This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. GETTYSBURG (Command #17) Board Wargame - XTR I may be in a minority here, but US Civil War games have never been compulsory purchases with me. Whilst the history makes good reading, I've found few of the games good playing. There are, however, exceptions and to that modest list, I shall add this title. Gettysburg could never be described as obscure. There are countless games covering the battle in eithcr part or full. To add anothcr to the heap, you have to offer some fresh insight or innovation, not just rehash old ideas over familiar turf. On this score, the game does well. What impresses me is that it remains, basically, a simple game. At the start of each turn, each player rolls two dice to discover what command control state his army is in. At the top of the scale, we have attack state. This means your units will do just about what you want. Unfortunately, you won't achieve that state too often. At the bottom of the scale we find panic state. In this, you may lose control of a few units. But if you don't control them who does? Would you believe your opponent! Yes in the midst of your movement phase, your opponent gets to march a few of your units away from his off the map or perhaps launch a suicidal assault against some of his best units. Sound fun? It is but be warned. Even a poor attack can succeed in this game. Movement unless within two hexes of enemy infantry is slow bul pretty standard. Once within close proximity to the enemy, it is a totally different ball game. Now your infantry may only move one hex a turn, a restriction reflecting the inability of an engaged unit to make rapid moves in the face of the enemy. As there are no zones of control units can slowly infiltrate into the enemy's rear. Civil war armies had an obsession for mainlaining a solid line, an obsession players soon share. Also, no zone of control means the defender cannot form an unrealistic strongpoint and gap defense. Combat is based on differentials, not odds. Each attacking brigade attacks in sequence, one at a time. If the assaults follow each other closely enough, the defender is worn down from disruption to shaken, rout and, finally, elimination. This is a more accurate portrayal of civil war combat than ganging up on the defender, chasing the magic 3-1 odds. Another change from other Gettysburg games is the victory conditions. Victory is earned by inflicting casualties and exiting units. It does not depend on geographical locations. As the map covers an area wider than just the battlefield, players have much flexibility in achieving their goals. This freedom of action means each game will not boil down to slugfests over Little Round Top or Cemetery Ridge etc. The game covers four days of battle in forty eight turns - though much smaller scenarios are provided. However, once the rules are digested, the game moves at a cracking pace. I have played the game to conclusion, solo, in a longish evening. My only gripe is that the units have no divisional or corps affiliation. Players are free to shift brigades about however it suits them. Thankfully, low movement rates once combat begins keeps this to a minimum. I have not covered all the new ideas to be found in this game, nor explored all the implications of the ideas I have mentioned. Such task would be beyond the scope of a review of this size. The player who equates volume of data with accuracy of simulation will no doubt be less enthusiastic than I. But if you want a simple, but not simplistic, game that is fun and teaches you something about US Civil War tactics, this is undoubtedty the game for you. Alan Sharif