Started Liberty Roads yesterday - had time to push through the first two turns mostly following the example of play. Now that I have a toe-hold on the continent, it's time to see how much of the rules I can remember when we sit down to play again.
I think I want to make up some sequence of play charts of my own so I know what to do when without having to dive back into the rulebook every thirty seconds. (Some games "click" with me - this is not one of them. A little help in the form of a homemade reminder chart will go a looooong way to getting my head out of the rulebook and into the game.)
As a long time onlooker for We the People since I missed the game when it was first released, I hope WW can heal my deep wound. I once thought American Independence War was a subject not of my interest. But the game system is ground-breaking to CDG system and becomes one of the long time favourite of many wargamers. That changed my perception about the game as to why I have to have a copy myself.
I missed it too but I was able to trade last year for a good copy of WTP! I think WW will be a good game and fill the void that has existed for some time. CDG's are one of my favorite mechanics for games. It makes things unpredictable and keeps it lively! The American War for Independence is a good wargaming subject because many things vary in the war! Terrain is one of them and the quality of American units increases as the war continues!
A little CCE/M and prepping for the French in HIS. Have not played this 6 player before, I have a feeling I can get squeezed by the H'burgs and the Brits and it is also easy to p.o. the Pope. If that is threatened, I plan on taking one of them down with me big time and throw the game to the Protestants or the Ottomans.