Thanks for doing this, I might have picked Wilderness for a short game, but this is a good learning scenario. I added this one last as its not that interesting to play the Union other than as a lesson in the dangers of attacking an entrenched line. Well done gentlemen.
Last point, it appears that Grant enjoys the maneuver, so do I, which is why I chose the Grand Tactical level. Its all about, "combinations prior to battle and combinations during battle". (Jomini). So, Grand Tactical is not just between tactical (e.g., 3 DoG tactical shoot out), or operational (GCACW theater maneuver) but a level with its own unique characteristics not found at the other two levels; its the General in a battle level.
At the 14:43 mark, Alexander forgot this part of the rules when determing how many moves he had left after Grant passed: "and one for each friendly Division not in an enemy ZOI or ZOC that is within Command Range of the Active HQ" So he could have had more than 9 moves. Also, during his previous moves, when he moved the Union units moved adjacent to the Rebel Divisions, they should have flipped to Battle mode. At the 21 min. mark, Grant should not have added Art. Support to the attack against the Detachment, as they never get Art. support.
One rule that I have seen you miss twice, is the pass die roll is 1d10 + all units not in enemy ZOCs, or if none in an enemy ZOC its 1d10 +10. So, if Grant's thought on why you would not pass immediately is it would be at a minimum of 10 moves (1d10=0) or likely much closer to 19.
Thanks for the playthru. I know they can be a pain to do, time consuming, and you have to put up with rules lawyers, but I appreciated. PS: was going to donate $10, but you don't have the option turned on.
@@dotista2008 we’re even slower than all that because typically we’re talking through mechanics, themes, and analyzing what’s going on so we can talk about it in a video as well 😂
I lied, not last; Grant's suggestion wondering why he would not just leave entrenchments and attack is EXACTLY what Jackson proposed and considered at the beginning of Chancellorsville, but felt the Union Heavy Artillery would be a problem.
Hmmm... An excessively laborious combat system seems to be "eating away" all the speed of manouvers... Where has all the elegance and simplicity of the initial Gettysberg game gone, I wonder?
I am learning the game while watching. that's fun, you should make playthrough video more often 😀
Chancellorsville! Chancellorsville! Chancellorsville! 😄
Thanks for doing this, I might have picked Wilderness for a short game, but this is a good learning scenario. I added this one last as its not that interesting to play the Union other than as a lesson in the dangers of attacking an entrenched line. Well done gentlemen.
thank you very much
Great looking game, and impressed at how well you two play together.
Last point, it appears that Grant enjoys the maneuver, so do I, which is why I chose the Grand Tactical level. Its all about, "combinations prior to battle and combinations during battle". (Jomini). So, Grand Tactical is not just between tactical (e.g., 3 DoG tactical shoot out), or operational (GCACW theater maneuver) but a level with its own unique characteristics not found at the other two levels; its the General in a battle level.
Great summary of the levels, Mark.
At the 14:43 mark, Alexander forgot this part of the rules when determing how many moves he had left after Grant passed: "and one for each
friendly Division not in an enemy ZOI or ZOC that is within Command Range of the Active HQ" So he could have had more than 9 moves. Also, during his previous moves, when he moved the Union units moved adjacent to the Rebel Divisions, they should have flipped to Battle mode.
At the 21 min. mark, Grant should not have added Art. Support to the attack against the Detachment, as they never get Art. support.
One rule that I have seen you miss twice, is the pass die roll is 1d10 + all units not in enemy ZOCs, or if none in an enemy ZOC its 1d10 +10. So, if Grant's thought on why you would not pass immediately is it would be at a minimum of 10 moves (1d10=0) or likely much closer to 19.
I love you guys. I wish I lived in the United States just to reach out and play a game together :)
Great playthrough y'all. Now do the Wilderness! You'll love it!
Thanks for the playthru.
I know they can be a pain to do, time consuming, and you have to put up with rules lawyers, but I appreciated.
PS: was going to donate $10, but you don't have the option turned on.
There are so many different donate style options, was there a particular method you were looking at?
I usually hit the little $ icon next to where you type comments.
I never watched you playing. I was curious to compare with my sessions. "Are they thinking and talking all the time like me and my friend ?"
@@dotista2008 we’re even slower than all that because typically we’re talking through mechanics, themes, and analyzing what’s going on so we can talk about it in a video as well 😂
I lied, not last; Grant's suggestion wondering why he would not just leave entrenchments and attack is EXACTLY what Jackson proposed and considered at the beginning of Chancellorsville, but felt the Union Heavy Artillery would be a problem.
Hmmm... An excessively laborious combat system seems to be "eating away" all the speed of manouvers... Where has all the elegance and simplicity of the initial Gettysberg game gone, I wonder?
REEBL FURY?? You guys need a proofreader for your title graphics ...
It's staying. I've done it now.
Reebl?
Honestly, I'm keeping it.