William Terdoslavich - Mar 29, 2009 11:49 am (#27655 Total: 27800) I'm in print again--seven contributing chapters in "It Looked Good On Paper," edited by Bill Fawcett. As for Waterloo 20, it's a gem. Played out the whole game in 30-45 minutes. Won as Anglo-Prussian. This game has an elegant mechanic. Army morale permits play; once it zeroes, you lose. Units are flipped over face down at any night turn when not in contact with the enemy and a dummy counter or two is added to get some "fog of war." Pieces were at the corps level. You were not stuck wasting a lot of time trying to decide what to do with everything. Factoring was kept simple. There are event cards, but they are there to mix things up a bit. That increases replay value. the Morale track is the heart of the game. Sacrificing morale can give you column shifts on the CRT or an extra MP if you are doing a forced march. You gain morale for routing enemy units and lose morale when your units get trashed. The player is forced to make serious decisions on how to use this resource to best advantage. I think this system offers a lot of potential if you can re-scale Napoleonic and ACW battles at the divisional scale, with morale allocated per corps. It would mean playing an a far bigger map, like the traditional 22x34 we see in many games. That would destroy the rationale of the VP 20 system--a cheap $20 game with 20 pieces. (And I do like that rationale.) But I see some potential here for a system that can be taken up to the next level. A fast-playing simple game that forces you to make hard decisions is a worthy touchstone in game design, and such games are fun to play. Players should get some insight about the history of a battle if they can experience just a taste of what commanders had to struggle with. This game I bought. I'm looking forward to playing it again, and again, and again. Lance McMillan - Mar 29, 2009 1:30 pm (#27658 Total: 27800) >...having your units die doesn't impact the army's morale. Inaccurate -- if a unit 'Breaks' it lowers the owning player's morale by 1 and raises his opponent's morale by 1. Morale is merely a resource to be expended. But it's the decision behind when to expend that morale that's critical -- both to maintaining the game's tension and maximizing your chances of winning. There are so few opportunities to gain morale during the game that using it, to force march or commit reserves, is invariably a tough choice. Every morale point spent includes an element of "do I risk putting myself that much closer to morale collapse and losing the game in order gain a temporary tactical advantage now?"