Hi all – I have, indeed, played several club members in various scenarios from the BOA2/WIA game. Two caveats, it is my all time favorite game; and, I really enjoy playing at the strategic level. Just so you know I am definitely biased.
Wars in America (BOA2) is truly comprehensive of wars from the first Pequot War through the War of 1812. The 'New Game Entry” tab will provide you with a comprehensive list of all scenarios. King Williams War and Lord Dunmore's War are unique treatments.
The game uses leaders with ratings of one, two and three stars. Each level of command extends a certain level of command control. That is, a one star leader can manage two units without command penalty. The leaders have ratings for initiative, offense and defense, in addition, many leaders confer special benefits: training, movement, lead irregular troops and so on. Some leaders are good at leading both European troops and colonials, but most armies require leaders of each faction to fight at their best. Leaders gain promotion from one star to a higher rank though promotions gained for victories won.
Supply is a key component and is a key to playing well. Each city or depot produces a defined amount of supply. This supply is carried by an intrinsic, but limited ability in all units, so use of supply wagons allows armies to campaign far from base. Two types of supply are used, general supply and ammunition.
The economic side of the game is abstracted into the ability to purchase a few replacement and request some reinforcements. Most wars in America were a combination of local levies and Royal troops, except in the grand campaign scenarios troops you start with are the ones you fight with.
This game is a study in the two prevailing (and competitive) theories of strategy: The defense of posts versus the defeat of the opposing army. Cities and strategic targets of value provide a certain number of victory points upon capture. Some continue to provide modest amounts of victory point upon continue possession. The other method of of gaining victory points is through winning battles. Battles are at a strategic level. The player maneuvers to commit optimal forces, the game resolves the conflict.
Units of the game represent trained soldiers, newly raised soldiers who need to be trained and militia. Irregular units include Native American tribes and warbands, irregulars like Roger's Rangers. Cavalry, cannons and supply units. The naval war is an additional feature with capital ships, light ships and transports, as well as river craft. While it is necessary to control the ocean to have good supply for European powers, the use of naval forces for blockade and naval invasions is also a component.
One exceptionally nice option for club members, now that the Rise of Prussia is a club game. Players can play the Seven Years War with ROP along with its WIA companion game, The French and Indian War, and experience the 'first' world war.
AGEOD games involve simple mechanics but complex play. WIA is no exception. It does not have as detailed command and control structure and supply system as most other AGEOD games, but is, therefore, a good introduction to their game system. Incidentally, if you make the plunge and would like to chat through a learning game, that would be my pleasure.
Probably enough for now. Please let me know what other questions you might have.
_________________ Durk
Nothing is more harmful to the service, than the neglect of discipline for that discipline, more than numbers, gives one army superiority over another. Geo Washington
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