Tuesday, January 1, 2008

Dear America Diaries

There are several Dear America Diaries that deal with the American Civil War. They're fun to read, but entirely fictional. Most of the writers make up the people of the journals from real experiances people experianced.

Probably the best part of the books if you want info is at the very end. There, they include about a dozen pages of information about the war.

I would recommend this book to people who want to have something to read, but I wouldn't recommend it to someone who really wants to learn about the war.

My rating: 7 out of 10.

Monday, December 3, 2007

Battle Cry of Freedom: The Civil War Era

The Civil War was not just a conflict of bloodshed. During this time, it pitted technology against raw courage, and showed the true measure of men under pressure. It showed the cruelness of the land of equality, and saw fighting of more bloodshed on the North American contenient then any other conflict.

It is the most contrevorsial war of history. Millions are pitted against each other on which side was right, and which side was wrong. Millions believe that the South had fought a rightous crusade against the evil North, while millions vow that it was the North that fought the holy crusade to rid slavery and make the land of the free a fact, and not just a name.

Battle Cry of Freedom goes up to the challenge of trying to bring a true history of the war. Not a tainted view of the war, which has bias, but fits side by side with The Civil War by Shelby Foote, who is probably the greatest historian of the war to live. The book brings the Civil War to balance by trying to show both sides in thier true light; which is to say that neither one was bad, or wrong, they just had opposing views.

Who is the author to this book? Proffesor James M. McPherson. Years of dedication to this war is vividly shown in this book he has written. Intresting to note is the fact that he had no intrest in history until the Civil Rights Movements, which caught him in the grip which can be aptly described as: Civil War Fever.

This book does not just stick to the normal facts. It brings much more, and for being single book on the war, the 900 pages shows us not just the normal view, but what is not so commonly known.

One intresting fact the book brings to light: More westerners died then easterners to diesase because of most of them never having been exposed to city dieases' which were prevaliant in camps. But, more easterners died in combat then westerners.

But, I do not advise this book to someone who knows nothing about the war. The book is long, and the print is small. I would suggest something a little less detailed for beginners.

My rating of this book: 10 out of 10.

Civil War Books

Our next subject will be Civil War books. I will be reviewing several books during the next few posts.

Empire's The Civil War

Empires' The Civil War was one of the first games brought out. It was really a valient attempt to potray the Civil War accuratly, but, it failed in many aspects. It is in the format of a large map, which you have to scroll over with your mouse. All your units are in units of a division or larger, that are represented as boxes.

One of the things it failed at was movement. Most of the time, you can't get your guys to move, or they will move a little bit, then stop, or go right back to where you started off. It is really frustrating when your enemy is walking all over the place, and you are just hoping you can get even a single unit of yours moving.

Second is how easily you can win the war. All you have to do is walk into the enemy capitol and you win. I did so, and I won within a turn.

Third is your navy. Technically, they won't do anything on thier own. You have to order them to do everything. You tell them to patrol a certain place, they won't return unless you order them to. If you are the South, your cotton runs pretty much end when they land. They won't return with the cotton until you order them to.

Fourth is your population. You cannot make large armies by recruiting. Your states provide little in way of actual population. As such, you have to combine your units you already have, and hopefully you will have a large enough army to win.

It has several things right though. Such as combat. It did a very good job at describing battles involving two opponents based upon the leaders ability to fight, based upon leadership and terrain. In most aspects, few of your northern officers can win unless they have large numbers because they fight softly. There are few officers in the North to compare with the South in this game.

My rateing of this game: 3 out of 10.

History Channel: The Civil War

The History Channel once again brings out a Civil War game. This game follows a first person shooter format, where you run around as a soilder from actual units and kill opponents with anything from knives to Revolver rifles. You can play two sides: Union or Confederate. For Union you play the following levels:

Fredericksburg (Iron Brigade)
Gettysburg (20th Maine)
Chattanoga (Unit unknown)
Selma (Wilson's Infantry)
Fort Fisher (United States Marines)
Petersburg

For Confederate:

Bull Run
Shiloh (Confederate Sabotgers)
Antietam (Mississippi Sharpshooters)
Chancellorsville (Stonewall Brigade)
Chickamauga (Texas Brigade)
Cold Harbor (Confederate Guerrilla)

The upside of the game:

1. Historical Battles
2. A wide variety of weapons (at certain points, you can even use a Gauntling Gun)
3. You don't follow just one persons' storyline, you go through several.

The downside of the game:

1. Do you know the real reason the North won? They were all clones! You are pretty much fighting clones, because the people who made it forgot that they can use more then three models for thier characters.

2. Ease. Even the hardest level is very easy to beat.

3. Play length. You can win the game in a day.

My score for HC: TCW: 6 out of 10.

Monday, November 12, 2007

Civil War Generals 2

Okay, I have never played the preddecessor, Robert E. Lee: Civil War General. But, I'm pretty sure that this is pretty much the same thing, only advanced.

The main thing in this game is your troops and artillery. Your officers can get wounded, but, your troops are the ones that really count. The more troops you have, the more likely you will succedd. The more artillery you have, the more likely you will succeed.

This game really has alot to do with your units. This game stresses unit moral. Your moral can be the deciding factor. If your moral gets too low, your troops will run, and you will have to spend points in sometimes vain attempts to get them rallied. Sometimes, your troops will not rally, and as soon as they reach your supply base, you've lost them.

Artillery is also a huge factor in this game. You can break enemy attacks by just firepower from your artillery. But, if the enemy comes too close, you can limber up and run for a better position.

Terrain has a impact. If you are side by side in the open, you can attack an opponent. If you are in a forest, however, you are most likely unable to, despite the fact that you are almost butting heads.

You can capture the flags on the map, and every flag you capture, more points you gain.

There are three ways to play. Single player, Hotseat mod (you play both sides, or you and one of you siblings) and Online. I perfere single, although hotseat is awesome to. I don't play online, although my brother does.

Overall, this amazing game is a 9 out of 10.

Monday, October 29, 2007

Take Command II: Second Manassas

The sun has risen, and your command looks over the fence they have been guarding all night long. There, not 100 yeards off, is 5,000 Yanks, ready to punch your weary men and rout them from the wall. But, you got one trick up your sleeve as the blue bellies huzzah towards you.

Bullets whiz towards the yanks, knocking down men every step. The blue boys are stubborn. They get right up to you then drop thier muskets, and fire a single volley.

It is too much. Your boys rout, and the Yanks are about to take over the all important position. They move forawrd, unopposed, then, suddenly, a volley from the nearby woods sends them reeling, then, the are in retreat as your fresh reserve regiment pounds towards them from the woods. The Yanks rout, and the rebel yell is once more heard victorious.

That is right. That is what Take Command II is all about. This game puts the War in Civil War.

What happens is each level you are placed in command of a select number of troops. You can command from a single regiment, clear on up to the entire Army.

And each command carries its' own problems. The smaller your commands is, the harder it is to hold. But, the more you have, the more hectic the battle can be, for you are continually having to shift your troops to where they are needed.

This game also allows you to either charge your opponent, or fire. But, this game is all about moral, quality, and fatigue. If any of these are low, you can bet your sweet bippy that your going to be restricted in what you can do, and how easily you will break.

There are two types of play. Battles and Open Play. Battles is split up into two groups, regular battles, and Custom Scenarios. Regular battle were made by the makers of the game, Adam Norb and his friend. Custom scenarios are levels that were made by fans of the game.

This game is editable, but there is no edit button in the menu. You have to download it, then, once you have, you can create your own Order of Battles which can be used during Open Play.

Out of 1-10: I rate this as a 10. This is probably the best game ever invented.