SWORD OF ARAGON Strategic Simulations, Inc. (SSI) has long been famous for wargames like KAMPFGRUPPE and BATTLES OF NAPOLEON. And SSI is also renowned for its fantasy CRPGs, from QUESTRON and PHANTASIE to the more recent POOL OF RADIANCE and AZURE BONDS. So, perhaps it was inevitable that one day SSI would blend the two forms and publish a fantasy wargame. SWORD OF ARAGON mixes the strategy and combat of a wargame with the monsters and magic of a fantasy game to create a challenging combination. The IBM-PC version is the basis of this review; Amiga version notes follow. In some ways, SWORD OF ARAGON is a traditional fantasy RPG. The game begins with the death of the ruler of the city-state of Aladda. As his child, you assume his goal of restoring the glory of the old Empire to the land of Aragon. To do this, you must find the Sceptre, Crown, and Amulet that belonged to the ancient Emperors. During the game, you encounter minotaurs, trolls, a dragon, elves, dwarves, and literally thousands of orcs. Some characters volunteer to join you in your quest, but if you are short-handed, you can hire additional characters as mercenaries. There are five different character classes: Warrior, Knight, Ranger, Priest and Mage. Mages, Priests, and Rangers are spellcasters, while Warriors and Knights specialize in combat. As in traditional fantasy RPGs, a character's combat and magic skills increase with experience. Aside from these elements, though, SWORD is essentially a wargame. The goal of the game is to unify all the cities on the game map through conquest or treaty. To win, you must develop your armies and cities as well as your characters. Cities provide both tax revenue and fortresses for your armies. Each turn you may choose to develop the various industries in your cities. This costs money, but it increases your tax revenue in the months to come. Between turns, a variety of political and economic news appears on the screen, and you must occasionally make political decisions such as whether to enter into an alliance, or whether to execute a prisoner. These aspects of the game are easily mastered after a few turns. Managing your armies, however, is not so simple. There are five different types of armies: infantry, mounted infantry, bowmen, mounted bowmen, and cavalry. Each unit's skill progresses with more experience, and certain forms of equipment are only available at higher levels. For example, an infantry unit may use plate mail only if the soldiers are experience level three or above. All army units cost money to create, equip, train, and maintain. The trick is to have an army that is both large enough and experienced enough to be effective in battle without going bankrupt. Actual combat is handled well. When a battle begins, the display changes from the strategic map of Aragon to a magnified tactical map of the area. There you control your individual characters and units. To succeed in combat you must take into account the terrain as well as the speed, stamina, and morale of your men. If they are badly battered or frightened, your units may ignore your commands and retreat, ruining your carefully laid plans. During a combat turn, you have the option of running the show yourself, or of turning control of your units over to the computer. Major battles may take more than an hour to win, but unfortunately there is no way to save a game during a battle. Be prepared for a long session when attacking major cities. The most difficult part of SWORD OF ARAGON is attacking an enemy city. The key here is the strategic use of your "artillery" (bowmen and spellcasters) to soften up the interior of the city before launching an assault with infantry. Not all cities need to be conquered by force, however. Some of them may choose to become your vassals by sending money to you as tribute every turn. Other cities may join with you as allies, sending computer-controlled troops to assist you in major battles. The combination of tactical battles with economic and political elements keeps SWORD interesting. If you become tired of attacking cities, you can spend a few turns developing your armies and cities instead. The game's EGA graphics are crisp and above average for a wargame. Each unit is represented with its equipment, e.g., infantry units are shown holding little swords, halberds, pikes, etc. Most of the small icons are quite effective, although mages in their robes look more like Barney Rubble in his caveman gear than fearsome wizards! As with most wargames, the game commands are difficult to learn at first, but become familiar after a few battles. The game can be played with either a mouse or the keyboard, and has no on-disk copy protection. Instead, manual-based copy protection is used. My only problem with SWORD OF ARAGON is the manual. A large amount of important information is either glossed over or just plain missing. For example, there are no tables showing which equipment combinations are possible for a given type of unit. Instead there is this suggestion: "Experiment with various armor and weapon combinations to discover which weapon types work together." Not very helpful, considering there are over 100 conceivable equipment combinations for infantry alone! The Charge and Overrun options are barely mentioned in the manual, and the rules for firing missile weapons over different types of terrain are not mentioned at all. Also missing from the manual is an index, which a game with as many features as SWORD requires. All of this makes SWORD harder to play than it should be. Nevertheless, SWORD OF ARAGON is the perfect game for those who enjoy _both_ RPGs and wargames. Players who prize fantasy RPGs for their mapping, puzzles, or storytelling, will find those elements missing from SWORD. And wargamers who have never played a fantasy RPG may find a campaign that requires slaying dragons and casting spells a bit odd. But for those who appreciate, for example, both POOL OF RADIANCE _and_ EMPIRE, SWORD OF ARAGON is a treat. AMIGA VERSION NOTES I should state right off that I am not much of a wargamer. I have played some of SSI's games, and found them well-presented, intellectually challenging, and quite realistic. And I have become bored with most of them after a few hours. Now, SWORD OF ARAGON may be the perfect game for those who enjoy _both_ RPGs and wargames (as the main review states), but I did not find it so. For those whose interests (like mine) lie primarily in RPGs, it leaves a great deal to be desired. I found the game ponderous, difficult to follow, and totally lacking in all the elements I seek in an RPG. Nor can I believe that a gamer whose focus is on war simulation would find this game the least bit palatable. Even as a war game, I found it unbearably tedious. Manipulation of armed forces and spellcasters takes forever, and the interface is leaden. Without a storyline to keep the plot moving, the game becomes a series of repetitive moves, with few clear goals in sight. I became frustrated with SWORD OF ARAGON in less than an hour, and probably would've stopped playing if I were not reviewing the game for this audience. The IBM reviewer found fault with the manual, and says that a large amount of important information is either glossed over or just plain missing. That is only half the problem. The manual is so badly organized that the player is left to flounder through the various sections in hope of stumbling over the part of the game he or she seeks to address. If the game is geared toward those RPG'er who are looking for something a bit more strategic, the manual should have each step in the turn process set forth in one place so that those unfamiliar with the conventions of wargaming simulations can have at least a (pardon the pun) fighting chance. The game makes little use of the Amiga's graphics and sound capabilities; some sound effects are ported intact from the TSR games, I noted with some amusement. The overall graphics level is not much better than you would expect from a Commodore 64 game. As with the IBM version, the game can be played using either a mouse or the keyboard (I would recommend the latter), has no on-disk copy protection, and is installable on a hard drive. The copy protection scheme requires reference to a poster, and from there, to the manual. This two-part keyword system is typical of the overall approach of the game: It constantly makes things more difficult than they have to be. SWORD OF ARAGON is published by Strategic Simulations, Inc. and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253