A Union So Tested: Look, Sarge, No Charts American Civil War
By Buck Surdu
In A Union So Tested, each player commands a division. Bases represent regiments, and divisions are comprised of several brigades. It's important to note that we worked VERY hard to keep the abstraction, and hence player decision making, at that level. You command a division. The same is true in the WWII version. You are a battalion commander, so you aren't concerned with what type of round an E-4 gunner is shoving into the breach of a tank.
The rules are not simple, as in "roll a handful of d6 and sixes hit", but instead offer the player a lot of complex decisions and strategy while still offering fast play and a quick learning curve. Most players at convention games pick up the rules in a couple of turns.
The game is simple, in that there is not a lot of looking things up in charts, solving differential equations, etc., but it's not simplistic. The command and control system provides friction. Combat is easily resolved. Results are internally consistent and also with historical accounts. The effect is that you can concentrate on the battle, not the rules. It's easy to make simple; we think we made "elegant."
Each stand represents one regiment - players control one division each. Since stands are 3” wide the number and scale of the figures on each stand is unimportant. Assuming twenty 15 mm figures per regiment, you would need about 250 figures per division, plus artillery.
54pp
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