Chariots of War from Slitherine Games

 

I have tended to find that when it comes to that strange breed of individuals called wargamers there are very clear lines between what is found tolerable, and that that is intolerable. Look at the range of ongoing debates about Fantasy v Historical, Competition v scenario, DBM v Warhammer, Foundry v just about anyone else etc etc. I have certainly found this to be the case with computer wargames, people tend to either love them or hate them.

 

As a sole gamer, with heavy work and family commitments I find that I play a number of computer simulations, and so long as they are not too complex and involved I enjoy them, at least initially, although the computer as an opponent can soon cease to hold many surprises.

 

I was very happy then to receive for review a copy of the latest gaming release from Slitherine. Chariots of War is a computer wargame from the same folk who released Legion a popular computer based wargame. The setting this time is the Middle East ranging from Egypt , the walls of Babylon, the Empire of Assyria and beyond . So plenty of wargaming potential there.

 

I found the game very similar in parts to Age of Empires or Civilization, as you slowly develop your kingdom, controlling where cities are built, and what resources your population exploits. In order from your civilization to prosper you need to use diplomacy and trade, to balance the productivity of the nation. Although this can be a very interesting part of the game, I find that many gamers are simply not interested in the economic structures of their campaigns, rather like Napoleon they would rather leave that to others and get on with the fighting.

So this element of Chariots of War will either enthrall or annoy depending on your outlook. Personally I do not mind this element too much, and I spent quite an amount of time poring through the instruction booklet and tutorial game simply to get a hang of the game processes. In playing the game I found that I had to give adequate attention to this element to enable me to build the World conquering armies I vainly hoped for. Turns are a month long, and each can generate random events to aid or frustrate your plans. Diplomacy is also brought into play as you send observers to other courts, basically as spies.

 

Armies a built up step by step, starting with low grade units such auxiliary spearsmen that are cheap and less than cheerful, you are able to develop better trained and equipped units as your civilization advances, ultimately achieving a large chariot armed force . You need to create a balance between garrison forces (protecting from the stab in the back or barbarian raiding parties), and your offensive force that needs to be at the cutting edge, so to speak. Army movement is easy to control, until games like Gettysburg where your chaps seem to develop a mind of their own; and march over a very nice looking computer generated World, with plenty of variety and pleasing touches.

 

Battles are fought to a set formula, a detailed map, split into three operational areas is displayed. While your scouts skirmish with the enemy trying to obtain information you deploy your units in response to the visible enemy units and the unseen threats that may lay concealed beyond terrain. Care is needed in deployment, for your units to make proper and best use of terrain, and to avoid overlapping of units which may mean some troops do not see action. There are a variety of basic orders and formations to be considered as well and these choices will prove vital, as once you are deployed and battle is commenced you have no control of your units.

 

Initially this is actually pretty exciting as your watch your little guys tramping forward in a very do or die attitude to lob their javelins and charge in. The action is bloody and you even get wounded unfortunates crawling away to die. (But the background music is awful so be warned). Unfortunately this is likely to prove frustrating to the average gamer, used to being in total control, who wants to take advantage of a perceived opportunity for a tempting flank charge or whatever.

 

I have to say that after a few battles, I set up the action pressed go and wandered off to make a brew, or wash my socks, so I cannot claim that the battle sequences maintained their enthrallment.  But all in all I think Chariots of War is a worthwhile investment for your games library, and a game that you will keep returning to over a period of time.

 

Could I suggest though that in future games development Slitherine look at a military campaign game, that takes little note of the development of civilization, but notes areas of military resource, and lines of supply. Then provides a more interactive tactical battle screen, allowing the player more control of the action where their character is. If that balance could be achieved I think more gamers could be tempted to part with their pennies.

 

For more info visit the website at http://www.slitherine.co.uk/ where you can download the latest patch which provides additional info and options

RRP £29.99

JOS

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