John Coley - 01:33pm Mar 10, 1997 PST (#116 of 126) Currently Playing: No Better Place to Die (The Gamers), Roads to Gettysburg (TAHGC) Gentlemen, Allow me to rave for a moment about Command/XTR's Across the Potomac. I played this for the first time yesterday at the Windy City Wargamers' meeting in Chicago, and had an absolute blast. For those of you not familiar with the game, it's a double blind simulation of the Gettysburg Campaign in Virginia, Maryland and Pennsylvania in June/July 1863. You play on two identical mapboards (we played facing each other with a screen in-between, ala Battleship), and have to announce the location and, very roughly, the composition (i.e., whether or not cavalry is present) of your forces that are in enemy territory (basically ANV north of the Potomac and AoP south). In your own territory you need not reveal any info unless your hex is adjacent to an enemy force containing cavalry (in which case you simply have the reveal the above info, "infantry force" or "cavalry force") or "probed" by adjacent units (forcing you to reveal the number of units in the stack). Limited command points and weather rules add to the period feel, and simple combat mechanics add to excellent playability. But what I loved most of all is that this game provide that rarest of rare opportunities in ftf gaming, the opportunity to try to fake out your opponent. For example, at one point late in the game most of the ANV (me) was sitting in Frederick, MD, while the AoP (my honorable opponent) was sitting directly east across a river (can't remember which river. Sorry...) It was raining , so neither of us could cross enough units for a climactic battle. So I peeled off a division and sent it north to Taneytown. He took the bait and--knowing that I had detached infantry, but not knowing how many--chased my division with two Corps. Upon realizing what he had done (after they had attacked my division thereby making their presence and numbers known), I immediately sent the bulk of the ANV straight for Washington. He had no choice but to pursue with the reduced AoP, leading to the climactic two-day Battle of Rockville, in which the AoP suffered greatly. Now, admittedly, things might have played out differently had the end of the session not been looming, but the point is (besides the fact that the game was tense, very fun, and required a minimum of rules consultations) the system really allowed us both to try to manipulate what our opponent thought as well as forcing us to guess, based on limited information, what he was up to. This is a rare thing. The difficulty in creating FoW is perhaps a limitation of the medium that we all agree to accept (despite our grumbling), but it's nice to see the occasional game like Across the Potomac that succeeds so well in this department. Rave mode off. JC