Just been looking at the rules and counters for the newly arrived GLORY by GMT. If anyone in consim land is interested, read on... Components are: 2 Maps (which I didn't get, but are being sent immediately thanks to Gene) 1 rule book 1 scenario book 2 counter sheets 1 chart sheet (apparently other charts are printed on the maps) 1 counter check sheet (for tracking missing counters). 1 die lots of little baggies. The counters look very similar to 3DoG. All the icons and the colours look very similar. The infantry units are all a large, attractive 5/8" size, while the artillery, cavalry, LIM's and information markers are all 1/2". They are all colour coded into their LIM chit - a big help. There are 3 sets of combat units, for the 3 battles represented, 1st and 2nd Bull Run, and Chickamauga. The counters seem to have MORE factors on them than 3DoG !!!!! The infantry units have a fire strength, an (optional) charge strength, a regular movement allowance, an extended movement allowance and a cohesion rating. Cavalry and artillery are essentially the same (minor differences). As well as all this information and icon, there is the Unit name, which battle the counter comes from, and other bits, like artillery type (field piece or light), etc. Scale is brigade, 300 yards/hex, 75 minutes/turn, 200 men per strength point, 3 guns per artillery strength point. Stacking is infantry only, or infantry/artillery, or cavalry/horse artillery, or artillery/artillery. Flip side of the counter is disordered, which means reduced factors. No leader counters, just LIM's. (Leader Initiative Markers). They are called Activation Markers in this game. Turn sequence is 3DoG lite (sorry about the loop, I am a programmer): TurnStart: Roll to see who goes first First player picks a LIM to start his turn All other LIM's into the cup ** Note: if roll is a tie, all LIM's into cup. loop Pick a LIM (or if start of turn, use selected LIM) All units under that LIM's command may in turn... Artillery units fire Units move (not fired artillery) Infantry units fire Infantry/cavalry charge Rally units that did nothing Set LIM aside and pick a new LIM - last LIM in cup does not get drawn endloop All routed units move towards board edge. TurnEnd: Heaps of chrome rules, ZOC, Line of Sight, Reinforcements, Friendly Fire, Rally, Routs, Night turns, etc. They have tried to fit a lot into an easy rules wrapper. I cannot tell you how it all works, but it looks good. An interesting addition I hadn't seen before is a 'Commitment' optional rule. What happens is each LIM has a commitment die range printed on it. Eg. Jackson's LIM has 0-6 (All these ranges are different - even for LIM's for the same commander). If that LIM is drawn and a brigade in that LIM is 'ordered' to engage/charge, a die roll is made. The result (D10) must be in the 0-6 range for that unit to move into a ZOC/charge. Over 6 and the unit does nothing !!!! A little more chaos into the pot - I think I like this rule. It simulates brigade leaders having apoplexy. Imagine racing for good ground and your brigade commanders vacillating about staring at their shoes. Combat is easy: eg. Infantry fire.... D10 + Fire Strength +/- DRM's. Results: < 9 = You miss !!! 9-12 = Defender undergoes cohesion check, fail = disordered 13-14 = Defender disordered 15+ = Defender routs A nice touch of reality is the defender can fire back if fired upon. Artillery works in a similar way. There is 'charge' combat, which is simplified 3DoG shock, which can go either way ie. the attacker can get his butt kicked. It is resolved in a similar fashion to fire combat. There are also cavalry charges/counter charges. One of the big plusses of this game was the supposed '4 ways of playing it'. They cover this in 2 columns of rules. LIM's - the standard, recommended, rules. IGO-HUGO - you just put 2 LIM's each into the cup and if drawn you can fight with ALL your units. Historical - Limited to one LIM per command... not sure of this one yet. Overall Command Capability - This seems to be the ultimate. There are OOC chits which are drawn from a separate pool. The OOC chit you draw limits the number of LIM's you can draw this turn. You just draw your LIM's randomly as usual up to your turn limit. Some brigades will sit there thumb twiddling. This takes A5A a step further. You ALWAYS knew your division/corps would get moving sometime during the turn. Not here with this rule. The scenario booklet has various tweaks for these above rules. I haven't really checked it out yet. I haven't touched on the movement rules, I just skimmed them. They seem to be pretty standard stuff. Well, this was a wild and woolly tour through my first reading of the rules. Hope it all made sense, it helped me understand it all a bit better. It seems to be about a 3.5 on the old Avalon Hill complexity scale. I think I like this one ! Love the unknown and chaos in games ! Doug