From: Roberto Chiavini Subject: Two more reviews Twilight Last's Gleaming (S&T) This is a three-battles simulation of the War of 1812, that suffers terribly from the magazine parameters inflicted by Strategy & Tactics, because there was the potential for producing a fun and interesting game on an almost forgotten subject. Graphics, by Joe Joust, are adequate and pleasant to the eye. Even counter graphics (with silhouettes of various soldiers of the time) are not bad. Rules are condensed in less than 5 pages, with 2 more pages for the 3 battles depicted in the game (Bladenburg , North Point and New Orleans) and 1 for the tables (the TEC is on the map only, a really annoying fact, as you have to fold out all the 22"x34" map, instead of playing on half the surface if playing a scenario different from New Orleans). For the space given by the publisher, rules are well written, but too condensed and totally devoid of examples of play. Should be a nightmare for a beginner. This is most unfortunate, as the game is a beginner game, with simple mechanics and a few innovations, that could be interesting in a better contest. Anyway, combat units are rated for Strength, Movement and Morale. Artillery has a step value (as their actual strength is not considered in melee) , gun Type and movement (that is 6 MPs against 4 MPs of most infantry units). There are also commander (one for side for each battle - the only important value is initiative) and officers (as there are simple command rules - with out of command units forced to retreat toward their leaders). Sequence of play is Initiative determination (roll a die and adds your commander initiative - the winner gets initiative for that turn), movement, defensive fire, offensive fire, melee and rally. There is a not particularly clear Fire combat Table (is not clear, for examples what the "D" on the Range Table stands for; I think Defensive fire multiplier, but I haven't found explanation on the rules), that inflicts step losses on the targets, while the melee table (with most of the Americans halved for combat) is a normal ratio CRT, with step losses, morale check and retreats effect. Morale is handled very effectively, with units forced to make a morale check when they suffer losses and definitely demoralized when they suffer losses greater than their morale value. Leaders may give a shift differential in melee, but they could be eliminated more easily if all the units they are stacked with (stacking is up to 10 Strength points) are eliminated from play. Victory is based on points accumulated mostly for casualties inflicted on the enemy, with particular territorial objectives added in the single battles. Bladenburg and North Point are both American defenses against a British march, the former severely maimed by the fact that most of the Americans are fixed until attacked by the British player, while New Orleans is probably the most interesting scenario of the three presented here. With a more expanded set of rules, this game could be a treat for all the fans of this neglected period, but as it stands it's almost annoying and not very playable. I rate this game 5 1/2 in a 1-10 scale.