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Legion Arena: Iain McNeil – InterviewBrian King March 22, 2006 | 0 comments | Print | E-mail Recently, Armchair General caught up with the Slitherine game Legion Arena for a quick review. After playing it for a while, many questions cropped up which we felt needed answering. So, we sent a communiqué to Iain McNeil –development director at Slitherine– for some answers. The dispatch rider returned with the following scribbled notes; Armchair General: Thanks Iain for taking the time to speak to the Armchair General community. Would you mind taking a second to explain some of the basics of Legion Arena for those unfamiliar with the game? Since we have an audience with a fair number of military historians, can you flesh out some of the game’s historical component?
ACG: Along those lines, one can’t help but notice the excellent Osprey Publishing material spread throughout the game and website. Would you mind sharing how that partnership came about and what it meant for the game?
ACG: After having made it through the entire game, I have to admit I was surprised I didn’t see any heavy weapons such as chariots, ballistae, or any sort of siege craft [a sharp observer may note British chariots are featured on the game's CD]. While this game is clearly focused on open engagements where such weapons would have been less important, they do seem conspicuous by their absence. Will we see such weapons down the road?
ACG: Where do you see the boundaries of the Legion Arena engine in historical terms? It seems natural to imagine many ancient battles working well with this system because it draws out the differences between unit type/quality/function but have you looked into more modern times as well? Would it work for medieval battles? Napoloenic battles? Pages: 1 2
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