David R. Moody - Aug 4, 2000 12:28 pm (#1257 Total: 6849) Re: Shiloh and Chattanooga (XTR): I've got Chattanooga, and it has a lot of problems. Turns never seem to end--each turn has impulses, and you have to roll at the end of each of them to see if the turn ends, or you have another impulse. The way the dice roll ranges are set up, it is possible for turns to go on indefinitely. It is also entirely possible for Sherman's command to seize the Tunnel Hill position (which historically gave them so much trouble--Pat Cleburne defended there, and Sherman was stymied in his attempts to take it, which is part of the reason why Thomas was ordered to take the rifle pits at the base of Missionary Ridge) without a fight, thus rendering the entire Rebel position untenable from the evening of November 23. The map is not good--no indication where the Union trench line is supposed to go, and as someone else pointed out, the area between Chattanooga and Missionary Ridge is devoid of trees, where historically the ground was quite wooded. Finally, the result is pretty much inevitable--the Union just has to grind forward and use its numerical superiority to crush the Rebels. Very little subtlety involved. We tried the first day, saw what was going to happen, and put it away. All that being said, there are some good concepts. Someday I'd like to tinker with it and make it better, especially since there are no other games covering the fighting around Chattanooga at a comparable scale.