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Civil War 1983
Game Design-Eric Lee Smith
520 1/2" counters 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.
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
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.
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