Joe Youst - 06:50am Apr 28, 1997 PST (#70 of 71) The Jena game will have 3 maps and approximately 760? counters. The scale is tactical with the units representing battalions and squadrons. The emphasis is on a not too complex command system in which leaders activate forces for movement and combat. All in all, a little more detail than usually is found in a Markham game, but not so much as to overload the players with a vast rulebook! The units will have a 3Doverhead look with a subtle Nato Icon backround underneath them (kind of like combining minis with counter symbology). And if you are interested, preorders definitely will help. We will be demoing the the final prototype at Origins (the finished components having been printed out on a 720dpi color printer from here). Salvatore Vasta - 05:58am May 28, 1997 PST (#71 of 71) Clifton, VA (Fairfax County) Something I recently posted on AOL: OK, here's a bare bones description of Markham's Nappy game based on a brief playtest. - Command and Control using the usual Army Commander down to Division Commander, Chain of Command. Being within a leader's Command range determines if orders are changed automatically, or if a leadership roll is required in order for it to take effect. There are 3 kinds of orders, Attack, Regular, and Reserve. Each with its own limits and bonuses. Also, combat units need to be in command in order to close with the enemy. - Battalion level game without step losses. The combat table results are morale losses, i.e. waver, distruption, rout, and possibly unit elimination. Battalions that rout and have a line of communications are removed from the map and placed in a "Rout" box next to their Division's Command Track. No routing guys running all over the board. The morale system has a cascade affect in which the top unit in a hex suffers the worst morale loss, the next unit suffers a morale loss one better than the top unit, and so on down the stack. - Each Division has a numbered Command Track. A marker stating the division's current orders is placed on the track. The number it's on is the result (or less) on a D10 that needs to be rolled in order to activate that division. The marker is lowered each time it activates with an Attack order. Losses will also lower the marker. Regular orders will keep the marker relatively still, while Reserve orders bring it back up. - After a Command Phase in which orders are changed, there are several phases in which divisions are activated. The first belongs solely to those that have Attack orders. Not only do they activate first, but certain leaders are rated for the ability to immediately reactivate the division after it completes its first set of actions (similar to GBoH Momentum ). Reactivation, or Response activation (similar to GBoH trumping), is only allowed in this phase. Well led formations, e.g. Davout's III Corps, with Attack orders can really pack a wallop in this phase. Though even the best troops will eventually run out of steam, and have to go into Reserve if you ever want them back into the fray. - Following the Attack phase, a Regular phase in which units with Regular and Reserve orders get to go. No reactivation is allowed during these phases. The "penalty" you pay form maintaining or raising your orders marker on the Command Track. After this, the turn finishes with a Rally phase in which you attempt to rally 1 routed battalion per division, and get to reorganize your "dead" ones, i.e. 1 unit comes back to life for each that you permanently remove from play. That's it for now. I'll field what questions I can. One thing I will say now is that I think the blind playtest concept is working well to iron out potential questions/errata. Assuming that is, it's written into the rules properly. Rob said he would, and I don't doubt him. Voice of Spearhead signing off...