And VucaSims has resolved the payment system issue. The price changed slightly, but now is in $ instead of €, which saves a few bucks. Damn it, saving throw check incoming.
Edit: and maybe they are saving me themselves. System is saying it can’t ship to my address. Looking at the email they sent apparently a known, rare issue which is resolved by emailing them and doing manual process. Oh, and it reverted back to showing euros when I went to the PayPal screen so no savings there.
Isn’t it gorgeous? I’m looking forward to hear how you like it! I’ve found the rules very well done, too, both from a graphical layout perspective and a clarity of writing. As an aside, I think the activation deck building system will work really well for solitaire, too.
It’s good you got the Second Edition if small print is tough. A couple of the player aids in the first edition have some microscopic print. They fixed them for the second edition. :)
I have the historical campaign set up and will begin playing shortly. Going to use the optional Move to the Sound of the Guns rule. Some people have said it’s very difficult for units to arrive at their historical positions on the battlefield without it. I’m also going to use an unofficial rule about leaders getting killed that requires at least one unit of that leaders command to be within 3 hexes of an enemy unit for the death to occur. I don’t want any leaders getting killed riding off a cliff or into a tree!
Finished the 9:00 AM turn in my A Most Fearful Sacrifice game. A unit of Archer’s Brigade managed to take the VP hex on McPherson’s Ridge. They were then able to repel a counterattack by a unit of Cutler’s Brigade with some heavy defensive fire. Union units of Wadsworth’s and Schurz’ Divisions are marching north on the Emmitsburg Pike and Taneytown Road respectively.
I made a mistake by forgetting to include Reynolds Corps activation card in the draw pile. Not going to replay the turn so I’ll assume he lost track of time while at the Dobbin House Tavern just south of Gettysburg. Who knows that might have saved his life! No doubt I made some other mistakes as well.
It feels like the game does a good job straddling the line between simulation and playability. There is quite a bit of randomness in the activation cards that might bother some people who want more control of their forces. However, after my first turn it felt like the events were all plausible and added a lot to the enjoyment of the game.
There is a Fog of War card that is in the activation deck each turn. When it is drawn you roll a black and white die, reading the black die first. If the dice roll is 51-55 then you consult the scenario chart for a Corps General casualty. If the roll is 56-66 then you check the chart for a Division General casualty.
In historical scenario #12 that I’m playing the first General KIA will always be Reynolds, and the second will always be Heth. After those two are dead then there is a roll on the chart that decides who the Grim Reaper takes next, depending on the day.
As mentioned above, I’m using an unofficial house rule that a unit of the General has to be close enough to an enemy unit to make the death more plausible.
Great to hear the update! I did get a sense that the designers were trying to capture some unpredictability and fog of war with the activation deck cards and organizing. I think this will add a good bit of replayability too.
The 10:00 AM turn did not go well for the Rebels. Heth completely fumbled his activation check and was unable to issue any orders to his brigades. Two units of Archers brigade got initiative from drawn cards and attempted to assault a battleworn unit of Cutler’s brigade supported by a two strength unit of Tidball’s artillery on The Ripple, southeast of the Railroad Cut. They were repulsed by the Bluebellies and skidaddled back to McPherson’s Ridge. Meanwhile there is a steady stream of Union reinforcements heading to the fight.
I may have messed up that assault as it seemed like a sure win for the Rebels. Will have to RTFM on that.
The card activation system lends itself very well to solitaire play. You get information that you wouldn’t get playing two player regarding some cards that the other side chooses to hold rather than play immediately. Not a big issue for me so far.
I am a bit worried about what could happen if Heth completely fails another activation. That may give the Union an overwhelming advantage on the first day with so many forces closing in. Looking forward to seeing what happens next turn.
Nice! I still need to figure out where I will be setting up games for the long term. Not having basements here in Arizona sucks for gaming. Being in Arizona also means the garage would not be a possibility for a decent portion of the year unless I created a rom out there with some AC.
Convert the pool! Big ping pong table in the centre, some kind of heat-reflecting canopy…
Wrestling with Plexiglass here today. Instead of buying two 22x34 sheets, like a normal human being, I bought one 22x34 and one 44x34. The big one is going to be a nightmare to keep clean. They scratch so easily! And I need to find some clamping solution other than the technical drawing clips I have it temporarily fastened with. I think once I make my peace that it’s gonna get scratched, I’ll be ok.
Nice setup, @Ironsight! I assume the table is 4ft wide? Great to have space to walk around it too.
It’s about 4 feet wide. The map just overlaps the inside edge by about an inch on each side. I put CD’s underneath the map to hold it up in the middle and the far end. It wouldn’t work if the map wasn’t mounted.
More fighting along The Ripple during the 11 AM turn. The Rebels assaulted along the road again. They were beaten back, again, but General Reynolds was killed while trying to unsuccessfully inspire a unit of Cutler’s Brigade. They were Broken at the sight of Reynolds falling from his horse.
Meanwhile more of Reynolds Corps occupied positions on Seminary Ridge. The plan will be for Buford to withdraw to that position.
Heth was able to get Davis’ brigade to move forward and threaten the Union right although they only advanced about half as far as ordered (Union played the Rebel March Fatigue card).
Both sides are getting more reinforcements at Noon. There is a large stack of Confederate units on the map edge. Somehow Heth needs to get them into the fight quickly. Maybe there are cards I can add to the draw deck to increase the chances of them getting orders to move.