So The Whirlpool is the battle for the Wheatfield, Devil's Den and Houck's Ridge. I don't know if that means anything to anyone, but I know too little about the ACW for that to resonate with me.
As BC said, the rules are somewhat confusing. I do remember when I got this game I kept the rule book out to learn it and decided to leave it and went on to a different game.
The rules do leave barn doors open for ambiguity. They use terms like Close Combat, Fire Combat, Defensive Fire, Normal Fire Attack...when I read the rules, it was not at all clear to me that when I performed a fire attack and then moved (an attack order), that you could also perform Close Combat. Additionally, it's wasn't clear to me that the temr "Normal Fire Attack" meant I could use Close Combat...because I was getting Normal Fire Attack confused with Normal Fire Combat. In part, it's because of ambiguous terms I think but a large part is I don't think the rule book fully represents the Sequence of Play and you need to check both in order to get a grip of the sequence of play.
I think there is alot to like in here. It reminds me of the behemoth Fields of Fire. Not a complicated game at all - but the rules make it look like Everest. Once you're in though, you're in.
As for your post bob, I don't know what the point of the scenario is - there's no blurb with it. All I do know is the Union has terrible leaders who cannot activate...leaving them stationary at best and at worst, neutered. I pulled Humphrey's and his only brigade on the board is Burling - and two of those regiments are in the Broken track! The one unit left couldn't move (because Humphrey's wasn't able to activate) and he couldn't shoot. Activation over. And that's not the only time. As I said, I've pulled 11 divisional chits for the Union over 2 turns and they haven't once had a full activation.
As I said - I don't care who wins. I have no side. But steam rollering over another side just isn't really fun.
Having said all that - there are Union reinforcements coming (as well as some Confederates) and also the possibility of the removal of some Confederate forces. 2 turns isn't really anything in a 10 turn game and looking at the reinforcement schedule it does look like there might be some to-ing and fro-ing. Of course there's only going to be some to-ing and fro-ing if the Union player actually gets some Union units to move.
So I'll stick with it for the time being.
On the map - initially I loved the look of the map. Then I hates it when I started to play. It initially appeared to be busy and complicated to read...but actually it's turned out fine. So you have a great looking map with some great features.
Additionally, this map provides me witrh something I've alsways wanted in games and it's not always there (or at least not always there to a decent degree) - the movement rates. In so many games movement rates are set so generic and with very little in the way of terrain to challenge it, you are able to move units wherever you want and with relative ease. With this map - you HAVE to use roads to get anywhere. most of the terrain (or at least the stuff I've been fighting on) is rocky, trees, hills, steep hills...and they all help to keep movement down unless you're using roads.
Anyway - I guess I just posted yesterday because I was frustrated with the lack of ability for the Union to act...we'll see how it goes.
I should also point out - I am a bit irked by two things...
1. The 2nd Edition was not released incoporating the errata
2. The 2nd Edition rules are not available on the website - it's the first edition rules
I could forgive 1 given the reasoning supplied by Revolution Games (time and small team), but two is not forgiveable. You have an updated set of rules for the 2nd edition - get them on your website.
« Last Edit: March 16, 2024, 06:40:43 AM by JudgeDredd »
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