Early's Confederates had previously fallen upon the VIII and XIX Corps and routed them utterly, but VI Corps is now up and has formed a defensive line with the remaining elements of XIX Corps. A close look will show you that the Union right has been busted open, and the cavalry are going to have to do a bit of work to restore the situation. I called time on the game not long after this as it had had a good run and the table was needed for other things.
The Glory system is well-suited to solo play. It uses a chit-draw system to activate formations so it is easy enough to play each drawn chit on its merits. I probably should have had the federals conduct a fighting withdrawal rather than have them hold a forward line, so in future plays I should probably introduce a die-roll to determine tactics at a higher level. The system can bog down a bit when there are a lot of units in play (the Antietam scenario was heavy going), but the Cedar Creek scenario is just about perfect.
There are three types of combat: artillery fire, defensive fire and the charge. All are resolved on the throw of a d10 and the addition or subtraction of modifiers - mostly easy to remember ones - but in practice things become a litle more complicated because of the command and control restrictions.
I also have Glory II (Fredericksburg and Chancellorsville) so when time permits I must try another run-through with one of those scenarios, too. They are quite big games though, so I may struggle with motivation if they are only played solitaire!
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