On the table, Antietam (Sharpsburg) from Glory III, the Richard Berg designed system for American Civil War battles at the brigade level. Primarily I am playing this because I enjoyed my recent time spent with Glory II and it was an excuse to read up on the battle.
In the actual battle, the massively outnumbered Confederates held on by the skin of their teeth because of critical Union command failures: McLellan sent in his Corps piecemeal and threw away the advantage of superior numbers.
As gamers, we would never under utilize our forces. Indeed, it’s a recurring theme that many games allow the player to push their cardboard warriors to efforts – and synchronized efforts at that – which would have been impossible. In the opening stages of the battle, for example, one of Hooker’s Divisions badly screwed up on the attack because only one brigade went into action and the other two stood around waiting for orders. That’s difficult to simulate without overburdening the players. And, as mentioned, the Union forces did not attack as one.
This system uses chits to activate forces. In Antietam, the Union player starts with only three chits. After the opening couple of turns, the Union player rolls to see if he gets, less, the same, or more chits. It’s frustrating for the Union player, but it’s reasonably accurate and it definitely adds some tension to the game.
One thing that struck me is the irony of playing a game about the bloodiest battle of the war using a game system that, arguably, minimizes the casualties with units able to rout, recover, and return to action. While I’d love to work at some variant, I do enjoy the fast pace at which it is possible to play the game as it stands.
In short, I’m having fun.