Christopher Hall - 12:22pm Oct 31, 1999 PST (#60 of 62) Now playing Lost Cities, RA and Fire in Mississippi Notes from the field in Cornith: First off, I'd like to thank Scott for promptly getting me a replacement sheet of counters for Fire in Mississippi. My cat worked the evil only cats know, and destroyed a good portion of my first set. Grrr... After making up a second set of double sided counters (I can never get the register on both sides to work, so I make them one at a time. More work, but looks so much better), I set to the battle in earnest. Here are some thoughts after three solo play throughs. The game system is an interesting one. The turn sequence varies depending on each army's posture. At the start of each 90 minute turn both armies choose a posture (attack, ready or defend). The cross-index of these choices produces one of four turn sequences, each of which differ considerably. An attacking army may get to move and fight half its' forces before the other army can even react, or, on the other hand, each army may only get to fight one of its' divisions during the entire turn. Learning the inter-relationships of the army postures is very important to playing the game well. Leader effectiveness for each side is also critical. The Confederates have 3 division leaders, the Union has 4. At the start of each turn you must roll for the effectiveness, or lack thereof, of each division leader. Any of these fellows can go to sleep on you without warning. Non-effective leaders cannot move their units, or attack. Makes for one awful mess if one of your key leaders goes off line at the wrong moment. Each side gets 10 army modifer points (AMs) for the battle. AMs are used to "wake-up" leaders who have become ineffective, and to push an attack into a second consecutive turn or begin an attack from a cold start. With bad dice, the AMs get used up very fast, forcing some serious hording of AMs, especially at the start of the fight. Historically, the Confederates come at Cornith from the northwest, crossing old rebel earthworks and then pressing thru thick woods toward the town. The Union forces are trying to hang on against a superior force, waiting for Stanley's division to reinforce their positions in the fortifications just outside of town. (Optional set up rules are included; especially interesting is the Rebel setup attacking from due west, with better roads leading to town). The combat system uses step losses, comparative unit effectiveness and leadership. A simple rout and rally mechanism keeps most units in the fight. Artillery is of limited value in the trees (which are everywhere), and cavalry is abstracted, but units are on the field and able to charge once each day (it's a 2 day fight). Not suprisingly, battle tactics hinge on wise use of the withdraw before combat rule (which allows high-effectiveness units to pull back from a strong attack), together with judicious use of counterattacks for the Union and well planned avenues of advance for the Confederates. With unit effectiveness weakening as units take losses, careful use of reserve forces can be the difference for either side as the fight wears on. The game is easy to pick up and play, with the 8 pages of rules well written and fairly well organized, imho. A solo game takes about 2-3 hours, depending how fast you roll dice. In my games, the Confederates had the advantage each time out. Twice they rolled to auto victory (taking 4 of the 7 Cornith hexs), and once stopped just short of the town when Price died (yes there are leader casuality rules). FtF play should produce a closer match, given the uncertainty involved in the choice of army posture and the always present possiblilty of a Union counter-attack (which is highly recommended for keeping the rebels out of the town). Finally, I would be remiss if I failed to mention the quality of the game components. The map is very professional, the counters are clean and user friendly, and the play aids are well organized and useful. This is a high end production, and if you didn't know it was DtP, you might think there was a large cardboard box lying around somewhere. Overall, I think Scott has put together a fine game with Fire in Mississippi. If you are looking for something fast and replayable, pick up a copy. I for one look forward to the next Blue Guidon Games installment. CJH