Having all five games of the 5 star general series (Panzer General, Allied General, Star General, Fantasy General, Pacific General), I have to say that Fantasy General was my favorite of the series.
SSI expanded on the abilities of units in Fantasy General compared to the other games. Some being closed and open formations, different "range" of attacks, and wounds.
Closed formation units, Heavy Infantry and Heavy Calvery fight the best in clear terrain, and are slow to move through any terrain other than clear or road.
Open formation units, pretty much everything else, aren't slowed by forests or rough as much.
Seige weapons, Bombadiers and Archers have what is called "range" attacks. That means when they attack or defend, they make almost all of their attacks before anyone else gets to attack, except other archers.
Skirmishers, Spellcasters and Light Calvery have what is called "skirmish" attacks. That means they attack after the archers but before everyone else.
Sky Hunters, Heavy Infantry, and Heavy Calvery have "melee" attacks. That means they go last.
To explain a little more:
If an archer attacks any unit other than another archer, the defending unit doesn't get to attack back.
If a skirmisher attacks an archer, the archer goes first than the skirmisher goes.
If a skirmisher attacks Heavy Infantry/Calvery, the Heavy Infantry/Calvery doesn't get to fight back. Really nasty since Skirmishers get bonuses when attacking closed formation units.
If a melee unit attacks archers or skirmishers, the archers/skrimishers attack before the melee unit gets to attack.
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