ORIGINAL: jimwinsor
I'm looking at the screen shots...and this game seems to resemble another later AH game "We The People." Could that be what you are referring to? That game had area movement map, counters that stood upright, leaders, cards for events...all just like this game... [&:]
Oh without doubt! "We the People" is one of the best board wargames I own. I'm so glad I have it and I wish I'd been able to get hold of the later game in the series "Hannibal".
If you can get hold of it, in Vol 29-2 of the General Mark Herman discusses what makes a good War of Independence game design. He makes a poignant observation. His original design for the WtP game focused heavily on battle but then he realised:
Mark Herman: In General 29-2 page 26
...although it reflected the early part of the war (1775-1777) reasonably well, it totally missed the options and strategies pursued in the later part of the conflict (1778-1781). Whereas the early part of the war saw the majority of the large, conventional style battles, after the Battle of Monmouth the battles were small affairs... A more bedeviling fact was that General Greene, considered by some the best American General of the war, lost every battle he fought, yet conquered the South! It was this conundrum that made me re-examine what makes a game work.
This led Mark to realise that a game focusing on nothing but battle missed the political fight for the people's hearts crucial to the outcome of the war. Hence he re-designed his game in the form that Avalon Hill published.
I'm really looking forward to finding this balance in BoA and I think Ageod has in the form of provincial loyalty ratings, looting stategies etc. How much more is this necessity balanced in the American Civil War?