AnimalMother wrote:
Gorgeous map and playing pieces. Rules straightforward and clear. Obscene excess of tables and charts to cross-check for combat, supply, political events. Large amounts of table space are needed for them, too. E.g., both players must check three tables for each combat. Excessive energy is required for production, maintenance supply, and for determining units commanded by leaders prior to rolling for initiative, and for moving and attacking.
There are a lot of charts, but to call the number obscene is hyberbole. The majority of the charts fit on 2, moderate sized game cards, printed front and back -- I've found this to be average for a wargame of this complexity. The description of excessive energy is also hyperbole -- compared to most games of this size, I'd say the activity level is low, due to all the movement friction built into the system. I thought the rules could use some work, mostly in terms of organization. Found myself often having to refer to 3 or more rule sections to determine the correct procedure for one game step. However, this irritation was minimalized once I became more familiar with the game system.
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The variant leader counters were disappointing, as they add another table to consult without adding any new leaders. Many great officers on both sides were killed early in the war, men who would certainly have become important leaders had they lived. These should have been included. I'll provide a list on my next post. I believe the star-rank system should be eliminated, and all leaders' factors reduced 1 if they command a corps, and reduced 2 if they command an army. E.g., McClellan made a fine division and corps commander.
I thought the leader rules were fine, for the most part, but this is an area of most games that are always easy to modify with house rules. One problem I had was there's a 1 in 6 chance that a leader used to affect the outcome of a battle will be captured -- obviously a silly rule. We changed the captured result to a wounded result and that seems to work fine.
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As the rules stand, no sane Southern player would build ironclads or river gunboats,as any he builds will be very expensive and will be quickly destroyed by the stronger Northern Navy. Also, the South really does not have a decent chance to hunker down behind forts and entrenchments, as forts & fortifications are also too expensive & risky to build.
The South is at a disadvantage in these areas and rightly so. They are able to establish parity, though, locally, if not globally -- occaisionally they can even outgun the North, given the right set of circumstances. What to build as the South is one of the many enjoyable challenges of this game system.
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The maintenance supply rules are cumbersome and make little sense.
I like the supply rules. A nice mechanism of the system is that players build prior to determining how many supplies their forces use, creating a degree of uncertainty regarding how much supply can safely be expended in the production of new units.
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The cavalry probe rule in the second edition errata rules is good but the historical ability of cavalry to raid deep behind enemy armies is still not really supported in the rules, as cavalry cannot retreat before combat if there's a single enemy cavalry sp in the attacking force. This makes such raids a suicidal tactic. Cavalry should be able to retreat before combat unless completely surrounded or attacked by a force with at least 3/4 as much cavalry strength.
Cav is effective at it's job, but to enhance them further would make them superhuman (superequine?). Selective use of cavalry is the key to yielding good results.
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The production rules are too time consuming and the production spirals take up too much space. Production once per quarter-year with a single type of resource point, not a combination of resource points and manpower points, would make the game move faster and eliminate the spirals. Also, players could hide their upcoming production in their private records. The Volunteer Calls and Drafts are one of the coolest features of the game, and could be included as impulses of resource points, each lasting two quarters.
The production spirals definitely take up too much space (we agree on something!). The rules achieve a very nice balance between material supplies available and manpower. Anyone with a moderate amount of experience at a large, strategic wargame won't have a problem with the system.
Considering the entire package, this game provides an amazing canvas to recreate the American Civil War on. I expect this to be the only wargame I play for years.
Xto