[quote='Ol Fezziwig]NO kidding! An ASL past can inhibit learning new systems. Mike and I had a heck of a time trying to unlearn our ASL analness when playing CWB. The system itself is not overly difficult unless you try to inject that ASLness into it.[/quote]
Right, so here we go.
1) Scenario 6.4 - the opening attack. Several of the Union Units have orders to "Defend in place". What does this mean? I'm sure I understand that you can counter-attack to re-capture hexes you once occupied, but... what about the following?
a) No movement - stand and die or wait for orders.
b) you can shift units side-to-side, but you can't advance or reform your line to the rear without orders.
c) You defend your line, but the entire line can fall back and reform if part of it is forced to retreat by combat.
2) The alerted / non-alerted rules seem odd. At first glance I thought that you could conduct one attack against a non-alert unit with the combat modifer and then he would be alerted. But the rule says a unit is "immediately" alerted when it's fired on, or "
when it has LOS to an enemy unit within two hexes". You would ALWAYS have LOS to an enemy unit before he fired on you unless you're talking artillary firing at 3 or more hexes. If this is the case, the sleepy nature of the Union side seems pretty much useless to the CSA. Do you play it that you get one shot / one attack vs a "sleeping" unit and then he wakes up? - or he wakes when there is LOS to an enemy at the END of a combat phase? Else what use is the modifier for firing at a non-alerted unit?
3) Just an observation / complaint. There seem to be serveral typos in the scenarios. Minor differences in unit designations between the counters and the lists for the scenario. Makes it dang difficult for us Civil War "newbies" to identify the freaking unit. I can provide some examples if you like. I left my notes downstairs. At any rate, seem to be a higher-than-usual-rate-of-error for Gamers games.
I appreciate the help.
Sam - recovering ASL player.