Those who liked the scope and theme of Victory Game's Civil War or AH/GMT's For the People should look in to Ageod's American Civil War (AACW). Strategic level Civil War games on the PC have been notable by their absence since the VGA era, and now Ageod has produced a serious contender for the best game of its class. The game has some shorter scenarios in addition to a campaign that can be started at various points in the war. The WEGO turns represent two weeks, and the player is cast as commander in chief, moving and creating military forces and making some basic economic and political decisions, keeping an eye on national morale and victory points earned or lost. The game has a very respectable AI for solo play, with PBEM being an option. AACW uses an area map with off-map boxes representing remote regions, not a novel approach until you see how many areas there are. The generous amount of areas makes the map seem fittingly epic, and has plenty of room for maneuver in the West while giving the player some options in the more constricted space available in the East. Land forces are varied, with the usual infantry, cavalry and artillery formations being the basics, with subtypes within those categories as well as support units like medical detachments, engineers, etc. Naval units include wooden and ironclad riverine and oceangoing warships and transports. Supply is calculated based on available rail, river and sealift, with the player being able to augment the overall supply picture with depots and mobile supply units. The ground can be organized in to divisions, corps and armies, with the availability and ability of leaders being a major factor in the game. Combat is resolved without the player getting involved in the tactical planning or execution of the battle, with the results being presented in a popup box that declares a winner or announces a draw, lists the casualties and presents the relevant modifiers as a list of icons with the results expanded via tooltip if desired. Grognards will probably be pleased by the look of AACW, with the forces and leaders graphics resembling standup cardboard counters. It looks like well designed board game. In that subjective field of artwork, I found AACW to have hit the right note, with the colors and design of the game being evocative of the time period covered and pleasing to the eye. There is a lot of information displayed on the counters and map, enough to intimidate an extremely casual war gamer, but tooltips and a pretty decent manual help a lot here. The tutorials allow the player to veer off the scripted path, care is needed or you will get lost. I found AACW to be rich enough that listing all the options and details of the game is impossible in a one page review, accessible enough that a few short sessions left me feeling up to the campaign game, and it feels and acts historical while delivering "just one more turn" enjoyment. Recommended with enthusiasm. Dan Edwards