Showing posts with label Civil War. Show all posts
Showing posts with label Civil War. Show all posts

Monday, October 7, 2013

Test of Fire Review

I rather like Test of Fire better than most, it seems. I rated it a “9” on BoardGame Geek while the game’s average rating doesn’t break a “seven.”

This is a fairly wide difference of opinion, which prompted some consideration of how it came about that a game that I think is a clever, elegant and enjoyable little wargame doesn’t garner more than mediocre ratings overall.

I think it’s one of those cases where one man’s feature is another man’s bug. The same elements that I think make the game of a success as a reasonably authentic introductory level wargame detract from its appeal to the more hardcore wargamer who is likely to be motivated to acquire a game about the American Civil War Battle of First Bull Run .
“Elegant” is one of those hard-to-define terms that’s become popular among gamers and prompted a lot of threads to debate what, exactly, it means. I’m not going to define an exact meaning here, but I what the term generally seems to encompass in my view are games that have a large payoff in fun, simulation or some other aspect from a small investment in rules or work. It’s a common feature of the best-regarded euro-style games and may even be their most salient characteristic.

In contrast, wargames are often criticized for being “fiddly,” another term widely sued despite some contention over what, exactly, it means. Again, I’m not going to try to define it here, but generally I think it refers to game functions or mechanics that involve a lot of rules or work for relatively small payoffs. These are often justified in the wargame community on historical or realism grounds. Wargamers often value the details, non-wargamers often scratch their heads over it.

Test of Fire definitely eschews detail. It has just eight to ten pages of actual rules – and they’re not large pages and it’s not small type. There are just three kinds of playing pieces and, a handful of terrain effects. And yet it manages to capture the essential elements of the historical action rather well while providing interesting strategies and considerable replay value .

What it doesn’t have are detailed orders of battle or explicit depictions of period tactics. The players are placed firmly in the role of army commanders McDowell and Beauregard/Johnston . You dpon’t sweat the small stuff. You’re making big strategic decisions and the dice and cards do the rest.

The essential game mechanic is that on a player’s turn three (CSA) or four (USA) dice are rolled and the player’s allowable actions are controlled by the dice. For every “1” rolled a player can draw a card, which have various game effects and are discussed below. For every “2” or “3” rolled a player can “fire” one of his two artillery units against an adjacent enemy occupied area. This isn’t a high probability event. Typically a roll of a “5” or “6” is needed to a “hit.” If there’s a hit then a subsequent die roll is made, with a “6” damaging an infantry target and a 1-5 forcing it to retreat. For every “4” or “5”rolled the player is entitled to move a group of 1-3 pieces (infantry, artillery or leaders) from one area to an adjacent area. The number of pieces allowed to cross an area boundary is usually “2,” with difficult terrain such as woods or stream reducing it to 1 or 0 while areas traversed by roads can have three units. For every “6” rolled the player can exercise a choice among the other three options.

Combat is function of movement and this brings up one of the elegant aspects of the design. While a player’s choices are constrained by the dice, the order of execution is up to him and this can create all sorts of interesting game choices.

Combat is relatively bloodless, at least at first. When infantry units enter an enemy-occupied area a combat is fought, either immediately or at the end of the turn, at the moving player’s option. Each defending infantry unit rolls two dice, with every 5-6 being a “hit” and 1-4 being misses. For every hit a subsequent die roll is made, with 1-3 meaning an enemy unit retreats, a 4-6 causing damage. After the defender fires, any surviving attacking units get to roll, also at 2 dice per unit, with the same results. In both cases the maximum number of dice allowed is six.

Damage is depicted by flipping an infantry unit counter to the other side. This doesn’t reduce it’s combat ability, but a second damage result eliminates it. As there is no way to flip a unit back in the game the general trend is for both sides to weaken and become more fragile as the battle progresses.

Each side has its own deck of cards which are slightly different in composition. Cards can be played at any appropriate time as needed. Cards common to both sides are Move cards, which basically act as additional die rolls; Hold and Retreat cards which modify combat results; Artillery, Firepower and Friendly Fire Cards which modify the number of dice rolled in the various kinds of fighting; Lost Order which cancels an enemy die roll and Rout, which is one of the ways to end the game. When a Rout card is played the player gets to roll two dice and if the result is equal to or less than the number of enemy infantry units eliminated then the player wins immediately. Most games will probably end through the play of a Rout card, which is appropriate as that was the historical outcome.

Each side also has some unique cards. The Confederates have a couple of Cavalry Cards which essentially allow a free combat against a federal –occupied area on the Rebel side of Bull Run. This is evocative of the event depicted on the game box cover, when Stuart’s cavalry charged a unit of Zoauves.

The Federals, meanwhile get a Ford card, which represents the discovery of a new ford across the river, another key event of the actual battle. For play-balance purposes an optional rule allows the Federal Player to ensure the Ford is in the top half of the deck, but one could certainly make an argument for playing it straight/. By definition this was an unknowable event and maybe player McDowell shouldn’t be able to make a battle plan relying on information the historical McDowell could never have known.

There are, of course, some minor exceptions and variations for all of this – it is a wargame after all – but this brief outline captures the major points. Both sides are given an incentive to attack – they win if they occupy the enemy base. This incentive is needed to replicate the historical situation which saw both armies making plans to attack. The Federal side is given an additional way to win by occupying any two of three areas marked with stars on the south side of Bull Run. This signals that the burden of attack in on McDowell.

Leaders and artillery have some special characteristics as well, but the infantry is the star of the show and makes up the bulk of both armies. Infantry counters do not represent specific units and seem to represent about 1,000 soldiers, more or less.

It’s probable that I’ve just used more words to describe the game than appear in the rules of play. It’s really that simple. Yet it still plays out as a Bull Run game. The theme is not some paste-on. It’s the driving force behind every element of the game design. In this way, despite the very euro-style presentation, Test of Fire is clearly a wargame. While many wargame designers follow the James Dunnigan paradigm of designing a game system to depict a certain level or warfare and then modifying that system as needed to depict a specific battle, Martin Wallace’s designs always seem to be unique treatments. Even when they bear some superficial resemblances such as his Gettysburg and Waterloo games, they’re really more different than alike. Test of Fire is a stand-alone design that doesn’t seem like it could spawn a system of games at all. It’s very specific to the peculiar conditions of First Bull Run where two very green armies fought over a specific battlefield.

And you can play it in an hour or less.

It’s not the last word in simulations, but it does succeed in capturing important elements of the battle in an easy-to-play format and some elements, such as the Ford and Rout cards, arguably make it more authentic than some more detailed traditional hex-and-counter treatments of the battle.

Tuesday, July 9, 2013

First opposed play of Guns of Gettysburg

I got to try out The Guns of Gettysburg in my first opposed play through (in contrast to solitaire playings). I'm pretty sure we made a number of mistakes so I'm not really going to get into details of how it went. I'm more certain we played the reinforcement rules more or less correctly and I thin they definitely create an interesting dynamic. Chances are against replicating the historical arrival schedule but chances are very good at replicating the dynamics of a meeting engagement! I'll note that the Confederates, under my control, were able to win by following a strategy of relentless attacking over the first day and into the next morning, but the number of artillery tokens was getting dangerously low and I can see where this might not work as well against a more experienced Union player. I'm looking forward to trying it again, hopefully against someone who has also studied the rules a bit.

Thursday, June 27, 2013

And now for something completely different .. Wallace's Gettysburg

Martin Wallace's Gettysburg is a special limited edition (1,500 copies) euro-style wargame about America's most famous Civil War battle.

Wallace explicitly denies any simulation intent, but I think he may be too modest, as it's at least as reasonable facsimile of the battle as many games with pretensions of simulation authenticity.

What Wallace's Gettysburg doesn't have is a strict adherence to scale in either units, geography or time. Units are not measured in or called "brigades" for example, although the pieces typically seem to represent 1-2 brigades of infantry for example. Likewise the turns are not measured in "hours," although each cycle of player acts seems to depict something akin to a half hour's worth of action.

In perhaps the most controversial aspect of the game's presentation, the military units are represented with "meeple" style wooden figures vaguely shaped like marching infantrymen, kneeling cavalry troops and cannons. The CSA side is the traditional gray, except for elite infantry which is in black. The Union side is a little more varied, with blue for the regular infantry and artillery, a darker blue for cavalry, one bright red unit for the elite "Iron Brigade" and orange for the lesser quality troops of XIth Corps.

In a very "euro" style touch, casualties are marked with color coded tiny wooden cubes that match the color of the wounded infantry or cavalry unit and there are additional wooden pieces in a variety of shapes for other game functions.

Among those are some larger blocks numbered 2 through 5 in sets of eight in blue and in gray and corresponding gray and blue discs that are used to mark orders (along with some black discs for Union forced passes), These represent the heart of the game system, depicting the command and control problems of a civil war army in a paperless way.

The basic outline of a player's turn is as follows: Placing an available block (numbered 2, 3, 4 or 5) and then placing an order disc with a block, not exceeding the number on that block. (And not necessarily the block just placed.) That disc entitles the player to activate units in the same area as the block, or sometimes adjacent areas and do things with them. After the activity is done, the player can pick up a previously placed block -- and any discs that it has and return them to his stock.

The most common activity is to move one or two units into an adjacent area (up to four of there's a road). If the area is enemy occupied the move is an "assault" which is comprised of a number of steps involving fire and morale checks by both sides. Losses are marked with the various color-coded blocks and if a unit accumulates a sufficient number of those blocks (usually six) it is removed from the board.

There are other activities such as firing artillery at long range, removing disruption markers and other activities.

A period ends when the Union player has exhausted all his discs in a time period. Various housekeeping activities ensure and the stock of order discs is replenished for the next period. Note that discs remain on the board until their associated block is picked up, so there's an important resource-management aspect tot he game system, in another common euro-game touch.

Reinforcements arrive by a set, historical schedule. The burden of attack is on the Confederate side, but they also have more discs. Victory is assessed at the end of each day, with the CSA winning if he controls two "starred" areas marked on the board that roughly correspond to the historical Union "Fishhook" position. The CSA can also win a sort of "sudden death" victory by occupying the Little Round Top area at the end of any period.

Overall the game manages to reflect the overall course of the battle reasonably well -- it feels like Gettysburg. The pressure is clearly on the CSA to push hard in order to win, but the federals, carefully played, can manage to hold on.

The game mechanics are a refreshing change of pace for wargamers, who won't find a lot of overlap with the traditional hex-and-counter model. It may appeal to non-wargamer euro players who like relatively intricate games. Compared to most wargames it's not very intricate, but it's on the high side for the euros I have seen.

It's definitely playable in a single evening -- possibly even match play suitable for a longish evening -- and until The Guns of Gettysburg came out I'd have considered this my primary Gettysburg game for playing on the battle's anniversary. I think I'll still try to get in a game of it on July 1st - 3rd. There's only one "scenario" -- the entire battle -- and the area depicted is limited to the actual battlefield so it's not much use for exploring what-ifs. But it is a suitable commemoration of the battle and it appears to be scrupulously fair to both players with neither side having an obvious edge. Neither side can afford to be lackadaisical in their play, however, and it should be a tense contest throughout.

Overall I recommend this game as a very nice, entertaining Gettysburg wargame that is more game than simulation but still shouldn't offend the sensibility of the historically inclined.

http://pawnderings.blogsppot.com

Friday, June 21, 2013

A good thing it's called Cemetery Hill, because it sure ain't Gettysburg


Starting setup for the Decision Games edition
The Blue & Gray system was a passably authentic depiction of civil war battles at the introductory level that was very popular in the 1970s under SPI and was updated with some changes by Decision Games a couple of decades later.

Originally published as folios and quad games, the system operated under some severe constraints as far as components went, but it really wasn't half bad most of the time and most of the time a judicious use of special rules and set ups would provide something remotely close to the actual event.

The conventional wisdom is that Cemetery Hill represented the weakest entry in the series and in this case the conventional wisdom is correct. Many were surprised when Decision games redid the Blue & Gray quad that the battle they dropped in order to make room for the Bull Run battles  was Antietam instead of Cemetery Hill.

At the root of Cemetery Hill's problems was the ill-advised decision to depict the order of battle at the division scale (or half-division in the case of the Rebels) instead of the brigade level used for every other Blue & Gray game. While this was perhaps an understandable, if incorrect, decision when SPI published it as a folio, kit was a very poor decision when Decision Games re-issued the game in a boxed edition where the same constraints did not apply. Gettysburg was a large battle -- the largest ever fought in North America, actually, and a B&G treatment of it at the brigade level might have been interesting.

Instead we have a clunky division level game with huge combat factors.

Compounding the problem is a peculiar treatment of terrain. Urban combat was very rare in the Civil War, and the few times it did occur, such as at Gettysburg, provided no evidence that defending a town represented much of an advantage. But Cemetery Hill makes the Town of Gettysb urg into an inportant fortress-like defensive position that will always figure in the Union player's plans.

Likewise the game provides triple defense for defenders of Cemetery Hill, Culp's Hill and the Round tops -- an astounding upgrade of some pretty unspectacular elevations a few dozen meters above the surrounding countryside.

Finally, the game starts at a strange time for a Gettysburg game -- around 2 p.m. on July 1st just as Ewell;s corps was about to rout the hapless XI Corps. One suspects that this was done to finesse that the game couldn't really cope with the swirling action of the morning and early afternoon of July 1st as designed.

So what we're left with is a game that fails to develop in an authentically plausible way to depict the Battle of Gettysburg with very little chance of the historic "fishhook" developing or events resembling Longstreet's offensives.

This might have been acceptable if the result was at least an interesting game, but here, too, Cemetery Hill falls short. The online game site Hexwar.com provides Win-Loss stats for Cemetery Hill along with other games it offers and those statistics reveal that the game is severely imbalanced in favor of the Union side, with the Blue beating the Gray almost 2-1. Interestingly it doesn't matter whether the game is played with the classic SPI-era rules or the modified Decision Games version (with the "attacker ineffectiveness" rules),

As of late June, 2013, the Union players won 2,002 of the 3,080 games played under the new rules, for a winning percentage of 65%. This is essentially the same as the classic rules, where Union players won 977 of 1,559 games played, or 63%.

The outcome of the game depends enormously on how well the first couple of CSA attacks go against the federal XI Corps. If they go well, then the South can have a shot at victory, but if they go badly, one might as well just start over, with suggests that the better design choice would have been to start the game even later and just give Lee credit for beating Howard.

With a number of new games out depicting the Battle of Gettysburg as its 150th anniversary approaches there's little reason to revisit Cemetery Hill as part of your commemorations. It's very appropriate that it was called Cemetery Hill, because it isn't much of a Battle of Gettysburg game. 

Thursday, June 20, 2013

Is it a gamble because there are dice? Lee's Greatest Gamble

Set up for Gettysburg: Lee's Greatest Gamble
The approach of the 150th anniversary of the Battle of Gettysburg and the appearance of some games explicitly tied to that commemoration such as The Guns of Gettysburg and Gettysburg 150 prompted me to re-look at some of my old collection before I tackled the new stuff.

Interestingly, Gettysburg: Lee's Greatest Gamble pioneered one of the notable mechanics of The Guns of Gettysburg, army postures.

Based on the army's "posture," the ability of units to move and fight are affected to some degree or other. The motivation behind this regimen is to account for the peculiar fact that -- although the battle occurred over three days that July -- nearly all the fighting was concentrated within a few violent hours on each day. Indeed, it's a very notable aspect of the battle, especially on its second and third days. It took most of July 2nd for Longstreet to organize his flank attack and the arrival of nightfall did as much to end its chances of success as the arrival of Union reserves.

Lee's Greatest Gamble was one of the first games that made a serious effort to graphic with that problem and most serious wargames about the battle since then have tried to find some way to model the large periods of inactivity that marked the fight.

In The Guns of Gettysburg the armies choose between Attack, Hold and Withdrawal general orders, which generally have the effects you'd expect from their names. In Lee's Greatest Gamble there are four postures, Attack, Restricted, Passive and Panic which are, perhaps, a little less intuitively named but similarly affect what the player can do. The main difference between the two approaches is that The Guns of Gettysburg game places the army status under player control and gives a player incentives for choosing each while LGG makes it subject to the vagaries of the die. This die-based approach has the advantage of making one of the results "Panic" which provides a possibility of the opposing player taking temporary control of part of the army. This rather neatly accounts for some of the bad battlefield decisions of the actual fight such as Barlow's advance to Barlow's Knoll and Sickle's advance of III Corps.

A drawback of the die-based approach, besides the obvious reduction in player control, is that a bad series of die rolls can prevent the two armies from fighting at all. Errata mitigated it to some extent, but it's still a possibility even after the errata. This is a significant drawback to game with the time investment of LGG and enough to keep me from being willing to make that investment.

I'm not sure whether Bowen Simmons, designer of The Guns of Gettysburg, is familiar with LGG or whether he derived any inspiration from the earlier game, but I think his implementation is superior in concept. As a general rule, I dislike "idiot rules" that force players to do or not do things instead of providing them incentives. It's both more realistic and more satisfying from a player's point of view to give him a reason to delay making an attack than simply banning him from the act. In the actual event there were reasons why thing occurred as they did and while it may not be possible to recapture all those reasons, it's superior to have a reason for things to happen or not happen.

Still, LGG broke some fascinating new ground and it was interesting to look at it again as I pondered whether any old titles needed to be re-evaluated as the 150th anniversary neared.

Wednesday, June 19, 2013

Has it just been 25 years?! Gettysburg 125th Anniversary Edition reviewed

The 125th anniversary of something isn't usually a big deal, but Avalon Hill decided it was enough of a hook to latch onto for the 1988 update of the venerable Gettysburg title. The resulting Gettysburg 125th Anniversary Edition didn't bear much resemblance to its predecessor -- a good thing as it turns out.

While remaining an introductory level wargame, the 1988 version of Gettysburg introduced a new basic game engine that eventually became known as the "Smithsonian" series, which was applied to a diverse group of titles, most updates of of classic AH titles such as Midway, D-Day and Battle of the Bulge.

The essential element of the "Smithsonian" series was a combat system that eschewed the old CRT for a competitive D10 die roll modified by units strengths and other factors. Based on how much the winner won by, the loser suffered certain results.

While this worked pretty well in Gettysburg 1988, I didn't care for it as much in the other Smithsonian games, although I ended up buying and playing all of theme before I finally decided I didn't like it.

The only survivor of the bunch in my collection is Gettysburg 1988. The system seems to work reasonably well in this case.

Probably the biggest limitation of the system is that it's prone to more extreme results when there are smaller numbers of units involved. A 1-7 fighting another 1-7 can more easily double the result of its foe than a 10 factor stack fighting a 10-factor stack.

At start positions
Like the original Gettysburg, Gettysburg 1988 depicts the order of battle for both sides at the divisional level for infantry, with cavalry brigades and artillery battalions.  Unlike the older game, all the artillery battalions appear, so the Union has the proper edge in artillery strength. There's more differentiation between the infantry\ divisions than the 1964 game had, which helps the CSA a bit. The CSA player is, however, still vulnerable to bad luck because he has only nine infantry units. Eveyr loss will be keenly felt.

The victory conditions award significant points for holding specific points of geography, so the federal player will have to fight forward. A common problem with Gettysburg games is trying to properly capture the pace of the battle, and like most earlier efforts this version of Gettysburg doesn't grapple with that problem. While the actual battle saw extensive lulls in the action on July 2 and July 3, in Gettysburg 1988 that's not likely to happen and the game will therefore tend to be relatively more bloody than the real thing.

Mitigatuing that a bit is the game's option for starting on July 2 and on July 3, so that even though a full July 1st start game probably won;t see anything like Longstreet's two charges, players can still expereince them with the later start times.

Like many Gettysburg games, the 1988 edition brings the cavalry onto the main battlefield even though they really fought off map. An issue of The General included a map extension that lets players include the eastern cavalry field for those who have it.

Overall the game is a decent little introductory game, but comes off second best to some of the most recent forays that cover the battle with similar playing time but more interesting player decisions. As far as simulation value goes, it's fairly mediocre because of the lack of attention to command control and pacing alluded to.

Sunday, January 6, 2013

Wednesday, January 2, 2013

Cool doings on New Year's Day in Norwich

As part of a citywide celebration of the 150th anniversary of the signing of the Emancipation Proclamation that also included bell-ringings and historical portrayals,  Norwich hosted a 100-gun salute by six CivilWar-era field pieces on the waterfront.

To say that it was "way cool" would be an understatement. Actually it was damn cold temperature wise, but that's another story.

In any case, it was fascinating as the six guns, belonging to four New England re-enactment groups, fired 100 times to commemorate the signing. It took about an hour for the entire shoot.

There was a good mix of weapons, two 12 lb mountain howitzers, a 12-lb Napoleon, a 10 pound Parrot, a 12 lb James Rifle and a 6 lb Model 1841 gun. The four re-enactment groups were the 2nd Conn. Light Artillery, Battery B, RI Light Artillery, the 9th Massachusetts Light Artillery and the Mounted Artillery of New England. In the Civil War, "light" artillery regiments manned the field artillery, while the "heavy" artillery regiments were used in forts. Towards the end of the war, many of the heavy artillery units found themselves used as infantry.


Monday, December 31, 2012

End of the Year! Monitor lost 150 years ago

USS Monitor loss
The last day of 1862 saw the loss of the USS Monitor and 16 crewmen as the ship sank in rough weather. Seaworthiness was always an issue with the type. The same design characteristics which made it a tough target also meant that it couldn't deal with rough seas very well.

Amazingly most of the crew was saved.

More images here: http://www.history.navy.mil/photos/sh-usn/usnsh-m/monitor.htm

Happy New Year!

Friday, November 30, 2012

Lincoln movie -- see it!


I'll be honest. My interest in military history tends to be of the old-school variety -- battles, weapons and such. I know that Von Clausewitz said, "War is simply the continuation of political intercourse with the addition of other means. We deliberately use the phrase "with the addition of other means" because we also want to make it clear that war in itself does not suspend political intercourse or change it into something entirely different. In essentials that intercourse continues, irrespective of the means it employs. The main lines along which military events progress, and to which they are restricted, are political lines that continue throughout the war into the subsequent peace."

That said, it's vast subject and one has to focus ones gaze at least a bit, even when as eclectic as me, so I do tend to study the "how" of war more so than the "why." Despite that, there's still room to remember that there always IS a "why" and in that vein I'd like to recommend Steven Spielberg's new movie Lincoln for illuminating the "why" better than nearly any other film i can think of.

I've always been convinced that the U.S. Civil War was about slavery, fundamentally, despite arguments floated about "States' Rights" and "Tariffs" and other distractions. Everything I've read from contemporary sources seems to dispel any notion that the people involved were confused about what was at stake. Lincoln's Second Inaugural sums it up best: "One-eighth of the whole population were colored slaves, not distributed generally over the Union, but localized in the southern part of it. These slaves constituted a peculiar and powerful interest. All knew that this interest was somehow the cause of the war."

I'm not a movie reviewer, so I won't attempt to judge Spielberg or Daniel Day-Lewis as craftsmen. Go to Rotten Tomatoes for that. But as a wargamer, and one with a particular interest in the Civil War, it was valuable to be reminded of the greater context of the war and what was at stake in a way that paid an extraordinary fidelity to history for a Hollywood product. This is not to imply that Lincoln was flawless, it is a movie after all. Even 2.5 hours is far too little time to depict the complexities thoroughly. But that's always true of any piece of art. No painting -- or wargame -- can capture 100% of the truth of any incident, but we still recognize the skill of someone like Don Troiani when he paints a battle scene or Mark Herman when he designs a game like For the People because they focus our eyes on the essence of the event.

So, likewise, does this movie. In a conversation with the local city historian I remarked the other day that this movie depicted the reality of political deal-making better than anything I have ever scene on film. As Americans we claim to love Democracy -- and yet we tend to take a rather moralistic and purist take on political issues. Many will speak with derision about "playing politics" and being a "politician" is rarely ,meant as a compliment.  And yet, no one who has any experience with actual political activities, whether as a participant or a close observer, can escape noticing how messy it is -- and how morally compromising it can be. Lincoln, I think, performs a valuable lesson by illustrating how things really work. To modern eyes, there can be no doubt as to the worthiness of the goal -- and yet the movie lays out in explicit terms the sort of compromises necessary to make that worthy goal a reality.

Many reviews have noted the activities of the three lobbyists working for Secretary of State William Seward and their efforts to woo the handful of Democratic votes needed to get the measure passed. Those efforts involved a lot of tactics that were of doubtful legality even in that more free-wheeling age, let alone by today's sensibilities.

But I think the bigger lesson revolves around Thaddeus Stevens, the firebrand Radical Republican abolitionist leader. There was no doubt he favored the goal, but he questioned whether it went far enough. To the modern ear he's the closest thing to a real, principled hero in the entire story. He comes off as much more principled  than the "saintly" Lincoln. Of Stevens' commitment to racial equality there can be no doubt. It's Lincoln who equivocates about the relationship between blacks and whites, when asked. 

And yet, as the movie makes clear, Stevens had to compromise his principles, publicly, in order to reach the goal. That is a valuable lesson for the Internet purity troll and the backyard BBQ blowhard who rails about "politics" and "politicians" and opines that "compromise" is a dirty word. What Lincoln and Stevens understood was that principles and compromise are not opposing concepts. Lincoln and Stevens clearly had their principles. Hundreds of thousands died for those principles. But they had the wisdom to understand that compromise on inessential points could be in service of those principles -- not a violation of them.

See the movie. More than once if you can.

Monday, September 17, 2012

Antietam -- 150 years later

Battle of Antietam, as depicted in Battle Cry -- 150th Anniversary Edition

It's hard to believe, really, given the traumas of the 20th Century, not to mention 9/11, but the bloody field of Antietam, 150 years ago today, remains the day with the worst loss of American life due to violence in our history.

Battles are messy affairs by nature, and the Nineteenth Century was lacking in the comprehensive sort of accounting that we got used to in the 20th Century, so we can't be certain of the precise total losses. My 1984 Time-Life book on the battle lists at least 22,726 total casualties with at least 2,108 slain federals and 1,546 Confederates. The U.S. Army War College Guide to the Battle of Antietam lists slightly different figures taken from the Official Records of 2,010 Union and 1,567 Rebel dead. Perhaps 2,000 of the wounded later died and it's probable that many of those listed as missing from both sides were also killed.

While not the crushing victory promised by McClellan ("Here is a paper with which if I cannot whip Bobbie Lee, I will be willing to go home." he said, after getting a copy of Lee's campaign orders) or expected, given the nearly 2 to 1 edge in manpower, it was close enough for government work -- in this case the government work of issuing the Emancipation Proclamation. 

Lincoln had been planning on the move for some time, but was waiting for a Union victory in the field to provide the proper backdrop. Antietam sufficed. While not destroyed, Lee was forced to retreat and his invasion of the North repulsed.

The Emancipation Proclamation was a monumental turning point in the war, even though it didn't actually free very many slaves. But it did represent a turning point, a fork in the road, on the subject of slavery. In the wake of the EP there was no turning back. Only a Southern victory would preserve the peculiar institution anywhere and even if the Union were defeated, it would be eliminated somewhere. There was no going back to the antebellum status quo.

In that sense, Antietam was a far more consequential battle than might be expected, purely on its battlefield results, which was basically a bloody stalemate.

Saturday, June 23, 2012

Solitairing In Magnificent Style

Rebel brigades make a final rush for the Copse of Trees


Reviewing a solitaire wargame has special pitfalls. Oh, it's easier in one sense, because you don't have to find an opponent, but overall I think it's a challenge. Wargames are complex and subtle beasts by nature, and I can't tell you how many times I've played a game -- often for quite some time -- and found out I had been playing a rule incorrectly, missing a critical modifier or accidentally forgetting some key unit in the order of battle. Having an opponent sitting across the table who has a vested interest im making sure you don't miss anything that helps his side is a big help.

So with the caveat that I tried to play In Magnificent Style very, very correctly, it's always possible I missed something.

Solitaire wargames have tended to follow two basic models. One is the scripted adventure model of either/or paragraphs or other narrative tools that guide the player through a menu of choices. The classic example of this approach is Ambush!. The other approach is to create a framework where the player tries to accomplish some goal while stuff happens to him, generally using some sort of randomization mechanic. The classic example of this is B-17. In Magnificent Style is basically from this second approach, although a clever random events chit pull system give s it a little bot of the flavor of the paragraph system. This second approach works best when the player represents a side that had few courses of action available to it. In B-17 the player controls a single bomber that is part of a much larger formation of bombers. The player has no choice as to the target the tactics or the timing.

In Magnificent Style examines earlier example of a situation where there was plenty of valor, but few choices -- Pickett's Charge at the Battle of Gettysburg.  The Rebels taking part also had no choice as to the target, the tactics or the timing. The game is meant to be the first i n a similar series of games to be called Death or Glory! that will depict other doomed assaults.

The components are excellent. The most notable are the counters, which are my first exposure to the new laser-cut (as opposed to the traditional die-cut) technique. They are thicker than what you typically find with die cut counters and the precision of the cut is stunning. I wouldn't be surprised to see this become the new industry standard. There's no need to trip or clip counters with these babies. They fall out easily and cleanly and the laser cutting allows for naturally rounded corners.

The counters include the nine brigades, several dozen markers and double-sided event chits. there are even a couple of tiny dice in their own little holder on the counter sheet.

The 11" by 17" map is on light card stock and in full color. Also in full color are a player auid sheet and a copiously illustrated 20 -page rule book.

The player's objective to to get the nine brigades involved in the charge across the killing ground and capture the Union positions on Cemetery Ridge.

The key mechanic is a "push-your-luck" system where, in turn, the player activates one of the brigades and rolls two dice, cross indexing the rolls on  a "Movement Events Results table. So  a roll on the black die of "2" and on the white die of "3" is read as a "2-3" (not totaled as a "5") and referenced on the chart. The most common result is "Advance" which allows the brigade to move forward one square and then activate again. Other results include Determined Advance, On to Washington and C'mon Boys which allow advances with enhancements and negative results such as Light Fire, Heavy Fire and even Rout! which involve losing strength or ground.

The Push-Your-Luck element comes into play because each time the player activates a brigade instead of rolling on the table, he can elect to "Regroup" which moves the brigade Rally Point forward and therefore mitigates many of the negative effects on the table.

Many of the results also have the player drawing a chit and applying either the Blue side (helping the Union) or the Gray side (helping the player). Some Blue chits, for example, cause extra hits on the rebel brgades, add obstacles or make generals casualties. The gray chits similarly give the Rebels temproary protections, cause losses to the Union side or allow rerolls.

The Player has five turns to complete the charge, so there's constant tension between deciding whether to continue the advance, risking losses and setbacks or stop and consolidate your ground.

I found the game pretty challenging in my first five plays, managing a couple of draws while losing three times. Like many games of its ilks, it's hard to say whether there's really a winning strategy to follow. It's difficult to strike a balance between advancing and  consolidating. Being too aggressive seems guaranteed to wreck a brigade, but being too cautious will see the attack running out of time. The six brigades of Pickett and Trimble's divisions have 10 squares to cover, so the average pace of the advance has to be at least 2 squares per turn. Pettigrew has even further to go, needing to cover 11 squares. Complicating things is the fact that the Emmitsburg Road and Union lines each need to be crossed and each represents an "obstacle" that can only be crossed on 13 of the 36 possible rolls. When you consider that 11 of the 36 possible rolls are negative results the scale of the challenge becomes clear. It appears to me that, on average, the Rebel brigades need to try to advance 3-4 squares each turn. before stopping.

Overall I think the game succeeds in its aim. It's an entertaining solitaire exercise that is challenging enough to bear repeated playings and creates a lot of in-game drama and narrative. I found the rules extremely clear and well-written -- a must for a solitaire game -- and reasonably historical. I don't think it would count as a simulation -- the Rebel charge has  a chance to succeed, after all -- but it is definitely a wargame. One thing i don't like about a solitaire game is if it starts to feel like a puzzle -- something with a solution. In Magnificent Style doesn't have a solution. There aren't really any tactics to employ. Like Pickett, the player has just one role -- decide whether to push forward or stop and dress ranks.

Tuesday, May 8, 2012

Battle of McDowell -- 150 years ago


May 8 also saw a significant engagement during the American Civil War as Gen. Thomas "Stonewall" Jackson defeated Union Gen' Fremont in a small, but  important fight at McDowell bear the beginning of his classic Valley campaign.

The two sides were evenly matched with around 6,000 troops each and Confederate losses were actually somewhat higher -- but Fremont's force retreated, freeing Jackson to turn on the other federal forces in the valley and defeat them in turn, later in the month.



Sunday, May 6, 2012

Stonewall and Little Mac, a study in contrasts from 150 years ago

Battle of Williamsburg from The Civil War Preservation Trust


During the first week of May, 1862, 150 years ago, two military campaigns were unfolding in Virginia that offer and interesting study in contrasts. Although about 175 miles apart as the crow flies -- and considerably further as the soldier marched -- Maj. Gen. George B. "Little Mac" McClellan's Peninsula Campaign and Maj. Gen. Thomas "Stonewall" Jackson's Valley campaign were intimately related and, before the campaigns ended, became intertwined.

Detail from OTR map showing the area around Williamsburg
The two campaigns are each the subject of a game in the classic Great Campaigns of the American Civil War series from Avalon Hill. Stonewall in the Valley, Volume IV in the game series, covers "The Full Campaign in the Shenandoah from March to June 1862. On to Richmond, Volume VI in the series, covers "The Peninsula Campaign April-July 1862.

The first thing one notes about these two game is the extraordinary length of time they cover in a game system that otherwise typically deals with campaigns measured in a few weeks. While each contains a number of scenarios depicting specific phases and incidents in the long campaigns, the grand campaign game needs to cope with not just a long period of time, but also the fact of the other campaign. One solution is to play both games simultaneously and that is an option covered -- but that takes up  a lot of space (five 22" by 32" maps) and time (SIV up to 14 hours and OTR up to 2 days).

More practical is to play each game on its own and use the in-game rules that account for the influence of the off-map campaigns.

Jackson's valley campaign is generally considered a masterpiece of maneuver warfare, as he tied down larger Union forces for most of the time and in the end was able to redeploy to the Richmond are to take part in that campaign as well. While Jackson didn't win every fight and he didn't always live up to expectations once he arrived with Lee's army, for the most part the key characteristic of his conduct was energy

In contrast, McClellan's defining characteristic, I think, was not so much lethargy as detachment. One thing that has always struck me about McClellan's conduct on the battlefield was how rarely he seemed to actually be near the fighting. I see no reason to think that this had to do with a lack of never but instead I think it reflected McClellan's view of his role -- as an overall coordinator and policy setter rather than a tactical commander. I don't think he was necessarily wrong in this as he was overzealous about it.  He usually seemed to be too far from the action to properly do the coordination part of his job and his corps commanders were, as  a result, pretty much on their own. The Battle of Williamsburg on May 5 illustrates this. While his subordinates fought a sharp fight, and several of them started to make their reputations here (Hooker as a division commander, Hancock "The Superb" as  a brigade commander) Little Mac was miles away and had little control over what was happening. As a result the Rebel arny managed to extricate itself from what could have been a tight spot.

In early May, however, these defining characteristics had not yet manifested themselves entirely.  Jackson was just starting his series of marches that would take the breath away from his opponents and earn his troops the sobriquet of "foot cavalry. And, while McClellan was already showing the "slows" that would come to define him to posterity, it wasn't yet clear how many opportunities it would cost him and the nation. After all, Johnston retreated from Williamsburg and McClellan's plan to get to Richmond seemed to be working.

Stay tuned.


Friday, April 20, 2012

A fascinating image from the Civil War



This image from The Atlantic's fabulous Civil War Centennial issue is an interesting juxtaposition. We have a black union soldier sitting in front of a slave auctioneers place of business.  No doubt the photogrpaher was well aware of the irony of his image -- one wonders what the soldier thought. Civil war era photographers were not above staging theirr shots -- perhaps understandable as true candid shots were not possible given the tehcnology of the time.

The caption says: A black Union soldier sits, posted in front of a slave auction house on Whitehall Street in Atlanta, Georgia, in 1864. The sign reads "Auction & Negro Sales". George N. Barnard/LOC)

Monday, April 9, 2012

A couple of interesting Civil War blogs

The Civil War 150th has naturally prompted a relook at some aspects of the war. Two blogs that I have found fascinating are Civil War Memory, which is devoted to the whole "black confederate" mythology and the new Grand Army Blog, which looks ta the postwar experiences of Union vetrans and especially the Grand Army of the Republic veterans organization.

One thing that strikes me about the latter blog, is how pervasive the effects of what we would now recognize as PTSD were among the veterans of that war. It's evident that the same problems of homelessness, unemployment and chronic medial problems that we see in veterans from modern conflicts such as Iraq and Afghanistan were pretty commonplace after the Civil War -- although with much less public sympathy, medical understanding or official help. Just one more thing that armchair strategists and beltway pundits who blithely advocate bombs and bullets as solutions should consider. As this post entitled Haunted by Gettysburg illustrates, often the casualties are not tallied until many years after the battle.

Friday, April 6, 2012

Shiloh 150th


Today is the 150th Anniversary of the Battle of Shiloh.

I've always wondered how the course of the war would have changed if the Rebels ahd been just a little more successful that first day. Grant was so vital to the Union cause, yet there can be no doubt losing this battle would have ended his career.

He would have been just one more general, like Pope or McClellan, who seemed promising at first but then exhibited a fatal flaw.

The line between glory and disgrace can be a thin one.

Sunday, December 18, 2011

Sticker Shock


No, not for the price (although at $59.99, $89.99 with a mounted map Shenandoah is a little on the pricey side), but for the new, tougher stickers that come with the game.

Fortunately Columbia took the precaution of including in the box a little note warning purchasers that they've switched to a new and stronger adhesive, but let me reinforce that warning. These are not your father's stickers any more. I've never had a lot of trouble with stickers coming off my earlier Columbia games with the exception of an old edition of Rommel in the Desert where it was a real problem, but it does happen occasionally. But I have seen complaints online so obviously it has been a problem, so it appears that Columbia has taken heed.

But take heed of their warning as well. You WILL need a razor or thin knife to take up the stickers neatly. Trying to peel them up with your fingers risks damage to the sticker edges. Likewise, take special care in applying the stickers because you will have a hard time repositioning a misapplied sticker without leaving some adhesive behind.

The need to apply stickers has always been one of the drawbacks for block games because it usually means you can't just play it out of the box (an issue at, for example, a convention) but the new adhesive will mean this is especially true. Columbia has been pretty good on customer service but I predict they will have to replace an unusually large number of sticker sheets for customers who end up damaging their stickers. As a matter of fact, it probably would have been a good idea to include a double set of the stickers to provide spares (much like GMT's practice)

Wednesday, July 13, 2011

It's better to be lucky than good



After a long dry spell, Game Store Tony and I were able to resume our Civil War series of Battle Cry (150th anniversary edition) games.

As usual, he was the Confederates while I took the Union force as we squared off at Oak Grove, Virginia. This was a skirmish just before the beginning of the Seven Days battle. The USA forces were 10 infantry units and three artillery under three generals. (A cavalry unit later appeared as a reinforcement by card play). The CSA side was identical in starting strength. The Federals under Hooker had a hand size of 4 command cards and moved first. The Rebels, under Huger, had a five card hand. d

The biggest handicap for the Federal side is it's small hand of just 4 command cards. The awkward thing about the 4-card hand is that it can feel like a curse if you get a bunch of good cards. You'd like to be able to hold onto them to play at an opportune moment, but you really have to keep cards churning through your hand or you risk being stuck with a dead hand and unable to really act at all for a few turns.

As it so happened, in our game I was blessed with a long string of very useful cards such as a Battle Cry, a Call For Reinforcements, three Leadership, a Bombardment and some others and was not forced to play them too inefficiently. Helping out as well were the dice, which seemed unusually deadly for me in the early going.

The basic outline of the engagement were moderate advances by Robinson's and Grover's brigades on the Union left and center, respectively, while Sickles made a more aggressive push on the right. This was exactly the opposite of the historical result, which saw Sickles being held up while the other Union brigades progressed. Every attempt by the Rebels to advance, in contrast, seemed to wither in the face of heavy fire.

By the late game, although each side was tied at 4 flags apiece, this was misleading because the Confederates had a whole slew of weakened 1- and 2-figure infantry brigades while most of the Union troops were at full strength. The final CSA losses came at the hands of Robinson's infantry on the left and a reinforcing cavalry unit under Sickles on the Union right for a final score of 6-4.

Time wise it was a longer than usual battle, taking more than an hour to play

Tuesday, April 12, 2011

And so it begins -- 150th anniversary of the Civil War

And so it began 150 years ago today -- The American Civil War -- variously known as the War Between the States, the War of Secession, etc. In a sense I am looking for to this 150th. I think anything that nurtures a sense of history in the public is a good thing, and public appreciation of the Civil War in particular is needed because it's not quite dead history yet.

Compared to just about any other war that Americans fought the controversy over the meaning, events and consequences of the war still reverberate. While there's some controversy over the wars we are fighting today in Afghanistan and Iraq, and even lingering bitterness over Vietnam, I'm confident that the 150th anniversary of those wars will be as little remarked as the anniversaries of the War of 1812, the Mexican-American War or the Spanish-American War. Indeed, the recent 20th anniversary of the First Gulf War passed with hardly a mention in the media.

Today I commemorated the opening of the Civil War with a Civil War Game day at Arkham Asylum where we played games from the centennial of 1961 (Avalon Hill's Civil War) and the 150th Anniversary edition of Battle Cry. Over the next few years, God willing, I hope to reprise that with other game days marking significant battle anniversaries from the war. Next up will be First Bull Run in July.