Ron Glass
United States Tampa Florida
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I've played this for a number of years, and recently when playing with a new group, found they used a slight variant to the marches rule. When rolling the die and rolllng a 6, their rule is that the Confederates get a max 5 marches with this role. When the Union rolls a 6, they only get the OPTION of taking a 6th march as an invasion. In other words, the 6th march MUST be an invasion, or it is lost. The Union only gets 5 land marches max as does the Confederates, but thier 6th MAY be an onvasion, but if theyt chooise not to invade, they forfeit the 6th march.
I would appreciate your thoughts.
Ron
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Moshe Callen
Israel Jerusalem
I like to exchange ideas but I have no interest in a pissing contest.
If you want me to review your game, just GM me and send me a copy. Abstracts, wargames and euros equally welcome. No party or dexterity games please.
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I presume they're trying to "balance" what is in reality a well-balanced game. If either side is at a disadvantage in the game, the Confederates are-- once one learns the game-- and so the last thing the game needs is to help the Union more.
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Tanks Alot
United States Fort Mill South Carolina
www.facebook.com/HistoricalBoardGames
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There is an advanced rule in the game that balances marches rather well. Also some good ones for automatic port defenses etc.
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Kent Reuber
United States San Mateo California
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I play the advanced rules which links the number of marches to the side and the year. I think 1D6 (even though 1->2) is too large a variance.
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