This is a great system. Now, it seems simple IGOUGO when you first read it, though bear in mind that it is divisions that are being manipulated as units, so entire actions can be re-fought.
- The system is a 'lite' style version of F&F, with activation for units (but division based) BUT using 2D6 for a nice bell curve rather than the D10. It really works.
- Generals move first, and can offer benefits, so care must be taken as to where they might provide influence.
- It takes brave, bold moves to do things. Standing and firing will get you nowhere, but, by the same token, can nicely hold the enemy in place while you do some subtle maneuvering (as good Generals do during the period in question).
- The system cuts out a lot of divisional and corps 'game management', in favour of allowing generalship.
- Units are raw/trained/veteran and this can have subtle effect on their ability to stand and become 'spent' etc. We found Reb units quite solid, while Union units were highly variable in our game.
- Forces are 20mm plastic on 1.5" bases. 1" bases are recommended in the rules - and granted, things were a little cramped on a 6'x4', but still worked.
- All three days of battle were represented here, with night turns for consolidation, and some movement. Day One: turns 1-3; Day Two: turns 4-8; Day Three: turn 9-11.
A great system, with lots of potential. Will be interesting to see how well it works with Waterloo/Napoleonics, as I don't see any real issue with rules at this level, and certainly there seem to be some good examples of other periods across the web.
Today's musical number is wierdly in tune with the game (don't ask).
LOOK AWAY IF YOU HAVE A FEAR OF CLOWNS (or similar):
ADDENDUM - Scenario and OOB from the BBB Yahoo Group: