Saturday 16 May 2009

Conquest: Medieval Realms

I've only played through the first and second scenario in the first campaign. Its not a bad game if you like boardgame territory grabbing. The key to winning seems to be divide and conquer.. all about cutting the enemies supply of money by slicing territories in half and reducing their income so they can't support the army raised. If the territory does become financially compromised, then you simply lose your men, and the surrendered flag shows up in their hex. This can lead to devastating defeats, if you're not protective enough of your territory.



Units face off against each other based on level, and there are no exceptions to the rules a level 2 unit beats a level 1, a level 3 unit beats a level 2. So you have to make sure you have the coinage to purchase the appropriate levelled unit. In order to gain cavalry and ranged units, you have to spend some money on converting forest land to archery ranges, and building stables. You start with pikemen. You can buy a higher level unit straight off if you have the gold, or you can buy lower levelled units and upgrade existing ones with them. Their zone of control regardless of unit, is a single depth ring of six hexes around your units current position. Although you can attack by moving onto a lower levelled unit's hex. Your movement will be restricted if there are higher level units exerting zones of control in front of you, or defensive buildings such as forts and castles.

Presentation is very boardgame, and the miniatures are well realised. The UI is very minimal and functional, obviously done on a budget, with the art assets mainly being tied up with the miniatures. There are some historical facts included in the campaign, which is a nice touch to add some credibility to the very abstracted boardgame presentation. The second scenario in the War of the Roses campaign, is actually at Sandal Castle in Wakefield, England (a place where I lived and played as a teenager) and I was quite disappointed to see that the castle grounds are depicted as a mere large hexagonal set of walls. Not quite a historically accurate abstraction of the place I used to climb over all those years ago.. but you know, it was exciting to finally see a wargame depiction of the siege at Sandal Castle.



There are a one or two niggly issues I have with the game, first the miniatures don't drag and drop as you'd want, as you pick it up with a left click on the mouse, the unit drops to well below the mouse cursor, and you place the unit by putting the mouse cursor over the destination hex, and sadly NOT by placing the miniature down over the hex. This single very nitpicky interface quirk, really did drop me out of the illusion that its a boardgame with lovely metal miniatures. Secondly, there doesn't seem to be any feedback when the AI executes its turn, all its moves are resolved in an instance, and your carefully laid plans and defences just disappear or shift about without much in the way of understanding at what the enemy has done. You can often read what might be coming next from the AI's current position and indeed, you strategy is probably geared towards this, but it would be that much more rewarding if there was an option to play out the enemy's actions, or at least have some sort of summary of what happened on a piece by piece basis. The tutorial option on the menus mentioned tutorial scenario's, but from what I can see, the tutorial consists of three pages of information with diagrams to explain the game.

The game does support network play, and even comes with editors for custom skirmishes or scenarios or even custom campaigns, so I'd wager there is a lot of replayability, especially if a modding community gets off the ground. I cannot really comment on the effectiveness of the network play, since I've only really dabbled in the single player game.

Overall, for the money, its worth a go if you enjoy the more abstracted gameplay of a territory grabbing boardgame. Whether the AI can stand up to the more seasoned wargamer, I'm not sure, but with the ability to play against human opponents it could become quite a "chess like" battle of wits.

2 comments:

  1. It seems that Slitherine have announced a patch to Conquest, taking it to v1.2 and apart from some bug fixes, the meat of the patch is to slow down the AI moves so that the player can follow what is going on.

    ReplyDelete