From Wargamer#35 KILLER ANGELS Killer Angels is one of the finest simulations that I have ever had the pleasure to play. This game of the Gettysburg campaign, designed by Helena Rubenstein of West End Games, covers the strategic situation facing Lee and Hooker / Meade in the summer of 1863. This game was developed in lieu of a senior thesis by Ms. Rubenstein, and from the amount of work that has been done on the game, I can only conclude that a senior paper would have been less work. It is a true piece of love and devotion. The game is played on a 22 x 34 inch map covering most of Maryland, Virginia, D.C. and southern Pennsylvania on a scale of 5 miles to the hex. There are three rules booklets containing 76 pages of rules, including three basic, six advanced and one campaign senario. The basic game, however, is not difficult to grasp and can be played after reading about 20 pages of rules. There are 800 pieces, but counter density is kept low by using only seleted leaders, headquarters, pickets and unit type (i.e. infantry or cavalry) markers on the map, with Struggle of Nations style strength point tracks on the side to hold the combat units. This system also allows you to keep your opponent guessing, and allows you to use most of the principles of warfare, especially surprise, maneuver, mass, security and objective. The objectives of the game are mostly territorial, especially for the Confederacy, which must invade and maintain a force in the North. Richmond and Petersburg are not on this map, so Lee does not have to worry about them, and the Rebel leader can do what Lee did best: administer the army and take the war to the enemy. Victory points are also awarded for destroying enemy units. Administration points are used in this simulation. Most leaders have some administrative ability an hence obtain administrative points (AP) when activated. Leaders are activated by orders from a superior officer, upon their own initiative or, in the case of the army commanders, automatically. They in turn expend these AP as needed to activate subordinates, move units or headquarters, cut rail lines, entrench, skirmish, engage in battle etc. It can be a bookkeeping problem at times, but it does not get too out of hand, as you use the point tracks on the map to keep a record of APs. The main bookkeeping problem, however, consists of trying to recall just how much strength you have in your combat units. The designers suggest that the players keep a running total on a piece of paper so you can quickly find out the status of your maneuver elements. Divisions have a maximum strength of 20 and a minimum of one. Corps and larger are the sum of the units attached to them. Confederate cavalry brigades can have up to 8 strength points. The weakest but possibly most important units are the pickets, which have a mominal strength of one (in the basic game). The pickets form your screens, can probe and feint for you, and will provide a cheap means of leader activation. The counter mix limits the number of pickets, but this can be fudged by having your tail end units absorb the rearmost pickets as they advance, and then using these counters to create pickets for your forward divisions to screen their move. Movement is a bit complex. Movement is ordered by activated leaders using APs. Free movement only occurs upon a shift in answer to the "call of the guns" i.e. response to a call for support by units in an ongoing battle. This is one advantage of consolidating or attaching units to headquartes. One order to the HQ can move a whole mess of units. Units can only move two hexes on each order, and can move once per phase (instead of just once per turn). HQs get only one hex per order. All units get a road bonus if they stay on the roads (1 for US, 2 for CSA). The turn sequence has several phases in which a unit may receive an order to move, including the Movement, forced march, battle and reaction phases. The turn sequence is both unique and, at first, awkward, Keep the summary of play handy. The Confederate player decides who goes first (a real advantage). The first player can choose either "A. Battle Continuation" (which means use must skip phases B, C and D and go right to Phase E: Battle) or "B. Movement." Your opponent will get a chance to react to any move by your units that comes too close to his with interception, retirement, or a free leader activation during your move. Phase "C" is your opponent's "Free Reaction" Phase, followed by your phase "D. Forced March," which again allows your opponent to react if he didn't do so the first time. After that, you might go the phase "E. Battle." The second player's turn is identical, followed by an interphase for Union politics, victory point calculation (there is an immediate victory rule), leader restoration (for APs) and the removal of "Possessor of the Field" and "March" markers. If you choose to go with "A. Continuation of Battle" instead of "B. Movernent," you basically forfeit your move. Battle, however, lasts three rounds, and Ms. Rubenstein has included several subroutines (a la a computer program) to make it more realistic and more interesting. These routines include a "contact" routine that allows inspection of enemy counters, cavalry withdrawal, skirmishes etc. You may not get to use the full strength of your unit in combat if either you or your opponent chose to skirmish because of the limited scope of the engagement. In each of three rounds of skirmishing players can fire, pass, escalate ' entrench or withdraw, after which you determine if the skirmish has been elevated to a battle. Escalating to a battle will cost you the rest of any possible movement you wished to make. Battle is not decided by a single die roll, and each player has several decisions to make that can affect the outcome. I would like to say something about some of the nice little touches I noticed. The Rebels have a great advantage in deciding who gets to move first. He might get a free leader activation via a reaction, or he could freeze his opponent's movement by escalating a skirmish into a battle. Care must be taken to decide where and when to engage in battle, but the contact and skirmish routines provide some alternatives. Entrenchments cost APs, and are only completed 2/3s of the time. The Confederates have the better leaders and more APs, and since there are no supply worries, the South can and should invade. They should usually skirmish rather than fight and must keep their forces like Napoleon kept his: separate but within the sound of the guns. The Union player must protect Washington and Baltimore, and should seek a battle with its movement freeze, even if it means a lopsided battle of attrition, a la U.S. Grant, preparatory to a Union invasion of Virginia. If you are a beer and pretzels gamer, you will not want to invest in this game. If you are a solitaire gamer, you could find an easier game to play, although this is worthwhile if you want to see the difference Stonewall Jackson could have made in the Gettysburg campaign (one of the many "What if' rules). A better game, however, cannot be found if you trust your friendly opponent and you have an interest in strategic Civil War campigns where the South is not overwhelmed by superior Northern forces. Neal Muir