LvG uses the same mechanics as the other games in GCACW. The scale is zoomed out to 2 miles per hex and 2 days per game-turn. The units are mainly corps (with division breakdown possible). Movement, combat, cavalry retreat, and disorganization are the same. Fatigue is slimmed down but works the same. Artillery is not considered separately - it is factored into manpower - simplifying the combat procedure.
It seems, however, that some players have abandoned LvG since the publication of Grant Takes Command. But I remain a fan.
This module is a fork of version 1.01 on vassalengine.org, adding some playability features and upgraded graphics.
> STRENGTH MARKERS have been removed and replaced with a dynamic property set manually by CTRL-V on each leader. Strength is visible in the Mouse-over Stack Viewer of each leader. Any strength value that includes a parenthesized number signifies disorganized.
> MAP has be upscaled 20 percent, a numbered hex grid added, and named map zones added for track markers.
> GAME PIECES have been enlarge from 41x41 to 54x54 pixels using a brighter scan of the counters. All leaders and supply depots are collected on the Display window (rather than the Game Piece Palette, which lists only generic markers).
> Removed the internet die roller buttons (non-functional).
> Removed the chart window (players will need the Charts and Tables card from the boxed game).
> Added a module splash picture from wikimedia.org
> Union Supply Base garrisons have been removed and replaced with a Marker trait that displays a strength of 4 on Mouse-over.
> Added a Global Key Command button to the map menu for one-click removal of Fatigue from all leaders. (Recovering from disorganization must still be done individually for each leader using CTRL-V.)
> TIP: Set Mouse-over delay under File > Preferences (I suggest 250 ms for snappy display of hex contents and strength values).