The only group rules I remember were the substitution counters and off board holding boxes, to use for hexes that become too crowded. Which suggests a group to be all the units in one hex? Scarlett and Rhett in the comprehensive example of play, nice!👍
Hi Robert. Yup, that's the only 'group' I find also. The extended example of play shows one unit being activated, but that does not mean that is all that COULD have activated. If they wanted to allow only one hex to activate -- like with the artillery -- then why introduce the whole 'group' thing? This one is a minor mystery.... -- Paul
Big thanks for the playthrough as well as historical commentary - my knowledge of the battle is still somewhat sketchy so useful to get some insight. Just curious, do your rule changes give a bit of a leg up to the Union? They got to form their historical line, whilst Heath seems to be falling below the historical performance..
Hello Przmek! Thanks for your kind comments. What I have found is that MttSotG allows the Federals to get into position, but once there it's just the regular game. R E Lee arrives at 2:00, and he will energize Rhodes into being very effective against the Union XI Corps. Things will not look so good for XI Corps very soon. Federal units break and fly off the map, even if they are initially organized. If they start disorganized, I think Culps and Cemetery Hills will fall. Game over at that point. -- Paul
You contradicted yourself with the battle worn Lane unit, at the 29:50 mark,you said "less than or equal to" you rolled a 3 which qualifies as "equal to" the battle worn Lane brigade should have been refreshed to full strength
Great vid!👍
Thanks Robert. - Paul
The only group rules I remember were the substitution counters and off board holding boxes, to use for hexes that become too crowded. Which suggests a group to be all the units in one hex? Scarlett and Rhett in the comprehensive example of play, nice!👍
Hi Robert. Yup, that's the only 'group' I find also. The extended example of play shows one unit being activated, but that does not mean that is all that COULD have activated. If they wanted to allow only one hex to activate -- like with the artillery -- then why introduce the whole 'group' thing? This one is a minor mystery....
-- Paul
Big thanks for the playthrough as well as historical commentary - my knowledge of the battle is still somewhat sketchy so useful to get some insight. Just curious, do your rule changes give a bit of a leg up to the Union? They got to form their historical line, whilst Heath seems to be falling below the historical performance..
Hello Przmek! Thanks for your kind comments. What I have found is that MttSotG allows the Federals to get into position, but once there it's just the regular game. R E Lee arrives at 2:00, and he will energize Rhodes into being very effective against the Union XI Corps. Things will not look so good for XI Corps very soon. Federal units break and fly off the map, even if they are initially organized. If they start disorganized, I think Culps and Cemetery Hills will fall. Game over at that point. -- Paul
@@theoakenknight1748 Ah, makes perfect sense to introduce it then😁 I need to explore this battle in more of a detail...
i'll cook up some salt pork, grab some hardtack, and check out this installment of the battle.
How about some”sloosh”? Flour and bacon wrapped around a ram-rod and cooked over a fire. - Paul. 😳
@@theoakenknight1748 Wargame convention snack bars would make a killing serving authentic vintage soldier food.
You contradicted yourself with the battle worn Lane unit, at the 29:50 mark,you said "less than or equal to" you rolled a 3 which qualifies as "equal to" the battle worn Lane brigade should have been refreshed to full strength
Again, thank you for your close attention to my video. -- Paul