Tuesday, September 21, 2010

Design: Feedback

Hello out there.

We hope you've been enjoying the game over the past couple of days. We've created this post as a place for questions and comments about the Basic Rules.

Post whatever you think could help us make the game better in the comments section below. Important/frequently asked questions will be addressed on the website and in the Living Rulebook.

Thanks for your support. We're really looking forward to hearing what you have to say.


  1. Hi Sam

    My name is Alex and I'm from Portugal.

    I'm very impressed by your rules so far and will give them a go soon.

    I also took the liberty and made a "printer friendly" adaption of the rulebook. You can contact me at "tangas ^ netcabo . pt" if you want to see it...

    Looking forward for more examples and rules!


  2. Hi Sam

    I didn't wait for the weekend and gave a try at the rules in work today using a spredsheet as the gaming table and cells as units (don't tell the boss!!!). :)

    I had 2 Union Generals: 1 Grade D3, in charge of 2 brigades with 5 bases each and both grade 3

    The second General was Grade D3+1 and had 3 units under his command, each with grade 2 and 4 bases.

    The Confederate also had 2 generals, both grade D3: one with 2 units of 5 bases both grade 3.

    The other General had 3 units grade 2 each with 4 bases.

    The typical meeting engagement as a scenario...1 deck long...

    My first toughts for the game...

    The units can acumulate lots of fatigue. At a time I had almost all units in both armies well over 10 FP.

    What I felt then was you could sacrifice 1 unit in a army to keep moving and firing at several enemy units while perserving the rest of the army below 5FP.

    This would bring the enemies over 5 FP easily and would prevent your units being fatigued...then hope for a Queen or King and rejoice!

    The Queen maybe should't had FP to the retreating units...

    Another thing I think it could be added is Wild Cards. It's somehow easy to calculate wich cards are left in the deck...I was thinking in something like this: first time the Wild Card comes out shuffle the deck and the discarded cards. Second time it comes out, exaust the deck...what do you think?


  3. Sam

    The rules look fun. I think I will dig out my old Airfix figures. I have 4-5 boxes in the garage somewhere. As stated earlier, a printer friendly version would be nice. Right now I am waiting for a day at work without the boss so I can print on the color copier.

    How long before the cavalry and artillery rules?

  4. Several Questions/Clarifications:

    1. How do you calculate Command Range?

    In the "Rules: Leaders" section it says Jackson's command quality of D3+2 gives him a command range of 3 inches.

    Under "Turn Sequence" is says leaders have a command range of 4 inches.

    However, under the Example of Play: Matthew's Hill III, it says command range is command quality x2 (and is this base or after dice are rolled?)

    So my first question is, which is it?

    2. It is my understanding the leaders do not immediately allow regiments to regenerate fatigue, but add to the amount the regiments will heal when the next Ace is drawn. I would add in the Ace card description to remember to add FP added by leaders in a previous turn, if applicable, or something to that effect.

    3. Flank Attacks

    So lets say I have Union troops with a combat frontage of 4 come into melee contact exactly perpendicular with a group of equal strength Confederates (Imagine the letter "T"). Does the Union get to use all the firepower (4) even though they are only in base contact with one stand of CSA? And whichever the answer, I assume the CSA can only defend with the one stand that has the enemy touching it?

  5. Hi Chris--

    Refer to version 1.1 of the rulebook for answers to these questions. In brief:

    Command Ranges are now uniform (it's mainly a measure of shouting distance).

    Leaders now add their Command Quality to a regiment's Fatigue Grade directly. Anytime a regiment is ordered to regenerate (Aces don't count) they will add their in-range leader's command quality to the number of Fatigue Points they regenerate.

    It is the Combat Frontage of the *side* of the regiment that is in close combat. Even if only one company is in direct contact, if the other three are facing the right direction they will still add their Combat Grade. In the "T" situation the Union would attack with 4 plus one for the flank and plus two for melee combat for a total Combat Grade of seven.