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Gettysburg: The Tide Turns Activation Code Crack





















































About This Game Gettysburg: The Tide Turns is a hex-based wargame set in one of the most decisive and iconic battles of the Civil War. 150 years ago, brave soldiers fought across this idyllic battlefield, and, now, we put you in their shoes. A Period PieceThe game captures the realities of 1860s combat through the granularity of hex based gameplay and an innovative randomized turn system. It is a tense and strategic package from the full, sweeping campaign to individual scenarios.Plan Your EngagementFeaturing the work of some of the best artists in the business, the game map and interface capture the period while providing the information you need as a commander.Exciting and fast paced gameplayYou will command a myriad of period units including infantry, cavalry, and artillery. Units vary in strength and morale, and, much like Battle of the Bulge, your success will depend on how you maneuver your forces and engage the enemy. Gettysburg: the Tide Turns goes beyond the "you go, I go" turn by randomizing when each division will move. This provides tension, as you must respond tactically as new opportunities present themselves.FeaturesPlay as the Union or Confederates across the entire scope of the battleTutorials and easy entry for new playersFull game rules and information for hardcore playersAn innovative movement system that randomizes turns for increased tensionBeautifully rendered maps & interfaces in period styleExtensive historical commentary & content includedPlay online, face to face, or against AI opponents 7aa9394dea Title: Gettysburg: The Tide TurnsGenre: StrategyDeveloper:Shenandoah StudioPublisher:Slitherine Ltd.Release Date: 14 Jul, 2017 Gettysburg: The Tide Turns Activation Code Crack Only played the Day 1 Scenario as the Union so far but I am not enjoying this game much at all.The random chit pull combined with the enormous amount of territory units can move per turn just throws any strategy and tactics out the window. The enemy can potentially string together two moves and two combats without you being able to do a single thing about it, and in those two moves armies can move across what would have been miles of marching.For example, following traditional deployments, I had placed the Union I Corps along Seminary Ridge\/Oak Ridge (as my cavalry auto-retreated without firing a shot from McPherson's Ridge), and the initial units of XI Corps were positioned to the north of Gettysburg. The only enemy facing me were a few depleted brigades from Heth in the valley between McPherson's & Seminary Ridges.Then the CSA drew an entire Corps of reinforcements which, in a single turn, went from not even being on the map AT ALL to moving down Mummasburg Road BEHIND my I Corps, one of their units even making it to Barlow's Knoll, pinning one of my depleted units. The next chit was the CSA combat chit, which they used to obliterate my unit on Barlow's Knoll. Then the turn ended, all the chits went back in the cup.Out next? The same CSA Corps that just arrived. They then promptly moved into Gettysburg itself, or behind my units on Oak Ridge. Out next? CSA combat chit. Which they used to obliterate my unit on Oak Ridge. So we went from there being NO Confederate forces on that part of the map at all, to an entire division marching in BEHIND me and attacking me from the rear, with another division marching right into town. They covered a distance of miles in the blink of an eye. Rommel couldn't have done better.There is just WAY too much randomness, units march WAY too far in a single turn, and there is NO reason to keep units within their own command structures. Feel free to shuffle up and intermix units from different Corps as there are no reasons to maintain unit cohesion. No benefit is derived from it, and no penalty received from a lack of it.In fact, you might be better off mixing your troops up, as all of the units from a Corps move at once regardless of where they are. So if you deploy historically with I Corps west of Gettysburg and XI Corps to the north, you may find events veering out of control in parts of the battlefield you have no control over. Whereas, if you mix them all up, you have the chance to at least move some units all over the battlefield instead of all units in one small part, which allows you to react to enemy movements better. Seems like a terrible way to model a historical battle to me.. Tried really hard to like this but my main problem with it is the A.I. I have many times had units shattered and retreat but the A.I. refuses to move forward to destroy a shattered force. The game otherwise has been an excellent purchase but be aware that the computer opponent seems more defensive in nature and will not take the initiative when that opportunity arises.. Fix this game and I'll fix my review. I gave up on abouth 30th freeze during one game.. Fun game to play if not particularly accurate historically, but the big problem at the moment as has been pointed out by others is the games strong tendency to freeze after a few turns. Would advise holding off on purchasing the game till this is fixed.. froze up on turn 13; no way to load saved games, restart ineffective. Kind of clunky play, not smooth, kind of brainless, if you are having trouble sleeping this will help.. As a veteran wargamer and a fan of the Civil war, I wanted to see how the Battle Hymn Vol.1 boardgame could be adpated on computer. I must say that the basic mechanics of the boardgame are nicely put into pixels : the map is beautiful, the chit system is the same, the movement and combat systems are very similar.BUTThe AI is terrible. During my first game (Day1) as CSA, I could easily grab 2 objectives near Little Round Top 5 turns before the end. Then the computer (with max AI !!!) only seemed to optimise its defensive positions around Cemetery Hill, and absolutely neglected to counterattack despite big local numerical advantage and the certainty of defeat if staying passive.Big potential, but AI needs to be drastically upgraded.. A absolute bargain for the price - the turn activation system keeps things tense and is a good way of reflecting the friction of command. The map is pretty and it feels like your a playing aout a step by step illustrated history of the battle.So far have played battles from both sides and against the AI and solo with interesting and different battles every time - this is due to the way divisions (CSA) and corps (USA) can be activated and the clever gameplay mechanics.Developer have a few bugs to squash and it would be nice to see some more scenerios perhaps with randomized map entry and arrival times.

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