The great enjoyment of the game, as is often said of ASL, is that it creates such memorable narratives in the course of play. Playing ASL creates a narrative that resonates with people's experience at reading, hearing and watching World War II small unit war stories. In a similar vein, the GCACW builds an operational narrative that replicates the tensions of Civil War command as we encouter them in army and unit histories from the period. In spite of being an operational level game, the system smartly relegates logistical concerns to simple procedures and instead places the emphasis squarely on that part of the ACW that we most often consider: the performance of individual corps and army commanders. As anyone who has ever participated in a discussion of Civil War leaders knows, much blood and ink is spilled by devotees and detractors of the various personalities from the age. The game system expertly generates these same command controversies by placing the player largely in the role of the army commander. You too will be elated by Stonewall Jackson pulling off a lengthy flank march or exasperated by Burnside marching all of four miles in one day. The impuse initiative die roll and variable movement rate subsystems elegantly recreate the tensions found at the army command level of the ACW. It remains to this day my favorite treatment of the ACW. Beginning this week, fellow PAASLite Mike L. has expressed an interest in learning the game and we plan on holding weekly sessions at Games Plus in Mount Prospect, Il. This week was our first session where we did two quick introductory scenarios: The Race For Spotsylvania from Grant Takes Command and Salem's Church from Stonewall's Last Battle. My plan is to offer session reports on our weekly confrontations starting soon.
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