Richard H. Berg - 04:53am Jun 14, 1999 PST (#1705 of 1725) The Fox and I gave a run at two of the recent Civil War DTPs . . . FIRE IN MISSISSIPPI [Corinth, 1862] - very nicelyt produced - has some very unusual mechanics, espercially the sequence of play. Unusual, though, does not necessarily mean satisfactory . . .and while the mechanic did have its charm (based on the army's posture - Attack, Defend, or Ready - a comparison of the two determines which remarkably formulary sequence is used; the sequence itself runs someting like "A" moves 2 divisions, "B" moves 1 division; "B" attacks with Div 1 (although the designer uses the word "combats" as a most awkward verb), etc etc. Each of the possible combinations of posture brings a different - but rigid - sequence. That having been said, the rest of the game is quite simple. E.g., artillery is treated like an old 60's AH game; no fire, it gets SP. (And at c.400 yards per hex, artillery would have ranged fire . . .but it IS, after all, a simple game.) The ZOC rule is also unusual, wit, if we could understand it, the moving unit getting to pick the stationary unit's two hexes of control. (This begs the question as to how much of a ZOC any unit in the woods around Corinth would exert. . .). Commands (about 3 per side) are either effective or non; non means they get to do zippo, which, given 90 minute turns, is a bit drastic. Whatever, the game flows fairly historically (which bodes ill for Earl van D), and is tense enough to be interesting. We did feel that the gaming of the battle did suffer from the scale a tad, but nothing seriously. In all, fairly good, with some overwrought (not complex, just unduly over-designed) mechanics. Worth a look to see if you like the feel of the game. Then we tackled the latest from The Ivy Hampster, AT ALL HAZARDS, a change of pace for Ivy, as it covers a weeklong "operation" (Cold Harbor), not a small battle. Ivy's stuff is always visually pleasing . . . We get all of Cold Harbor on a 17x22 - which means 1/2 mile per hex), and division-sized units. Hamp uses a chit-activator, and the combat system is a bit unusual, and not without its charms. (If anything, it looks like some mad scientist crossed the genes of the BLUE VS GRAY (cardgame) with the style of JUNE 6!!" Interesting . . .the results of battles felt right. Much of the game, and your strategies, is determined by a unit's supply, fatigue and, later on, stragglers. These are all recorded with a large number of little colored markers placed on a large play aid sheet, looking like rising (and falling) stock quotes. Whie it works very nicely in play affect, the use of all these little markers (close to 100 I think) is somewat clumsy, and certainly not overly elegant. Hamp trying not to have markers cover up the actual units, I would think. Tis is not helped by the fact that the initial info on the arriving units must have some sort of errata . . .it uses a shortand for the above info, and often refers to Box #4 for Stragglers, when there is only one box. Or is that "S" for Supply? And if so, why does it list individual supply levels for divisions, and then say all units in the corps are at Level X (which is different from the individual ones.) One hopes The Hampster will clarify . . . A rather interesting situation, too, one that seems good enough to earn closer (and grander) looks. I would not have started the game quite as early as Hamp did, but that's his choice. Pretty good game, aimed mostly at the "easy to play" market. At that level, very successful (once the clarification of abreviations is forthcoming). RHB David Fox - 06:48am Jun 14, 1999 PST (#1706 of 1725) "The modern-day Oedipus is standing on the corner of 42nd Street, waiting for the light to change." -Joseph Campbell, HERO WITH A THOUSAND FACES I'd definitely recommend AT ALL HAZARDS, on the Cold Harbor campaign, with lots of nifty ideas. I liked it better than the old Victory LEE VS. GRANT. Hampton Newsome - 05:21pm Jun 14, 1999 PST (#1722 of 1725) Ivy Street Games http://members.tripod.com/ivystreet/index.html I'd definitely recommend AT ALL HAZARDS, on the Cold Harbor campaign, with lots of nifty ideas. I liked it better than the old Victory LEE VS. GRANT. David - Lee v. Grant is certainly at a different scale than AT ALL HAZARDS and covers the entire campaign. But I will take the comparison any day given that Lee v. Grant is a game I like very much. Thanks Richard - I am glad you enjoyed the game. The meanings for the abbreviations in the set up are described in the first paragraph in 16.0. The "S" stands for steps - not supply or stragglers. The relevant sentences read: "Note that in the set up instructions for each scenario, the 4 digit number refers to the hex, "S" means "Step," and "FB" means "Fatigue Box." All units are at full supply and 0 stragglers unless otherwise indicated." Let me know if this doesn't cover the questions that came up. Oh, and for those who are interested in picking up the game at the introductory "sale" price, the order form for AT ALL HAZARDS can be found here. thanks Hampton