Ancient Art of War is a classic. This game can be quite good in some of the scenarios but lacking in others. Players have a choice of fighting several historical figures from easy Crazy Ivan the Terrible to difficult-Sun Tzu. There are several scenarios to choose from with some having a basis in history and others being staged scenarios.
The forces at your command consist of either: knights, barbarians or archers. Formations can be set from the pre-set options or created by the players. There is a rock-paper-scissor effect between the combatants with knights>barbarians>archers>knights.
Ancient Art of War is a classic. This game can be quite good in some of the scenarios but lacking in others. Players have a choice of fighting several historical figures from easy Crazy Ivan the Terrible to difficult-Sun Tzu. There are several scenarios to choose from with some having a basis in history and others being staged scenarios.
The forces at your command consist of either: knights, barbarians or archers. Formations can be set from the pre-set options or created by the players. There is a rock-paper-scissor effect between the combatants with knights>barbarians>archers>knights. Spies are also in some scenarios to help with visibility.
In some scenarios the forces are set with no chance to expand them. In others one can train forces in forts. The
training of troops is random with the computer choosing which of the three possible troops to generate. It can be frustrating when you need archers and not being able to create them.
Villages can also play a huge role in the game as supplies can be a factor. This setting can be turned on or off but offers more strategic options when turned on. Frankly, I prefer to play with as there is nothing better than starving out opponents’ armies.
Units have a condition and food rating which affect its combat effectiveness as well as the ability to march at certain speeds. A unit is unsupplied by food starves and looses condition which impacts marching and fighting abilities.
Forces fight one another on screens that range from bridges to forts to hills. I have found that archers strike better from above. Sieges at castles require an attacking force to bring archers only if the defending force has them as well. In this case, the defenders have the advantage of a wall to hide behind hindering the attackers chance to hit. When the defender has not archers then the combat is initiated inside the walls of the fort.
This game brings back great memories. Maneuvering, supply, tactic and strategy all play a role in this classic.