[Crossposted from On the table at Consimworld, but updated.]
On the table, Chickamauga from Glory 1. (A Richard Berg design, published by GMT.) Having tried the Gamers’ Barren Victory, and West End’s Chickamauga, I continued my Dave Powell inspired look at the Battle by stepping down another notch in simulation towards playability.
The Glory system is chit pull activation, with three types of combat: artillery fire, charge, and defensive fire. Charge is close combat. Units have a front side and a disordered side. A disordered unit that suffers a disorder is withdrawn off the board. It may then recover – and return on its disordered side, with the possibility of full recovery – or be permanently eliminated.
I used the original activation chits, with the original optional Overall Command Capability rule. (I did not like the Corps level activation shits proposed with the latest rules, as it did not fit my reading of the battle.) Essentially, each division gets two activation chits in the Pool. But each turn, the total number of chits drawn from the Pool for that side which actually activate, is randomly determined. So, you get a good mix of chaos and uncertainty, and excellent solitaire playability.
I have played the first day through to a conclusion, but doubt I will try it again. It’s too bland. The combat system leaves me cold. The activation system makes it a good game – potentially – but I am looking for more than that. I wish I had the space and time to attempt the Regimental level River of Death. When the designer tells you it will take a couple of hours for each game turn, you know you are in for a long game!
I took a look at the Avalanche Press game on Chattanooga and Chickamauga. The division level of the game does not appeal to me, so that will have to wait for another time.
Having finished volume one of Dave Powell’s trilogy, I’ll probably take a break from Chickamauga (unless volume two turns up sooner than expected).
After I posted this on Consimworld, I got some feedback confirming the combat system seemed to give less than acceptable results; basically, unless you get very unlucky with the chit draws, or are caught at a map edge, it is bloodless. In reality, this battle – and most ACW combat, was a bloody grind. I thought the West End game showed that well, though there is some suggestion that it is too easy for units to recover. Well, although I am moving off the battle now, I expect to return. And while I have run out of ready to play games on the battle, I have some mix and match ideas that I would like to try, time and resolve permitting.