For effect on the battle field Artillery Officer may be the most useful card option available. It gives you a +1 to hit with one of your batteries at long range (no effect on canister fire) Best of all it does so without exposing your officer to wounds (loss of action cards). Moreover by the second Battle of 1862 most players will have at least one battery with guns that can fire 24 base widths meaning the card can probably start getting you hits in turn 1 or 2 of the game. Forcing you opponent to loose action cards or bases early on helps win victories. John also uses this card so I have seen it from both the giving and receiving end.
Who doesn't want a Friend In The State House? Having your minimum army size raised by 4 bases doesn't sound like much until you realize that being one base short nets you a 6 base unit of infantry or cavalry recruits. For a Confederate player it helps equalize the numerical odds and a Union player well there is that old saying about God and the big battalions. The extra d6 when checking for promotion that's just gravy.
My First two cards picked by me this last one was random draw as a result of getting the "valuable experience" campaign card. It's not one I would have picked. Political Savvy provides a handy bonus on the promotion roll which is great if you care about being the highest ranking guy on your side for group games. The main advantage in most games is you can discard a campaign card you don't like an draw a new one. That's a great option to have but not an essential one all of the campaign cards have their uses so at best your getting rid of a sub-optimal card in exchange for one that might be better. That said from a Role playing stand point this card especially combined with the "friend in the state house" card makes my General a political operator a man of influence in both the political and military spheres.
From muarchives.missouri.edu |
John also got the Valuable experience card and picked Fire and Brimstone Preacher. This Card lets you add 2d6 to one unit that is defending in melee which may be just what you need at a critical moment. The card does come with Risk so every time you use it you are rolling 1d6 if you roll a 4+ your fine but if you roll a 1,2 or 3 you loose that many cards. If you don't have enough cards in your hand your hand is reduced by one card (from 6 to 5 if this is the first time for example). John's not a big fan of this card but it has been useful to him a few time.
One of the problems with any card that has risk attached is you try and save it for when you need it and the risk seems acceptable... but that means players may forget they have the option.
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