Thank you for the thorough review. I am just learning this game myself and I am an experience wargamer. I agreed with the observations in your video, particularly regarding the poor quality (clarity) of rulebook writing, rules clarity, examples, number of exceptions, and lack of a glossary with definitions for key terms and concepts (for example, definition for an artillery battery and an artillery battery section). The complexity of this game recommends itself highly, in my opinion, to a gradual introduction of rules accompanied by a scenario that uses just those introduced rules, such as was done for Squad Leader or Advanced Squad Leader Starter Kits.
Hi. Thank you for watching my video and for leaving this comment. I totally agree, that a scenario book introducing new mechanisms in a sequential way, would be a great solution. Otherwise the learning curve is quite high 🏔️
A lot of things you complain about in the rules are just part and parcel of a tactical game. If you take those rules out, you cripple the realism. Yes, it's "fiddly" and difficult, but it's necessary to fully explore Civil War era tactics. Also, compared to the older "Terrible Swift Sword" games, one hour-long turn of the GMT GBACW is the equal of three or four TSS-era 15-20 minute turns. Thanks for the review, though, warts and all. You were very thorough!!!
Thank you very much for your comment Stiglr! I totally agree with what you wrote. Taking those rules out would impact realism. Even so I do believe that the system is just to procedural and complex. Probably a question of personal preferences 🙈
That is true. This is not only one game but two. The number of counters can be overwhelming, and getting started might be a problem for people not used to this system getting started might be a problem.
Super materiał wiele pracy kosztuje przygotowanie do takiego monstrum
Dziękuję za pozytywny komentarz! Potwierdzam - takie gry jak ta wymagają sporo samozaparcia
Thank you for the thorough review. I am just learning this game myself and I am an experience wargamer. I agreed with the observations in your video, particularly regarding the poor quality (clarity) of rulebook writing, rules clarity, examples, number of exceptions, and lack of a glossary with definitions for key terms and concepts (for example, definition for an artillery battery and an artillery battery section). The complexity of this game recommends itself highly, in my opinion, to a gradual introduction of rules accompanied by a scenario that uses just those introduced rules, such as was done for Squad Leader or Advanced Squad Leader Starter Kits.
Hi. Thank you for watching my video and for leaving this comment. I totally agree, that a scenario book introducing new mechanisms in a sequential way, would be a great solution. Otherwise the learning curve is quite high 🏔️
A lot of things you complain about in the rules are just part and parcel of a tactical game. If you take those rules out, you cripple the realism. Yes, it's "fiddly" and difficult, but it's necessary to fully explore Civil War era tactics.
Also, compared to the older "Terrible Swift Sword" games, one hour-long turn of the GMT GBACW is the equal of three or four TSS-era 15-20 minute turns.
Thanks for the review, though, warts and all. You were very thorough!!!
Thank you very much for your comment Stiglr! I totally agree with what you wrote. Taking those rules out would impact realism. Even so I do believe that the system is just to procedural and complex. Probably a question of personal preferences 🙈
Well done review! Very informative.
Thank you very much. I am glad, that you found it useful 🙂
2 games in one, for sure. 1,960 counters by my count. Tons of content in one game.
That is true. This is not only one game but two. The number of counters can be overwhelming, and getting started might be a problem for people not used to this system getting started might be a problem.