Hi Everyone, John Nebauer and I finished our game of Twilight's Last Gleaming from S&T this week. We played the Bladensburg scenario and completed 10 Turns (out of 14) and played with the optional activation rules. After 10 Turns the Americans held an area beyond the river to the East and had inflicted around 30 Step losses on the British while only losing about 14 Step losses themselves. There were also 3 Demoralized American units in the rear of the force, but still over the river, trying to be rallied. We found a couple of more rules issues and a bit more errata. For rules we believe (and played it as) that buildings block LOS (as Pat Collins suggested), and Terrain only benefits the defender if all attacking units are affected by it (this is mainly in regards to slopes that all units had to be firing 'up slope' or meleeing across a slope hexside). We also played it that Independent units still need to be in Command but may trace to any leader (though only the normal distance). We also used these rules that were listed before (by Pat Collins I think) We also found that the Barne (American leader) should have a green strip on him. The counter mix left a lot to be desired, and putting the TEC on the New Orleans Map was not perhaps the best idea. Aside from this the game played quite well "mechanically" but we found that intially the British was forgoing Small Arms Fire attacks and taking Melee Combat and this gave the Americans a big edge as it meant the American player could still defensive fire against adjacent British units marked with melee and as the defender fires with a x 2 multiplier (for infantry) the likelihood of a result was generally 66%. In melee even with American Militia units halved in melee the British could usually only get 2:1 or 3:1 both these have a 66% chance that both sides will take 1 step loss, at these odds there is no chance that only the American will take a step loss. Though the chances of the American retreating are 66% and 83% and they have to check morale, which often lead them (the Americans) to demoralise. But the Americans could then move these units to the rear and try to rally them (you would be surprised how many "1"'s were rolled) The American was able to activate most of the force West of the river on Turn 5, and there arrival meant the British were now outnumbered. The British changed tactics declining melee and firing instead. This was better as they were inflicting losses (though still taking losses form the defensive fire) and often the American would fail the morale test for a step loss and have to retreat. However by turn 9 they had a number of large units (started at 6-8) down to half strength and the American had a still large units left, though a number of high morale small units were in the dead pile. The American was staking a small high morale unit with a large militia unit and taking the step losses from the smaller unit. This way the chances of passing the morale check was a lot better and even if they failed and retreated they left behind a large unit in the hex. This did lead to the situation where a morale 5 unit would take a step loss and be eliminated yet the militia unit with a morale of 1 would remain in the hex. I would not change the rules but it is a 'funny' result. The rockets had some effect but not that devastating, whereas we played the rules as written, after the game I felt a rule change to consider would be that a Rocket unit that is firing over other units should only hit on a 6 (this is similar then tot he rule that says other artillery units that fire over units have a multiplier of only 1) With the optional activation rule (and depending when the Americans activate), I think this scenario is pretty tough for the British. Without the activation rule it can still be hard for the British. Overall I enjoyed the game, enough even to consider doing an 'upgrade' kit for it, which would be a re write of the rule book, providing a TEC on a separate sheet along with a Turn Record track, some extra information markers and perhaps a roster sheet to get away with the fact the back of some units have the wrong info and also to get away from using Strength Point markers. The original map is very good and the counter artwork (on the front) is fine. The fact that there are three games in one makes it worth keeping a persevering with. regards Chris