Crash


Wellington At Waterloo

Author: Robin Hogg
Publisher: Cases Computer Simulations
Machine: Spectrum 48K

 
Published in Crash #66

Wellington at Waterloo

From the creator of Overlord, Yankee and Napoleon At War comes Wellington At Waterloo, but this time history is in your hands. Following the battles of Borodino, Auerstadt and Quatre Bas, Napoleon met with Wellington on June 18 1815 for his last and most famous battle of all.

In Wellington At Waterloo you are in charge of the eponymous character's combined Anglo/Dutch forces along with Prussian reinforcements (which appear after turn ten). Both sides' objective is to reduce the other to less than 30.000 men. It may sound a lot but Wellington allows you to lose up to 700 men in one onslaught.

Via the simooth-scrolling map, attack/retreat/reorganise orders are issued to infantry, artillery, cavalry and later on the Prussians. The command structure involves selecting a destination, the unit then moves there as last as terrain, enemy units and own speed will allow.

Wellington at Waterloo

Routs are possible, ranged lire follows line-of-sight rules and the effectiveness of a unit is based around its morale with routs (quite cleverly) leading to a domino-effect mass rout if you're not careful. Three skill levels are provided with the morale of the French increasing with the higher levels and the Prussians taking longer to arrive.

Sadly Wellington At Waterloo is something of a disappointment following the excellent Ancient Battles and Ken Wright's own Napoleon At War - the commands are limited and with this comes a loss of flexibility. As Wellington is based around one conflict, the scope of the game is also limited. A pity as the execution of the game is of high quality - a great shame potential has been missed to recreate one massive conflict or a series of famous Wellington battles.

ROBIN HOGG

Robin Hogg

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