What makes it simpler? Mainly the lack of supply rules. The campaign objectives are easily understood, too - the CSA is pushing all-out to cripple the Union army before it can escape to the Nashville fortifications. Victory conditions are not elaborate: a single territorial objective and manpower losses. There is an automatic victory for the Confederates if they capture Nashville, but this is fairy-dust, since Nashville was one of the most fortified cities in America by 1864. The two armies are relatively small, actually, the smallest we've seen in a GCACW game since Stonewall in the Valley.
Our HSN vassal module is another in the series of "no-markers" modules.
The map is adapted from the HSN 3.10 module on the vassal website. Hex numbers have been removed from the map as much as possible to reduce visual clutter. Wargame publishers gave up significant map aesthetics when they started printing a four-digit number in every hex. Was SPI the first to do this? It is helpful when working with cardboard map and counters, but unnecessary in vassal. in the module, hex ID numbers appear in the mouse-over stack viewer.
Units are scratch-built in vassal using the Game-piece Images component, which scale better than imported images. Combat units resemble the cardboard originals, but leaders have been redesigned in contrasting colors, and without tiny bust portraits.
Status markers have been replaced (almost entirely) with game-piece layers - fatigued, demoralized, disorganized, exhausted. The only commonly used unit markers still found in the module are flanks refused, breastworks, and forts.
Union cavalry have a horse problem in this game, which the Union player needs to address. Horse status is a new rule in GCACW unique to HSN. The rules for remounts are no more complicated than foraging. Union cav units have a layer to indicate horse status: worn-out or unhorsed.