I
 am a damned sight smarter man than Grant. I know more about military 
history, strategy, and grand tactics than he does. I know more about 
supply, administration, and everything else than he does. I'll tell you 
where he beats me though and where he beats the world. He doesn't give a
 damn about what the enemy does out of his sight, but it scares me like 
hell.
- General Sherman, as quoted by James Harrison Wilson
   The
 Western Theater of the American Civil War gets less popular 
attention than the Eastern, where Lee's Army of Northern Virginia held off
 attempted invasions of Richmond for years, even after a northward advance was decisively defeated at Gettysburg. The Western Theater, in 
contrast, was steady push southward by Union forces through Kentucky, 
Tennessee, and Mississippi, leading to Sherman's March to the Sea. The Battle of 
Shiloh, fought in April 1862, could be seen as its most crucial battle, 
as it was the Confederate Army's last realistic shot at stonewalling 
Union advancement, and its failure ultimately cost them the front, 
splitting the confederacy at the Mississippi.
   The
 two day battle began on April 6th as  General Johnston led a massive 
surprise attack on roughly 40,000 Union troops encamped on the Tennessee
 River's west bank in an attempt to drive them out of the state. In a 
day of fighting, in which Johnston was killed in action, Grant's forces 
were pushed back to a defensible position, but were joined at night by 
fresh troops from Ohio, and counter-attacked the next morning, forcing a
 withdrawal. Shiloh was the bloodiest battle of the war to date with 
over 20,000 casualties, far exceeding all prior battles combined. The 
confederates lost their hope of holding Tennessee, and morale never 
recovered from the death of Johnston. Grant, however, faced reprimand 
for being caught off guard and for his failure to turn the confederate 
retreat into a rout.
   
   
 
   SSI's
 The Battle of Shiloh, the first title by their internal Tactical Design Group, 
is rated as introductory level in their catalogs, but is in ways more 
serious than earlier offerings that I've looked at, especially coming 
from Computer Conflict. Simulated features include:
   - A bigger and more detailed map, based on historical ones
- More terrain types, including rivers, bridges, and hills
- Troop ferrying 
 
- Morale
- Artillery and gunboats
- Brigade leadership and tactics
 
   This complexity comes at a cost, now requiring 48KB on the Apple 
II, up from the 16KB required for previous games. Simultaneous versions 
for Atari and TRS-80 computers only require 32KB and 16KB respectively, 
which I'm guessing is possible because of the Atari's more 
memory-efficient tile graphics and the TRS-80's lack of them.
   After a disastrous first run of the game, in which the 
confederates wore down my fortifications and overran the river landing 
so thoroughly that my reinforcements couldn't even cross it to join the 
fight, I tried again with a new strategy - keep as many of their units 
as possible adjacent to as few as mine as possible, in order to maximize
 the potential of my artillery, and minimize theirs.
   
      
         
            |  | 
         
            | My artillery could hit ten of them, but their artillery can only hit four of mine. | 
      
   
   
   The rules of artillery are that during a bombardment phase, any 
unit adjacent to an enemy may be targeted, but only once per phase, and 
any other units are safe. I'd almost always use light bombardment - it's
 the most efficient in terms of damage per shot, but occasionally I'd 
use medium if I had more ammo than targets. My own units would decline 
to attack, and when they were inevitably attacked themselves, I'd use 
tactics to minimize my losses.
   
      
         
            |  | 
         
            | Attacked by three brigades 
 | 
      
   
       
Any
 time close combat occurs, the attacker picks a single target, and may 
attack with any adjacent units that haven't attacked yet that turn. Both
 sides then pick a combat strategy, from a selection of four risk levels
 and four tactics, allowing for sixteen possible combinations. I'm not 
really sure what a "bold retreat" or a "cautious all-out attack" is 
supposed to mean, but from what I can tell, more evasive tactics mean 
fewer men killed on both sides but more chance of giving up ground, and 
higher risk level simply means more death on both sides, with a slight 
bias toward the opponent.
|  | 
| By noon I had suffered multiple routs, but the line held. 
 | 
|  | 
| I routed one of theirs, but suffered losses in multiple brigades. 
 | 
|  | 
| Two more of mine routed. The line's not looking so good. 
 | 
 
|  | 
| They are breaking through to Pittsburg Landing. 
 | 
 
|  | 
| Almost there. 
 | 
|  | 
| Naval support arrived but couldn't save the landing. 
 | 
|  | 
| Reinforcements from the north, but I lost two brigades from the first army. 
 | 
|  | 
| Nighttime reinforcements are slow to cross the river. 
 | 
 
After
 nightfall, the next turn began on day 2. I started attacking more 
aggressively - kill ratios were generally in my favor as long as my 
attacking force was stronger, and aggressive tactics with safe risk 
levels seemed to produce the best results. This did mean having to pay 
close attention to enemy brigades while they moved, as this is your only
 opportunity to observe enemy unit strength values. As my artillery 
strength grew, and targets of opportunity diminished, I found I needed 
to use medium bombardment more regularly and even heavy sometimes to 
ensure my ammo didn't lie unused.
|  | 
| Don't know why my losses increased so much though. 
 | 
|  | 
| Routed two weakened units and the tides are finally turning. 
 | 
|  | 
| Picking off weakened brigades is costly but reaps bloody dividends. 
 | 
|  | 
| Breakthrough force is no more, and the Confederate lead shrinks. 
 | 
|  | 
| Routed two more weak brigades, finally deployed the reinforcements, and pulled ahead. 
 | 
|  | 
| Confederate army is in retreat, and I routed one more brigade. 
 | 
|  | 
| A mistep pursuing costs me a brigade and downgrades my victory. 
 | 
|  | 
| A river slows down my counteroffensive. 
 | 
And
 that ended the game. I roughly estimate that a single combat point 
represents about 35 men, and if this is accurate, then this battle 
simulation was quite a bit deadlier than the real thing, with nearly 
30,000 casualties on my side, and 26,000 on theirs. Maybe I could have 
done better if I had played more defensively - day one had been a 
bloodbath, and much of day 2 was wasted trying to deploy reinforcements 
to the overrun landing. If I had withdrawn my troops to more defensive 
positions and focused on minimizing casualties rather than trying to 
optimize an artillery duel, could I have been in a better position to 
fight on day 2? I could have also probably executed my original strategy
 better too - perhaps if I tried again, I could pull it off more 
efficiently.
But
 I don't really care to test this theory, because The Battle of Shiloh 
is painfully slow. I guess it could be worse - after all, Computer 
Ambush allegedly could make you wait hours for a single turn to resolve,
 but Shiloh keeps you waiting several minutes between turns as the 
computer slowly, slowly ponders its moves and then erases and redraws its pieces 
all over the screen nearly as slowly. Such is the cost of using BASIC, I'm afraid.
GAB rating: Above Average.
 I am impressed by the balance between accessibility and depth that SSI 
struck here, and can tolerate some weird game rules (like the 
arbitrary-seeming artillery mechanics). I just wish it played faster, 
and that some of the interface quirks were improved, like not having a 
way to see enemy unit strength during your own turn.
 
No comments:
Post a Comment
Commenting with signin or name/URL is encouraged but not required. If the spam filter deletes your legitimate comment, apologies - it does that sometimes.