From: Mark Boone <mrboone@MSN.COM>
Subject:      S&T 166 recap

Recently had the chance to play the two games in S&T 166,
"Savage Station / Olustee". Thought I'd pass along my comments
on how the games played...

First, the game rules are just the old SPI Blue & Grey rules.  The only
differences I saw were the addition of two rules:
   8.2 Strategic Movement, and
  11.0 Cavalry Retreats.
Not included was my favorite, the optional rule for Attack Effectiveness.

Side note: Looks like the 'Savage Station' game was meant to be used with
DG's Seven Days Battles rules. I don't have this game so don't know how
the rules compare with Blue&Gray.

Savage Station (SS) -
   I would have to say the advantage lays with the Union here and that
they should win most games if they keep the Conf. out of Savage Station
during the first three turns. If he doesn't then the Conf player gets 25
victory points which will be too much to overcome. I don't see the Conf
player winning without taking this hex. So, much of the battle will be
centered around taking/retaking it. In the historical scenario, I don't
see the Conf player ever reaching the victory hexes at 'Meadow Station'
and 'Dispatch Station'.

   Confederate Player:
Try to take the SS hex in turns 1-3 to get the big victory points. You
can either wait for your turn 1 reinforcements to join up with your on
map units to attack on turn2 OR just jump in and attack on turn1. The
pro for a turn 1 attack is that the SS hex is open and you can move a
unit right into it, but you have less units so its very likely the Union
player will be able to force you out during his turn. If the Union gets
a low roll on the Command table, he might not be able to move enough
units to retake the hex. In general, you should be able to use your
mobility to set up decent attacks, but your low strength units are
going to make to tough. Hope for low Union Command rolls so you can
beat him to the punch. Ignore the victory hex at the South edge of the
map, maybe some reinforcements might enter near it to make it worth taking.

   Union player:
You control all the victory hexes at the start so you can sit back and let
the Conf player attack you. Your larger strength units should easily keep
them at bay. Try not to get too spread out, since a low Command roll will
hurt in trying to respond to Conf moves.

Olustee -
   This game seemed more balanced than SS. The automatic victory conditions
definitely affected play, since the flanks had to be covered to keep any
pesky cavalry from running past. This usually led to 3 disjoint combats...
the main battle in the middle along the road/railroad plus two covering
engagements on either side. If no units get free for the auto victory, it
turns into a slugging match in the center.

   Confederate player:
   For the Confederates, I didn't see any reason why they should sit back
behind their entrenchments at Olustee and wait for the Union to come up.
The defensive benefit (attacker 1/2) was no better than sitting in the swamp
hexes 2-3 hexes away. Even better was to move everyone forward and jam up
the road/railroad path through the woods, using the lake/swamp to cover
your left flank. Using the Cav units to threaten the Union flanks and
more importantly to just exit off the two East edge hexes to win the game.
This forces the Union player to peel off units to cover these hexes or the
cavalry. Inflicting damage on the Union is going to be hard since you don't
have the big strength units to get any decent odds.

   Union player:
  For the Union, elimination of the Conf Cav units will be a big benefit.
It will allow you to concentrate your forces and not worry about rampant
cavalry doing an end-run to victory. Include a Union Cav unit in the
attack so the Conf Cav can't automatically retreat. Once the enemy
cavalry is eliminated, you can now even threaten an end-run with your
Cav units. The Union has bigger strength units so should be able to set
up some decent attacks and should win the game based on casualties
barring any tactical mistakes or bad exchange results.

Any comments from others who have played these games?

Mark.