Starting Turn 14, but only half-way through the game. Long game, with its duration compounded by my inability to sit down at the table for longer than one-hour. With four (well, three active since my Der Weltkrieg efforts have stalled) games going on, one must allocate their time.
A little less grinding now, and a little more flow. I toyed with the idea of finishing using just one side of the battlefield, but decided not to. Perhaps a firmer grip on the rules is the reason.
Still, I need to improve my rules application, especially for these….
- Unit Density – Seven or more factors in a hex results in a one column shift right for fire combat. My implementation is sporadic.
- Ammunition For Artillery – Yes, they can run out. I’ve simply forgotten/ignored keeping track.
- Command Span – Getting better. Early on just a mess letting different brigade units intermingle and stray.
- Stacking Order – Top units take casualties/morale checks first. I tend to put artillery on top of a stack so they aren’t forgotten. Need to get over it, and get it right.
- Game Exclusive Rules – The only one I’m consistently implementing is Confederate morale check to allow advancing into melee. Need to refresh my knowledge since the Night Turns are coming up and there are several exclusive rules for them.
Here’s a couple of End Turn 13 photographs with comments.
Union forces have consolidated their defensive positions, with some reinforcements on the way. The Confederates finally have their artillery in position. As noted in my previous post, I did a terrible job positioning their artillery early in the game.
The Confederates were finally making progress until the Union’s Phase, with a low firepower attack (aided by horrible morale check die rolls) causing several units to rout, completely disrupting their advance.