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Subject: Not war but Murder review rss

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Terence Co
Canada
Vancouver
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Very nice ACW game. I think its actually harder to win as the Union but its not easy too for the Confederates. In order to win, the Union either has to get 10 Vps by the end of the game(done by killing confed units or having units beside or contesting areas in or around Richmond subtracted of course by dead and exhausted Union units) or win a sudden death victory by having a Union unit in Richmond which can trace a line of control back to the Northern Union edge of the map(good luck). The union player has the choice of a frontal grinding attritional attack on Confed lines ala ww1 trench warfare with the notion that his higher replacement rates will help him sustain the fight(this will earn him VPs by killing units but the problem is that he will most surely also get dead or exhausted union units which will subtract to the final VP count). The other good thing about this tactic is that this will most likely weaken confed lines for a breakout towards Richmond. THe second tactic is the maneuver tactic using mobile cavalry units under Sheridan to hit the Confed rear(hopefully backed up by other Union units) towards Richmond, the problem here is that he has to trace a path of controlled areas(in order for an area to be controlled one has to have an allied unit in the area by his lonesome for control) and that's a lot of areas to garrison and unfortunately, the units to do this is quite scarce especially when trying to keep the Confed main front units occupied for this tactic to work, probably best tried when you have the Confeds properly weakened.

It is a race of time for the union and he must probably try to keep on the offensive and try to sustain it before the game ends.

For the confeds, time is probably on his side. THe more he delays the Union, the more he wins but the way he delays the Union offensive can be quite tricky, the Union has more units, and most importantly have a significantly higher replacement rate so he probably has to know whether to make a stand or to do a fighting retreat. Make the yankees pay for every area on the map.

Now people say that Lee is critically important to victory. I don't think so but he is quite important as him being active will not only lend a modifier to combat but also to activate an area for an attack or retreat.

Excellent, graphics, excellent gameplay, quite easy to learn and play. Probably a 3 on the GMT complexity scale. and I do like the map(glossy) and counters.
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Lawrence Hung
Hong Kong
Wan Chai
Hong Kong
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We are going to have a chance to play this game on Saturday 2 Feb 2013. It's almost 6 years since the game was released. But the reading so far is quite satisfactory and I feel right at home with the area impulse driven game with gameplay of designer's similar other games like Battles magazine issue Nr. 1 game Counterattack at Arras. The map is a drab though. An area impulse-driven wargame on one of the campaign that edged to end the American Civil War earlier in May 1864. The Union was maneuvering closed to the capital of the Confederate - the city of Richmond. The struggle between the two titanic generals Lee and Grant was never meant to be such direct and personal before.
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