In my never ending quest for the perfect ACW rules I decided to climb on board the 'Longstreet' bandwagon . The rules mechanisms themselves are simple enough being D6 orientated , the difference is the Action Cards which both forces have . The armies are dealt a hand of 6 cards and they have to be played to initiate firing, movement and close combat , other cards can be played - if suitable- to enhance these actions and help minimise casualties, the skill is knowing when to play the cards and plan your actions in advance . Some cards can also interrupt the opponents actions and strip cards from the enemies hand . Having played about 8 games I think I have a grasp of the rules - so 'A' is coming round on Wednesday to have a go .
I have decided to play the 'flank attack' scenario from the rule book to initiate 'A' . The action takes place on a 6' X 4' table , I set out the terrain randomly using the 'Terrain Cards' supplied with the game , the dice mark out the deployment areas - Confederates nearest the camera and the Union defenders - with the threatened flank in the left hand corner of the table. Both sides will have a Brigade classed as Eager Recruits as this game is set in 1861 . The rules have a campaign system with which you take the part of a Brigadier and follow his progress through the war- gaining prestige (hopefully) as the war is fought. The controversial thing about the rules is that both sides need a set of cards - so if your playing solo you have to have two sets to play the game , this adds to the price . The rules themselves are nicely produced as are the cards and the system give a very different game - if everybody will like them or not is up to the individual - must admit I'm impressed - we will see 'A's reaction in my next posting.