Age of Rifles Tips:
 
Age of Rifles uses a complete series of rules, from "fogs of war" to intelligence gathering, from resupply to recovery of stragglers. This set of rules simulates the "chain of command." For example, if you move one of your units too far from your command, itsmovement will be greatly reduced, and in subsequent turns will not receive supplies and ammo. This makes Age of Rifles particularly complex, because you should consider not only the enemy attacks, but your movement and unit position. If you find it too much complex, you can turn any of these rules off. If you're caught in a particularly difficult battle, the best thing is to do is change sides, put the computer's skill level to its maximum and see what your PC does to win. This will teach you how to resist a charge, how to destroy enemy trench lines, and how to out-turn enemy batteries better than every book on military art.
 
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