Friday, May 16, 2014

Gettysburg The Tide Turns Playtest Update

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Playtesting has gone fairly well.  After a few adjustments (I had been doing a couple things incorrectly) I was off and running.  The following pic is for game start.  White x's represent units that cannot move.

The above pic represents the situation at start of turn two.  Not much happened and part of this is do to the units eligible to be activated with corresponding chits available to be drawn.  The main action took place near Culp's Hill.  A few mutual demoralizations and step losses with a Confederate unit retreating.


And finally, the situation below represents the conclusion of turn three and thus the end of the scenario.
Pickett's Charge occurs once again and smashes against the Union troops in front of Cemetery Ridge. Here the Approach Fire rule came into heavy use as movement into an enemy zone of control allowed a defensive type fire to which no response is allowed. The South got lucky in a couple spots but it didnt last long as units retreated and shattered (units that accrue demoralizations equal to their current strength are removed from the map).  It seems the charge was as useless in the game as it was in real life.   For the North, they stand firm and are even able to tighten their strangle hold on Gettysburg.  Alas, I was unable to change history.

As mentioned, i had been doing a couple things wrong.  Namely, a unit must attack all enemy units within his zone of control.  It does so by divvying up its strength points among available targets.  Additionally, multi-units attacking a single unit do so individually, that is to say, they attack "together" but the attack is resolved with each units full strength.  There are no ratios to be determined in this game. 

Conclusions:
I like the chit draw which allows only certain formations to activate each turn.  I also like that the bulk of units in this scenario begin with strength losses and demoralizations as well as movement restrictions. 
Combat is relatively easy with no combat results table.  Determine the hex terrain, from that get a base number which you must roll equal to or less, then roll a number of ten sided dice equal to your strength (after adjusting for losses/demoralizations and morale)   Morale checks for receiving hits are easily resolved.  Simply roll a ten sided die, add a units morale which can be anywhere from -3 to +3 and if you roll equal or less then 5 you pass thus turning all hits into demoralizations.  If you fail, you take the first hit as a step loss then apply any excess hits as demoralizations and finally retreat.  Now retreating can have a complicating effect on your units for if you are forced to retreat into a friendly occupied hex the units in that hex must make a morale check, failure of which can result in demoralization and retreat.  In essence, what you can have is a cascade effect of retreating units in a densely packed area. Pretty cool stuff.  So in all, i like the game and have enjoyed every minute of playtesting thus far.  As this was only a tiny three turn scenario i can only imagine what the full campaign game will be like, can't wait!  Again, it's unfortunate that the beauty of all these gears and levers will go unnoticed once the game is released but a few of us will still "see it".

Thanks for reading.

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