From: "Jens Hoppe, EUV" Subject: They met at Gettysburg I played the first day scenario of this game yesterday against a friend. I played the Union, and I was beat pretty badly... Of course one playthrough (of only the first day!) is no basis for a balance discussion, so I won't do that. For all I know I might have played the Union in a completely stupid way, but the Confederates had so many more units, I simply couldn't make a stand against them. What I do want to comment on is that the game seemed to model the battle in a strange way: I tried to spread out my units to get something resembling an unbroken line, but I quickly discovered that small stacks were easily slaughtered - because of the way Offensive and Defensive Totals are calculated, it is never very difficult to make an assault that will be succesful for the attacker (= having OT > DT), but if the defender has many units in an area, they can absorb an incredible number of Casualty Points without any units actually being eliminated. In the end we both had huge stacks of units (meaning something like 9-12 units per stack) stalking the map trying to grab victory areas. Actually the system of absorbing casualty points bears some resemblance to the system from Breakout: Normandy, EXCEPT than in B:N you have to use ressource points to return units to fresh status, whereas in TMAG all spent units automatically become fresh at the end of every game turn. In this game, a stack of for instance 10 units is almost invulnerable: Attacking with a stack of 12 units (the maximum allowed) will probably inflict lots of CPs; let's say 20. In that case, the defender can simply turn over all his units (making them spent), absorbing all 20 CP. Furthermore the attacker can't followup on his attack; the stacking limit in the area has been met, he can't bombard or volley the area (because of the presence of friendly units), he can't even move his spent attackers out of the area to make room for new ones. At the end of the turn, all units are returned to fresh status, and the attacker is back to square one... The attacker might improve his chances by making two separate 6-unit assault on an area, but still... The bombardment/assault rules in B:N seem to work more smoothly. Another strange thing was the victory conditions for the 1st day scenario (and I believe the same can be said for the campaign scenario): Different conditions are listed, defining Confederate & Union Tactical and Major victories. The thing is; the Union and the Confederate victory conditions do not exclude the others: Both sides can end with a Tactical Victory for instance... How is that handled? We had a few rules questions as well (mostly concerning leaders). They might be in the rules, but we simply couldn't find them, so maybe they aren't... 1. What happens if a leader is alone in an area, and the area is entered by enemy troops? 2. When all units in a leader's area are eliminated in combat, the leader is placed in another area containing units under his command. What happens if no units under his command are on the board at the moment? (Happened to Buford in our game). 3. When a leader in an area activates units in another, adjacent area, the leader is also allowed to move (even though he's not in the activated area). If the activated units assault enemy units, can the leader join in the assault? (It seems reasonable to me, but it would be an exception to the rule that units assaulting an area must move together). Cheers, Jens "Hopsie" Hoppe