I've played two games of Blue vs Gray now, lost one and won one, both as the Union. Really enjoyed myself, as did Dave, my opponent. One of the things I greatly admire about this game is the man-management aspect. I spent a lot of my time thinking:
Is X the right man for this job?
Perhaps I should sack Y, but who would I replace him with?
Could Z's talents be better used over there? I can't think of another wargame where you have to put this much thought into your organization and leadership. In most games I've played it's just a case of pile as many leaders as you can onto the stack for their modifiers. This design is a very clever piece of lateral thinking. |  |
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