(This article may be found at http://www.combatsim.com/htm/2000/08/shogun)

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Page 3

Shogun: Total War
By James Cobb

Each unit has an on-screen symbol showing their condition and actions. Holding the cursor over both friendly and enemy units gives a running commentary of losses and conditions. Wavering units can then be withdrawn to rest. Orders can be given, but not executed, when the game is paused so playing doesn’t become a clickfest.



Visibility will be limited in winter operations



The terrain over which these units fight is as varied as it is attractive. The 3D graphics displays lush hills, winding rivers and plains covered with haze. The moving camera provides views not only of friendly troops and spotted enemy troops but also strategically important positions. Terrain is more than eye candy. Troops become tired chasing over hill and dale.

A cunning player may lead a more numerous opponent on a merry chase only to charge down a hillside, taking advantage of height as well as enemy fatigue. Terrain also interacts with weather. Mud and snow slow movement and precipitation renders missile units ineffective. Since all battles are finished at nightfall, winter provides short battles. An army heavy on melee troops can make short work of a larger army with more missile units on a snowy winter day, provided visibility allows combat at all.

Tactical combat doesn’t stop with the historical battles. Not only will invasions during the campaign game offer battle opportunities but there’s also a custom battle editor included with Shogun. The editor allows players to build custom armies and chose from eighty-one different terrain sets. Regardless of mode, the AI is extremely good tactically.

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(This article may be found at http://www.combatsim.com/htm/2000/08/shogun)