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Victory Games Civil War

Civil War 1983

Civil War

Game Design-Eric Lee Smith

520 1/2" counters
2 22" X 32" mapsheets
Rules booklet
4 six-sided dice
2 11" X 16" player aid cards
counter storage tray

From the epic campaigns of the East, to the ceaseless skirmishing in Texas and the Western Territories-and throughout the vast lands in between-the American Civil War was a conflict memorable above all for its staggering scope and for its legendary leaders. A dynamic portrait of this immense struggle, from its infancy to its final gasp. The Civil War depicts the nation and its leaders as no game has done before. Players re-create history on a map stretching from the Eastern shores through the untamed lands of New Mexico, maneuvering and engaging their armies according to the carefully drawn abilities of over 60 individually represented commanders, as ocean-going and riverine naval units battle for control of critical waterways.

The Civil War can be played as an entire campaign or as year-long scenarios. The key to victory lies in the allotment of command. Each player must determine in advance where his major thrusts will occur-in the East, West, or Trans- Mississippi Theater. Once command resources are entrusted, it is up to the individual commanders to gain the initiative, move their forces, and engage the enemy. The poor commander is likely to find himself demoted or removed, while the likes of Lee, Grant, Jackson, and Sherman may be promoted to positions of destiny.

Four year-long scenarios, plus the complete campaign game. Optional Far-West Theater, pitting marauding Indians and Mescaleros against regular army and Texas Ranger units.

Fluid sequence of play that varies the length of each game-turn, permitting players to undertake entire campaigns in a single season.

Ironclads, sea transport, amphibious landings, Union blockade, and Confederate commerce raiders.

Detailed rules for rail movement and supply.

Half of one mapsheet is devoted to bookkeeping. The map starts just above Washington and goes Westward to New Mexico.  Each hex represents 25 miles af terrain. Each turn is 2 months with annual Winter turn equating 4.

Complexity: High

Solitaire suitability: High

Time scale: 5 Game-turns per year

Map scale: 25 miles per hex

Playing time: 2-20 hours (depending on the scenario)

Leaders are rated according to Senority among leaders of the same rank, Star rank with maximum star rank, Initiative, Army command, and Tactical combat.

  • 1 Star 1 or 2 SPs
  • 2 Stars 1 to 6 SPs
  • 3 Stars 1 to 6 SPs or an Army (Except Sheridan)
  • 4 Stars 1 to 6 SPs or any Armies in hex (only Grant and Sherman)

Troop strength is factored into a single number with each strength point (SP) representing about 5000 soldiers. If commanded by a cavalry leader they would represent cavalry. There are also Indian and Mescalero unit markers. Naval units include Ocean and river transports, Ocean and river ironclads plus Confederate commerce raiders. The Union may build a maximum of 5 Armies, the Confederate 4. Armies have the advantage of holding larger numbers of SPs and reacting to movement adjacent. The number of SPs in each army is limited to its historical maximum.

Turn Sequence

  1. Reinforcement

    • The number of SPs and Leaders available are listed and placed during the Action Phase.
  2. Command

    • Command Points are listed for each Theatre (East, West and Trans Mississipi) according to the priority chosen by the player (Primary, Secondary or Tertiary).
    • Command Points Table
      Dice Primary Secondary Tertiary Discretionary US Naval
      2

      6

      3

      2

      3

      1

      3

      4

      3

      2

      1

      3

      5

      4

      3

      2

      2

      2

      5

      5

      3

      2

      2

      2

      6

      6

      3

      2

      1

      3

      7

      6

      4

      1

      2

      2

      8

      6

      4

      1

      1

      3

      9

      5

      3

      2

      2

      2

      10

      4

      3

      2

      2

      2

      11

      5

      4

      2

      2

      2

      12

      5

      4

      2

      3

      1

    • If the Far West Option is being used that Theater receives the same number of Command Points as the Discretionaries.
  3. CSA Commerce Raiding

    • CSA player attempts to sink Union Merchant ships.
  4. Blockade Effects

    • The Union blockade's effectiveness may affect CSA supply.
  5. Action

    • Both Players roll two dice with the high roller spending the difference between the two rolls. Afterwards, the low roller may do the same. This is called a Pulse.
    • The length of each Turn's Action Phase is indeterminate. It may end after the first pair of Pulses, it may go on indefinitely.
    • This phase ends if both players have entered all of their reinforcements, used all Command Points and picked all Leaders or if both players roll the same Initiative number and that number is listed at the bottom of the table use track.
    • If both roll the same and that number is not listed additional Command Points are issued, The Table Use Track is advanced and the Action Phase continues.
    • Table Use Track
      number of times used

      1

      2

      3

      4

      # rolled which ends turn None 7 5, 6, 7, 8, 9 Any
    • Command Point Costs

      Activity

      Cost

      Move 1 SP

      1

      Move 1 Naval SP

      1

      Move Leader

      1

      Use Leader to Move

      Leader's Initiative

      While it is much more economical to move armies, some Leaders are real dogs
      Pick Leader

      0

      Remove Leader

      2

      Only a three star Leader in command of an Army may be removed
      Build Army

      2

      any hex in supply with a 3 or 4 Star Leader and at least 1 undemoralized SP
      Build Depot

      2

      Build Fort

      3

      any hex without a Fortress in supply and at least 1 undemoralized SP
      Build Fortress

      3

      any hex with a Fort in supply and at least 1 undemoralized SP. Maximum of 5 for the CSA
      Enter CSA Naval SP

      2

      Enter US Naval SP

      2

      Enter SP

      0

      Recovery

      Leader's Initiative

      Removes demoralization
      Combined Land/Naval

      Both Leaders's Initiatives

      Far West Commands
      Move Tribal Indian

      1

      Change Tribal Allegiance

      1

      Move Texas Ranger

      1

      Move Civilized Tribe

      1

      Reinforcement

      1

    • The Action Phase gives a very fluid character to the game. While it was physically possible to march an Army across the length of the board in one Turns time frame it is also possible in the game however unlikely. The uncertainty imparted  could lend itself to either overcaution or a wild flight into oblivion.
  6. Command Point Table Use

  7. Rally

  8. End

The use of Leaders in combat is just a wee bit hokey. Rerolls are allowed according to the rating of the Leaders involved. There can be up to 6! rerolls for EACH side.

Civil Wargames Critique

Avalon Hill Collection

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