From: "John D. Coley" Subject: GLORY: Chickamauga Victory Conditions Danny Holte, Doug Adams, and anyone else out there playing GMT's Glory, My brother and I clashed at Chickamauga a couple weeks ago. We never finished the game, (although we both thought we were winning, which is either a sign of a balanced game or a serious case of self deception on one of our parts) largely because we realized halfway through that the victory conditions allowed the CSA to rack up tons of VPs by galloping a cavalry unit or two to the Union rear and tagging a couple key hexes (thereby reaping VPs by being the "last to occupy." Basically, as written, if the Union marches forth and battles the Rebs to a standstill, but lets Forrest slips a single cavalry unit through, all is lost. We decided that this makes for a lousy end to a good game, and also inflates the historical impact of ACW cavalry. I emailed Rich Berg for help, and received the following: >[ADDITION to Victory Conditions]. Cavalry may be used to attain >objectives, >but only if they can trace an unencumbered line of road hexes >back to any >friendly infantry unit. Enemy presence/ZOC blocks such line. Followed by: >Actually, ignore the cavalry restriction on victory and change victory >condition rules to simply say Occupy (not last to occupy). Frankly, I'm not satisfied. What do you all think? Do you like the victory conditions as written? Can you justify them? Do you like Berg's fix? Are you using house rules? Thanks, JC