Also, the confederate control marker at Cumberland Maryland should not have been removed because they don't have to trace Line of communication. Rule 6.2.2 deals with removal of enemy control markers.
Mercy, please, Lucullus! 😆 but thanks for pointing all that out. I hope I'm never mistaken for someone giving a tutorial on how to play these games. I find that for the sake of having fun and pushing around counters, I'm forced to just wing it most of the time, or else my gaming sessions just turn into rulebook reading sessions. Now if only I could have a playing partner like you that I could rely on to know all the rules.....
This remind’s me a bit of A House Divided from GDW from 1989. It’s simple but fun. This GMT version however as a much better map and as a bit more depth than House Divided. I will continue watching these and see how it play’s out
I've asked this question on several USCW video playthrough links, but I have not got a clear answer. Does the Confederate control marker near Harper's Ferry (shown at the start of the video) disrupt the rail supply line for McClellan? Historically, the Confederates destroyed the B&O railroad bridge at Harper's Ferry on Game Turn 1 and the rail line to Baltimore was put out of commission for ten months. Is it possible to recreate this historical event in this game on-Game Turn 1. If so, what is the effect on the Union supply capability? Is it possible to take control of West Virginia if McClellan is unsupplied?
McDowell's entrenchment at Alexandria is not removed because the hex was not vacant of SP's at the end of the player's action phase. See Rule 10.1.3
Love the pics included with the narration. Helps with the theme!
One of my favorite unplayed games.
Also, the confederate control marker at Cumberland Maryland should not have been removed because they don't have to trace Line of communication. Rule 6.2.2 deals with removal of enemy control markers.
Mercy, please, Lucullus! 😆 but thanks for pointing all that out.
I hope I'm never mistaken for someone giving a tutorial on how to play these games. I find that for the sake of having fun and pushing around counters, I'm forced to just wing it most of the time, or else my gaming sessions just turn into rulebook reading sessions.
Now if only I could have a playing partner like you that I could rely on to know all the rules.....
@@thecountercorps Don't worry about it. I loved the video and wish others would publicize this game. It's really fun to play.
Lyon can't entrench by spending 2 movement points because he's only 1sp. See 10.1.2
I’m offended (not really 😉)
The counters are excellent and the map is gorgeous. Take off the hex lines and you could mount it on a wall
I really love the art and map design too.
When McClellan took control of a hex at the 9:45 point he was spending movement points, not SPs. Enjoying the video though.
This remind’s me a bit of A House Divided from GDW from 1989. It’s simple but fun. This GMT version however as a much better map and as a bit more depth than House Divided. I will continue watching these and see how it play’s out
Good job. Subscribed.
Thanks, Kirk!
I've asked this question on several USCW video playthrough links, but I have not got a clear answer. Does the Confederate control marker near Harper's Ferry (shown at the start of the video) disrupt the rail supply line for McClellan? Historically, the Confederates destroyed the B&O railroad bridge at Harper's Ferry on Game Turn 1 and the rail line to Baltimore was put out of commission for ten months. Is it possible to recreate this historical event in this game on-Game Turn 1. If so, what is the effect on the Union supply capability? Is it possible to take control of West Virginia if McClellan is unsupplied?