Lawrence and I played our second game of Bobby Lee, the Civil War in the east.
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| End of Turn 1 |
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| The early fighting goes pretty normally. CSA holds to the west while the USA manuevers the CSA out of Manassas. The CSA called for a draft which is why the VP space is on 2. |
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| End of turn 2 |
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| The USA is kicked out of Mannassas but manuevers to take Aquia Station and the adjacent area. The CSA was out of activations to take it back. |
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| End of game on Turn 3 (Forgot to take a picture, reused the last turn one with notes added to show moves) . The CSA took back the VP in the west but lost a general's pip in the battle (lucky USA roll, 2 hits out of 3 shots with a 1 in 6 chance for each shot to hit). This runs the CSA units out of steam. Near DC the CSA moved out of Mannassas to the spot where the USA army currently is (forgot to draw it in). The USA retreated (routed) and moved units from the west in. The CSA did not have enough activations left to take DC or the space next to it since they would have had to take the space next to THAT in order to get enough troops in the area since it was mud they could only get two units directly into the battle space and the USA had three, barring really bad luck the CSA would lose any battle for the space. The USA naval assaults in Norfolk taking it and send a lone unit to take the VP space in the middle of the map. The Emancipation Decleration is made and the Civil War ends in less then one year. |
Made a couple of mistakes, combined a naval assualt with a land attack - NO NO. Without that taking the space next to Fort Monroe would be much harder. Only two units can go from Fort Monroe to the adjacent space by land and only two by sea and in order to win a skirmish you have to have more blocks in the space after one battle round - only hitting on a 1. Second mistake is using units other than infantry to invade but that was minor, could have moved other units around.
We really wanted to like the game but the lack of chrome with regard to leaders is a problem for us. McClellan can have up to 4 pips - in effect making him just as good as Grant when it comes to manuever - add in that a unit in a port space can get 6 reinforcement points it means that McClellan can activate 3 times and still be back at full next turn where no CSA leader can do so. As the USA commander I certainly had no qualms with having him on the board. I think Grant has a longer command range which can certainly be handy and a better combat rating (I think) but putting a leader in the front line is a desperation move. When it comes to operational Tempo the little Napoleon really IS the little Napoleon.
After seeing the oops on the naval assault I'm thinking of playing it again, yesterday we had decided to give the first version a try (Lawrence owns both). Units are not named in that version and perhaps that will make the early movement not seem strange.