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Reinventing the wargame ...

In 1982, while visiting Saratoga National Battlefield, I found myself at the famous "boot" monument. This nameless, tombstone-sized, granite marker is embossed with a bullet riddled boot and is dedicated to, "The most gallant soldier of the Revolution." The honor being paid is to Benedict Arnold. I had adopted the revisionist view of Arnold's contribution to Independence long before it became chic. Had he died at Saratoga he would have become immortalized, second only to Washington, as many scholars now concede. It was a gray, late autumn day. Only the ghosts were around to witness the
pledge I made. I would find a way to share what I knew of Arnold's greatness.

In 1994, I sized up the climate of the market this way. Our hobby is deficient in Rev. War titles. Those who enjoy pre-mechanized linear combat might be ready for an alternative to the glut of Civil War and Napoleonics options. Saratoga, specifically, has been woefully underrepresented considering its stature as one of the 12 most decisive battles of Western
History. Furthermore, the year 2001 will mark the 225th anniversary of Independence. I forecast that after the millenium, there will be a renewal of interest in our heritage as we approach that milestone. One year later I took a prototype to Avaloncon where Andy Lewis took the time to play several turns. He came away not only impressed, but also convinced the game met
several of GMT's criteria for new game submissions. Gene Billingsly also saw merit in the project and thus was born the GMT Rev. War Series.

Game features include Initiative, Momentum, and Diversion. Initiative governs player order. One never knows when either player may get a back to back turn. Momentum allows players to re-roll adverse close combat die rolls or possibly effect player order. Diversion enables players to avoid the fictional "soak off" which hampers many game systems.

In addition to the accumulation of modifiers for terrain, leadership, and morale, the players have a set of eight tactics from which to choose. Four of them can be used at anytime. The more sophisticated options require the presence of leadership.

The non-sanguine CRT faithfully recreates Revolutionary War combat where demorilization and capture were more frequent than overwhelming casualties. This is accomplished without sacrificing the tensions and anxieties of a tight combat system. Leader casualties and pinned results are possible, while fire combat is handled on a separate results table.

The whole package is wrapped around the Army Morale Track which measures the tenacity and will to fight of the opposing forces. This is the heart and soul of the game system. Where you are on the sliding scale, (High Morale, Fatigued, Wavering, or Demorilized), impacts upon the morale of your individual units, as well as on your ability to influence Initiative. Sleek
and subtle, it has rightfully been called a game within a game. ... designer Mark Miklos

 GM      Andy Lewis  [1st Year]   16 Gosling Dr, Lewes, DE 19958
    alewis16@aol.com   NA

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