Don Johnson - 02:58pm Nov 24, 1997 PST (#3 of 3) playing WBTS, Krieg Game is on Reg. level, every reg. that fought or could have is here (Some BR were historically sent to West INdies when France came in, if France does not come in, they GET TO SHOW UP. Also Spain is here also, I did not even know they were in it, they fought on the American side. Spain has 4 regs, a general, and a FLEET with MARINES. Each turn is 2 months, each hex is 20 miles. 2 big maps, 560 counters. Rivers and coastlines are the roads of this era, so the actual built roads connect one river to another river, strange. Militia go poof twice a year, have no steps to take losses, and vanish if losses are taken, but could be the strength that makes an attack viable. 3 numbers on bottom are combat strength, ambush strength, and movement. Most units have 20 MPs, Cav has 30, militia have 10. If movement is circled, unit can always move if alone (good leader), if movement is boxed, must have a leader, otherwise if no leader assume a leader of initiative of 2 if with a stack w/o a leader counter. Wash and Arnold(US) are best with 5 initiative (out of die of 1-6 to move) Cornwallis is a 4 init, most are 3. Many units, esp. Brits, have 0 for ambush factor, while most Brits w/o zero have just a number (defensive ambush). The ambush number must be circled to use it offensively. US MVR is cicled 18, 3 SC is C10, 1PA is C16, so the US has some mega ambush capability. Ambushes can only take place in wilderness hexes. Indians have ambush but not much regular combat ability. For normal combat strength if boxed, it is halved on attack, most US are boxed. Also it seems that everyone but US have intrinsic artillery, which results in a disadvantage in normal (European) combat. So it seems US will lose most stand up fights, as they did in the war, but have a chance to really clean the clock of a British force that gets stuck in the wilderness (Saratoga) or is backed up against the sea w/o a fleet to escape to (Yorktown). Militia show up in the appropriate state and can move away, but they get to show up dynamically if not already in play. BTW, both BR and US have militia. There is reaction movement so a general's initiative is crucial to move or react move, pick up troops not originally stacked with the gen'l, and continue a combat to decisiveness, etc. I have asked Command to use up another of my subs issues to send me a spare copy. It looks very good. Rgds, Don J.