Piotr Gorny - 03:47am Feb 23, 2000 PST (#808 of 813) I've tried to return to LDGA. I heard about some change in rules. I've found some on Grognards but I do not know that is all or not. There is no info on OSG WWW pages. Some time ago I played it several times. Firstly I was very impressed of it. Particulary: excellent board-map with large hexex (very close to point-to-point), excellent counters (not too much and no need of additional strengh points) and some interesting rules (movement chits, vendettes etc.). But during those games our group was getting more and more disappointed. Mainly and directly because of some strange or misunderstand rules and strange actions allowed by them. For instance "very strong FR artillery stack", "more than one unit in Chateaux", "two ways of determining artillery bombardment" etc. After some time I saw that Consimworld opinion about LDGA is better than my. So, what was happen? Maybe some light updates of rules are enough to good, fun play? :-) It is possible, but I do not know if it can change my mind :-). Main reason is "big bang" moving without any enemy reaction. For me it is so far from Napoleonic wars. FR in LDGA are comming like correct planned railway trains, more chess than war (I know elan rule may change something). Lastly I have seen a good game mechanism in Roads to Getysburg: full both players interactive movements, cavalry delaying enemy, individual unit battles during movement, main battles resolved by interactive corps attacks. Of course it costs: SPs counters, fatigue counters etc. Can I find it in any Napoleonic operational game? Piotr -------------------------------------------------------------------------------- kzucker - 07:15am Feb 24, 2000 PST (#809 of 813) Operational Studies Group Piotr, First, in case others have missed them, here are links to two sets of Questions & Answers posted on Web Grognards: Q&A, and Q&A1. If you are not playing the game with hidden movement, that will alleviate many of your concerns: in particular the point you raised about cavalry delaying the enemy. That is one of the primary functions of the vedette counters, which can only be used when the game is played with hidden movement. The game does not live up to its full potential without the hidden element. Note: Two bits of errata you probably are not aware of: First, I have changed the effectiveness of artillery a little bit ... I reduced the shifts for "crowded hexes" by one, so they now look like this: 11.54 B. If the target hex contains fewer than 10 SPs, shift one to the *left*; if more than 18 SPs shift one to the *right*; if something in between, no shift. Secondly, regarding Elan: If you have 2 attacks going (call them A and B) and B fails its elan check, you have to employ some adjacent forces from attack A (if any) to engage the enemies of B. You should also be aware, that our series of Napoleonic Operational Level games (including Napoleon at Bay, first published in 1978), has all of the elements you mentioned in Roads to Gettysburg.