I recently set up and played this game from my Command Subscription. It uses a similar system to Fateful lightning, which is considered a good game, but the two follow on in the series were not. The key to the system is the CRT. Units can stack 3 high, with only the top unit firing, or taking damage (usually). Combat results can disrupt a unit, force it to retreat, rout or eliminate it. Units can be eliminated rather easily, but can come back often. They do this via "extra strength" points that formations have. The effect is of units melting away, reforming and coming back. It seems VERY odd at first, but after a while it does indeed act like a lot of civil war action reads. Units stand for a while, fall back for one reason or another, and another unit moves into the hole. Also, there is a variable turn structure. The turn may end early anytime after the first "couplet". It can also last very long if you roll well, as at the end of each couplet you roll to see if the turn ends or goes on. There are three scenarios, the "main battle" which saw the Army of the Cumberland go up Missionary ridge, a smaller one where Longstreet tries to close the supply line opened by Hooker, and a "what if" where Bragg lets Longstreet pursue after Chickamauga to finish off the Army of the Cumberland. This latter had always interested me, so it's the one I set up and played. A few union units set up between Missionary ridge and the city. A small number of Confederates set up on the Ridge. They win if they penetrate the Union defense line around the city. Each couplet, the union rolls a D10, and subtracts 2. That's how many units he can pull from a pile to set up in Chattanooga, UNstacked. This is an important draw back, as stacks last longer in combat. There is no extra strength in this scenarios (makes sense, just after a major battle), so units that go away don't come back. The Confederates get to pull from a cup that has one of every formation available to them. Pull a unit, and the rest of the formation arrives. If the Reb gets lucky, he pulls Cleburne, who arrives with his very large formation. It's about 4 times as big as all others, and it gives the player an extra leader. The Union must make do with the "Rock" while only Longstreet is on map until Cleburne arrives. In the game the Union rolled quite poorly, not getting ANY reinforcements 2 of the first 3 turns. This let the Rebels smash most of the initial units, and start to move in. Enough union units did arrive to make a decent battle line JUST before the city. Even so, its a closely balanced game, and either side might win. I will admit I just don't like the system. Maybe I am too used to the Gamer's CWBS. I am not sure the changes between FL and this would make enough difference (especially for the scenario I played). It SOUNDS like a good game, esp the one I played and the Lookout mountain scenario. But...... There are some problems - the Union defense line should be on map, and is not. Grognards errata has it's location. There should be an army morale track on the map, it's missing. On Shiloh its just below the CRT. I strongly suspect Chattanooga and it's Shiloh cousin will end up in the fall Games Plus auction. Regards, Pat Last Played: DAK, Airborne (PG), Chattanooga