SKU: 34275741175

Late Unpleasantness

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Description

Late Unpleasantness"Two Civil War Campaigns to take Richmond" In the spring of 1861, Richmond, Virginia became the capital of the Opposition. Being a manufacturing powerhouse only 120 miles from Washington DC and the Opposing capital, it became the focus of Union attention. The threat of capture by Federal forces was constant. The Late Unpleasantness covers the two major attempts to capture the Opposing Capital City. Gates of Richmond covers the Seven Days Battles with

"Two Civil War Campaigns to take Richmond" In the spring of 1861, Richmond, Virginia became the capital of the Opposition. Being a manufacturing powerhouse only 120 miles from Washington DC and the Opposing capital, it became the focus of Union attention. The threat of capture by Federal forces was constant. The Late Unpleasantness covers the two major attempts to capture the Opposing Capital City. Gates of Richmond covers the Seven Days Battles with Robert E Lee facing down George McClellan. If It Takes All Summer is Ulysses S Grant's overland campaign of 1864, which added the names of Wilderness, Spotsylvania Courthouse and Cold Harbor to Civil War history. Each game stands alone, but share the majority of rules. Simple enough to learn and play in an evening, but enough twists and turns to make you want to replay it until it is worn. The maps use a point to point movement system, rather than hexes to simulate the campaigning over the road networks and river crossings, rather than mass movements cross country. Combat is integrated into the movement, making coordination of large bodies of troops difficult. The Gates of Richmond map covers the area from Richmond in the west to the White House on the Pamunkey, and from Mechanicsville south to Harrison's Landing. Key features such as Malvern Hill, Beaver Dam Creek, and the bridges over White Oak swamp and the Chickahominy are highlighted. Will the Union army fail to attack the Richmond works as a result of "Prince John" Magruder's antics? If It Takes All Summer covers most of Central Virginia, from Brandy Station and Culpeper to the Cold Harbor north east of Richmond. The Wilderness features prominently in the campaign with a special table to create some of the confusion as a result of fighting in this tangle. The basic units are divisions (a bit larger than usual for Civil War, but right in this case). Each unit is listed for strength and overall leadership/morale quality. Stacks are hidden for limited intelligence. Corps and Army leaders are available to modify the die roll in an attack as well as to help coordinate attacks from more than a single stack. Sequence of play is straight forward with supply first. Units out of supply suffer movement and combat penalties and those with a continued lack of supply will suffer attrition. Opposition supply is a simple trace to either Richmond or a railroad, while the Union needs to relocate his base to keep his offensive moving. Units move, then attack as a part of the stack's movement. Terrain, strength and leadership are all die roll modifiers, in combat. Combat losses are in terms of strength points, but a third die is rolled to determine if the combat ends in a retreat or continues. If it continues, you count it up and do it again. (and possibly again) If your leaders are good enough, they may be able to break off a losing battle. Thrown into the mix are random events cards, but the game is not card driven. Each player can hold a hand of up to 10 cards, which can be played in nearly any combination and at any time (except during combat continuation). You use the cards to enhance your units or mess with the other player (ie. Grant steals a march - all Union units +2 MP this turn, or Rain - 1 left shift on all attacks) Others are one time events (Sedwick gets killed, Jackson falls asleep) that will ruin your perfect plan. Each game can be picked up and learned in under 30 minutes, and played entirely through in 4 hours or less. The cards, leaders and Wilderness/Magruder tables add a level of chrome and history to the games without making them difficult. Combined with the hidden strengths and dummy counters, no two games are ever the same.

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SKU: 34275741175

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4.7 ★★★★★
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Justin Ludwig
Houston, US
★★★★★ 5
Beautiful Art, Compelling Story
The birth of Kate Kane as Batwoman is one of my favorite graphic novels in my collection. I already owned the digital edition on my iPad, but the art by J.H. Williams was just too amazing not to see in print. This artist knows how to draw beautifully artistic pages; right down to the panels themselves. I also love the style shift from nighttime Batwoman to daytime Kate Kane. The story is really great, especially the ending of Elegy! I also really loved the back stories that follow, showing the history of Kate Kane and how she became the Batwoman. Its also good to know that the New 52 timeline in DC didn't delete all this continuity. Batwoman isn't another Batman flunkie. She's a strong woman and an amazing character that Greg Rucka and J.H. Williams really bring to life in this book.
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Reviewed in the United States on August 5, 2012
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Morgan Floyd
Belleville, US
★★★★★ 5
Better Than Batman!
This is by far one of the best Batman titles that doesn't include Batman as the title character. I'm not much of a reader of Batman, but I have been very interested in Batwoman since I read the 52 series back in 2006. The story line itself is much better then when 52 presented her for the first time. I really like how Rucka focused more on her homosexuality and making her an identical twin too (since I'm a twin myself). However, what blew me away the most was the artwork. Williams really focuses on covering the entire page with art and color; giving you the full comic book art experience. I have seen and very much liked his work in Promethea and think this is just as good. Batwoman is now my second favorite super heroine after Wonder Woman of course.
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Reviewed in the United States on December 30, 2011
K
Verified Purchase
Key
Carnegie, US
★★★★★ 5
Compelling and beautiful
I'll say this up-front: I'm a Marvel fangirl. Even so, this book has won me over to reading at least some DC stuff, because it's utterly beautiful. The writing is wonderful and compelling, and the art is astoundingly good, especially the creative, non-standard panelling. This book doesn't really sound like it'd be one as highly rated as it is, does it? Let's be honest here. It's about a lesbian Batman knockoff who's battling a mutant werewolf cult led by an insane Alice-in-Wonderland fan who speaks only in lines from Carroll's book. ...but they MAKE IT WORK. I don't know how, but it's powerful and a damn good read despite the craziness of the premise. And Kate Kane might just be my favourite superhero now.
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Reviewed in the United States on February 21, 2013
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Spooky
Cuba, US
★★★★★ 5
Batwoman is amazing.
Batwoman: Elegy is stunning, visually and conceptually; the character is well-developed and very human, the story is gripping and emotional, and the artwork is fresh and impacting. I actually cried when reading it, and my having a physical reaction of any sort to a book is rather rare. (Potential spoiler alert?) It delves into the fact that she is a lesbian with respect and doesn't make it feel like an after school special; there's no need to explain her sexuality, it's just a part of who she is. This isn't just for comic book fans (though they won't be disappointed); I highly recommend this to anybody with even a hint of interest.
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Reviewed in the United States on November 20, 2011
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Dylan Cardona
Draper, US
★★★★★ 5
New start.
Format: Paperback, Format: Paperback
Absolute DC Flash New take on the Wally West flash. The story takes it time but has solid foundation. The art looks great especially when Wally is running. It has my interest it just need to grab my attention.
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Reviewed in the United States on March 27, 2026

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