 The Great
Battles of Hannibal (GBoH) is the second in Interactive Magic's Great Battles
series, following on the heels of last year's critically acclaimed Great Battles of
Alexander. GBoH allows you to refight eleven battles, from the early Bagradas
Plains to Hannibal's last battle at Zama, and is essentially a PC version of GMT Games'
award-winning SPQR boardgame, a title which many wargamers regard as the finest
pre-gunpowder game ever. As a fan of both Alexander and the GMT series, I was curious to
see if IM could do the same kind of justice to Romans and Cathaginians as they did to
Alexander's conquests, and maybe even clean up some of the glitches that popped up in the
earlier game. I need not have worried. GBoH does a superb job of improving the
series, a feat IM accomplishes mostly by not messing with GMT's sophisticated and
immersive game system, improving the graphics, and actually attending to and fixing some
of Alexander's shortcomings.
The Second Punic War pitted Rome and Carthage against each other in a dead-serious
struggle for domination of the Mediterranean world. Rome won, and in the end Carthage was
laid waste. But it was a dramatic and near-run thing. The Carthaginians, under the command
of the brilliant Hannibal, made a legendary crossing of the Alps, razed the Roman
countryside, and defeated every Roman army thrown at them. Only a Hannibal's inability to
maintain his army (made up mostly of mercenaries), Roman naval superiority, and the
brilliant generalship of Rome's Scipio Africanus kept the Mediterranean from becoming a
Carthaginian, rather than a Roman, lake.
In many ways, the war between Carthage and Rome is a study in
contrasts. The Roman army, especially before Scipio, is very much a "three yards in a
cloud of dust" machine. Velites (the famous wolf-skinned light infantry) lead off
attacks by skirmishing and then withdrawing, after which the main attack is launched by
the legion's heavy infantry, the hastati and the principes, who tend to run it right up
the middle. The veteran triarii, in the meantime, stay to the rear and serve as a reserve
or last line of defense if all goes wrong. It's all pretty predictable, though it's often
pretty devastating as well. The Carthaginians, on the other hand, are more of a
run-and-shoot kind of army. Made up of as diverse a bunch of troops as
imaginable--Balearic slingers, Celtic and Gaul medium infantry, Hispanic heavy infantry,
phalanxes, elephants, Numidian light cavalry--there is no set-in-stone Carthaginian
tactical doctrine. While the strength of the Romans is their heavy infantry and manipular
tactical doctrine, the Carthaginians must attack the flanks, set traps, try to find a way
to turn the Romans' head-on superiority against itself.
All of this makes for very exciting gameplay, and IM has done a fine job of modelling the
classical battlefield. The most important factor in the game is your troops' TQ (Troop
Quality) rating. Good troops might start with one as high as 8; poor troops with a 4.
During the course of the game, many things will conspire to reduce your units' TQ--combat,
of course, but also movement and routing units. The gradual reduction of a unit's TQ is
the game's way of representing the slow wearing away of a unit's men, morale, and cohesion
during the battles of the time. When a unit's TQ is reduced to 0, it will rout, and let me
tell you that if left unattended, or if overtaxed, even the best units on the field will
head south in a hurry.
The only way to avoid this kind of disaster is through careful
attention to leadership. In fact, the management of one's leaders is a crucial aspect of
this game. Units cannot move unless in the command range of a leader with command points
to spare (most have between 3-7), and leaders can also use command points to rally routed
troops and restore TQ points. Since leaders are activated in random order each turn, this
makes for some nail-biting tactical decisions. Do you use your limited command points to
attack that unit of principes with the exposed flank, or do you hold off and attempt to
rally and refit your tattered command? Do you launch an attack that leaves your own flank
open in the hopes that your leader on your right flank activates before that nasty-looking
Carthaginian cavalry, or do you play it safe? Every turn in GBoH is filled with
these kinds of calculated gambles.
And while it is a dicey thing to comment on the historical accuracy of a game based on
classical warfare (evenscholars--especially scholars--still argue about such things), the
system produces games that feel historically accurate. For instance, in the
battle of Cannae scenario (see right), the Carthaginian commander will find himself
dauntingly outnumbered by the Roman legions.The first time I played this scenario, I
thought of bagging it then and there. But then I noticed that I had overwhelming cavalry
superiority, and that my best troops were on the extreme ends of my line, with my worst in
the center, and it occurred to me that if I could just suck the predictable Romans in, and
if the scrubs in the middle could just hold long enough, I could possibly re-enact the
most famous double envelopment of all time. And by golly I did. Finally. After four tries.
But it was worth it, let me tell you.
The game ups the series' ante in many ways. First, the general level
of animation and graphics has improved. While not the most beautiful game in the world,
the terrain is much better than that in Alex, and the troops are very nicely
done--the wildly different Carthagianian troops look different, with Viking-like Gauls
holding the line alongside paint-faced and tatooed Celts, while stern Macedonian-like
phalanx units back them up. IM has also fixed some interface problems, most welcomely by
adding an "undo" button and giving you the opportunity to hide terrain, an
option you will use during the Lake Trasimene scenario. You can also give
"group orders" now. This allows your leader to sacrifice all of his command
points in exchange for the ability to either move, rally, attack, or restore cohesion
points to all of the units in his command. It's not an option you'll often use as the
Carthaginian, but the Roman player will find it invaluable. Finally, the game addresses a
common complaint about Alex by providing a free deployment option, which allows you to set
up your army in new and exciting ways and adds a great deal to the game's replay value.
Problems with the game? Well, the graphics are still a little less polished than I'd like,
and the game, while much speedier than Alexander, still runs more slowly than it
should--expect long load times before battles. Finally, the campaign game is pretty much a
farce, really nothing more sophisticated than playing all the games in chronological
order. But all in all, The Great Battles of Hannibal is a wargamer's delight. While
probably too slow-moving for most RTS types, it is sure to appeal to the hardcore gamers
out there. Interactive Magic deserves big kudos for not only translating an excellent
board game into an excellent PC game, but also producing a wargame that covers a
relatively unfashionable period (i.e., something other than the Civil War or World War
II). If you're at all interested in wargames or the history of the classical world, this
game belongs on your hard drive.
--Rick Fehrenbacher |