Commander: Napoleon At War Reviewed
6:00 AM | Cord Kruse | Comment on this story
Macworld has published a new review of Slitherine and Freeverse's Commander: Napoleon At War. In the turn-based strategy game players enter the turbulent Napoleonic Era and try their hands at re-writing history. Macworld gave the game a score of 3.5 out of 5 mice.
From the full review:
The bigger scenarios stretch on land and sea, and require you to either guide the forces of the Coalition or France to victory by invading and conquering your enemy’s capitals. You guide units of infantry, line infantry, militia, cavalry, artillery, or ships. The grid map mandates that you only have one unit per grid area and the turn based combat is determined by factors including strength, location, weather, experience, and chance—thus giving Commander: Napoleon at War the feel of an animated game of Risk.Click over to the link below to read the full review.
Macworld: Commander Napoleon At War
Despite my initial frustrations with the tutorial, I found it was pretty easy to pick up the rules of the game and engrossing to play. You raise units with production points which are either gained by capturing farms and cities or by protecting your shipping lines from the New World. The British have the best navy in the game, so they’ll constantly sink your trade ships if a clever French commander doesn’t send escorts.
Artillery is important to take out clumped troops or to break a city’s walls, but be sure to have infantry nearby because artillery is fragile—especially against cavalry. Certain units, like cavalry and frigates, can move further on the grid in a single turn than say a foot cannon regiment or a militia unit. For faster deployment, you can employ wagons to ship certain units to allied cities or have them load up in a seaport before deploying to a transport.
Commander: Napoleon At War
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