give it a real test by joining the on-line American Civil War Game Club (ACWGC). This was the best decision I could have made in regards to playing this game, since I was immediately given access to play the game via e-mail with many other accomplished players. The ACWGC provides the competitive, enjoyable social environment to allow this game to reach its full potential. HPS Campaign Gettysburg was made for this type of application, and nothing has given me more pleasure in recent memory than playing a full campaign consisting of three or four, sometimes five interrelated battles to a conclusion. Absolutely great enjoyment!
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13 of 13 people found the following review helpful:
5.0 out of 5 stars
Last chance for victory, the war's biggest battle, June 6, 2007
= Fun:5.0 out of 5 stars
This review is from: Campaign Gettysburg: Civil War Battles (CD-ROM)
The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.
Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.
Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.
Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.
Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route. Routed units run from battle and will not fight until rallied. Leaders can rally units and have the best chance of doing so within their command.
While this may sound complicated, it isn't and one set of rules is used in all the games. This is not to say that the games are the same and one approach works in every game. The experienced armies of the Gettysburg and Atlanta games are very different from the green armies at Shiloh. The more open area in Vicksburg presents cavalry opportunities that do not exist in Atlanta.
Campaign Gettysburg contains a record breaking 314 battles, including the historic battle of Gettysburg and battles leading up to and after it. This will allow you to play almost every "what if" you ahve ever read about.
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