SON OF GBACW
MEETS THE CURSE OF 1862
1863: The Battles and Leaders
Series II, Four Battles of the Civil War: Brandy Station, Fredericksburg II,
Gettysburg and Mine Run; by RICHARD BERG and ROB MARKHAM
from GMT GAMES
200
counters, two backprinted 22 x 34 maps, system rules book, scenario rules book,
1862 update pamphlet, 2 charts & tables cards, 2 dice.
Published
by: GMT Games, 310 W. Lacey Blvd.,
Hanford, CA 93230 . $37
Reviewed by ROBERT KASTEN
The Civil War game
market has always been a lively one; except for WWII games, there are more ACW titles
than any other era. Unlike WWII games, though, the biggest area of
proliferation has not been in the operational/strategic arena but in
"battle" games. A recent anthology of ACW titles by Jamie Adams lists
30+ operational and strategic-level games; it contains almost four times that
number of battle games. There are nine titles on Shiloh, alone . . . and that
doesn't include the recent FGA game or Blue
& Gray I.(That's about half of the number of games on
Gettysburg. But that compilation is swollen by Avalon Hill's desultory efforts
to get it right, a level of success which, so far, has eluded them.) Suffice to say, Civil War battles are
popular.
And no designer has
been more Civil War prolific than Richard Berg (ed. a distant relative of the publisher of this estimable sheet).Of
the over 40 games he has published, almost 50% are Civil War titles! In 1989 he
even formed a company - Simulation Design, Inc. - to publish designs using his
"Great Battles of the American Civil War" system.
Along with
Simulation Design's three GBACW releases in '89 and '90 came a Civil War
"quad" game, 1862.The game system was designed by Rob Markham, who
had done some previous, albeit botched, work for S&T (cf. Campaigns in the Valley and The Indian Mutiny) along with some
interesting WWII titles (Raid on St. Nazaire,
for AH, and the similar-system game, Pegasus
Bridge, for S&T). Markham designed a new system in the tradition
of the old - but highly popular - SPI Blue
and Gray Quad, which SDI dubbed "The Battles and Leaders
Series," mostly for marketing purposes.
Many gamers had experienced the Blue
& Gray quads at some point.
But that hopelessly out-of-date, simplistic, quasi-Nappy at Waterloo system left much to be
desired in terms of historicity.
Somewhere between those classic quads and the GBACW-type games (or even
The Gamers' Brigade series) was a void - a need for a concise, fast-playing,
yet relatively accurate Civil War game covering major battles, using a
state-of-the-art system. Many expected
SDI's 1862 to be the answer. And it was. Unfortunately, it was the wrong
answer.
1862 was a classic "turkey."
It lacked adequate development, had major system problems, offered numerous
physical inadequacies, and received several negative reviews - all of which were
well deserved. The rules - which included the by-now, infamous
"Opportunity Exception", a rule of massive incomprehensibility - were
overbaked and underdone. The graphics, except for the box cover, were, at best,
sterile. They were rarely, though, at their best. The Antietam scenario had
more historical laughers than a John Jakes novel, and the rather fun, Seven
Pines battle was unplayable using the tacked-on Turn Continuation system. (Ed. Markham's original sequence of play used a somewhat
tiresome, chit-picking system which Berg discarded like a used lottery ticket .
. . in favor of his, at-the-time, paramourish TCT.) In all, it was a disaster. Some of the
problem was in the system, but most was in Berg's failure to perceive, as
developer, what would work and what wasn't. Despite adequate sales, Berg and
SDI promised to eventually "correct" this problem by personally
redeveloping the Battles and Leaders system for SDI's next Civil War quad, 1863. (He also promised new counters for Cedar Creek, but we haven't seen any sight
of those lately, have we.)
However, in the
interim, Simulation Design ceased active publishing and sold the title to GMT
games. GMT maitre'd, Gene Billingsley, liked the idea of the game, but
insightfully perceived that it needed to be made much simpler to succeed.
Prodded by Billingsley, Berg did some experimentation with the system for the
S&T game, Rio Grande. Using information gained from that design,
he effected massive changes in the B&L series.
1863, this time, appears to be much
closer to what was anticipated with 1862. Fortunately, 1863 shares only a few, fundamental concepts with its older
sibling. The torn and tattered
"Battles and Leaders" system has been given a thorough overhaul,
resulting in a rather unique system with varying scale and complexity. This "new" system bears only
passing resemblance to the original Battles and Leaders. If anything, it's closer to the GBACW games
- or better yet, a "GBACW Jr."
What helps 1863 work is that it comes with two
different Play Sequences: the Basic
Rules and the Advanced system. The heart of the Basic system is a somewhat
conventional, integrated turn sequence: first player moves, shoots, and melees;
second player moves, shoots, and melees.
The turn's "integration" lies mostly in the fact that after
the first player fires, the second may return fire (fire results are applied
simultaneously). Plus the defender can
"react" by retreating before combat.
Artillery can fire - at range - before the move/fight phases, right
after initiative is determined (i.e. who's first player; who's second). And
after all of that, both players get a second movement opportunity, although one
in which combat is forestalled.
The advanced game is
the Basic Game built around a simplified version of the TCT system (of GBACW
fame) which allows extensive use of leaders - which are, in turn, employed in a
quasi-GBACW fashion. (Optional rules also allow leaders to be used in the basic
game.) The advanced system actually
adds little in the way of complexity; what's increased, mostly, is playing time
and die-rolling. With optional systems
for Command Morale, as well as other, added leader features, the system
actually has four levels of complexity.
Combat units range
from demi-brigades (in Brandy and Freddy II) to demi-divisions (in G'Burg and
Mine Run). They have two (rarely) or four (usually) strength steps, and they
are differentiated on the terrain charts and in the combat tables. Given the 200 to 400 yard per hex scale,
artillery is the only unit type which can employ ranged fire. Combat units have morale levels, but the
level is solely a function of step loss. (Optional, advanced rules include
morale on a larger scale: Command Morale.)
Morale affects only combat; there are no "morale checks" per
se. Units rout only after they have
been disordered and then "fail" a rally attempt at the end of a
turn. Combat results are applicable to
the period: artillery fire causes disorder (and some, minimal, step loss),
melee causes retreats (and step losses when odds get close), and
"fire" combat causes attrition (step loss). The latter is simply the application of a unit's strength points
into a particular hex, while melee is
the traditional odds/ratio, voluntary combat with semi-rigid ZOCs.
The game's overall
"feel" is similar to that of the GBACW games, but on a different, and
much simpler, level (and scale). In
this case, however, you will not have to (or get to, depending on your point of
view) deal with the dirty details of formations, limbered artillery, abandoned
guns, gun crews, LCE, BCE, etc, etc.
And best of all, there is NO, I repeat NO, pencil-and-paper, record
keeping in this game - whatsoever (for those allergic to such machinations). GBACW zealots should feel completely at home
with this new tactical/operational level system.
Physically, the game
is solid. The larger, 19mm hexes are a
nice touch; they do wonders for playability.
Rodger Mac Gowan's striking box cover art, and Mark Simonitch's clean,
logically arranged maps, clearly stand out - as do all of their works. Rick Pavek's counters use silhouettes, color
coordinated to their leaders in similar fashion to TSS 2nd Ed. The color
looks nice, but I wish an alternative to silhouettes could be found. 16 years
of the same symbols is about enough.
There are four
battles in the game, all occuring in the Eastern Theatre of 1863. (Actually,
for all intents and purposes, they are ALL the major battles from that time and
place.) The common thread among all four of these battles is, not suprisingly,
the Confederacy's numerical disadvantage. Playing the CSA will always provide
the greater challenge. Although special scenario rules may hinder one side or
the other for various ineptitudes (like the Union's command problems at Mine
Run), it's the victory conditions that ultimately direct the players' approach
and the battle's progression.
"Gettysburg's"
victory conditions are centered on unit losses and objective hexes (especially
those on Cemetery Hill). This is the bloodiest battle in the quartet -
casualties will usually be horrendous. Because of its sheer excitment value,
large scale and good balance, G'burg is best suited for face-to-face play.
"Brandy
Station" tends to unfold rather unpredictably, as there are no clear-cut
objectives for each player. The historical variants (mostly concerning the
arrival of Duffie's divisions) are nice, but they will affect balance. Playing
the CSA is clearly the greater challenge. When an entire Union cavalry brigade
dismounts into a hex they're nearly invincibe against the CSA's mounted
cavalry. Once Confederate cavalry dismounts, the Union (again) enjoys a
considerable advantage - in several respects. What makes the scenario most
interesting is the interaction of the relative advantages/disadvantages of mounted vs dismounted cavalry.
The most
disappointing aspect of "2nd Fredericksburg" (the eastern portion of
the battle of Chancellorsville) is its victory conditions. They're the
"exit-unit-off-the-board" type, a type of which I'm not a big fan. In
what is an already historically unbalanced situation (favoring the Union) the players' objectives do not serve their
purposes well. The Union will usually win this Confederate nightmare, and,
unless the Confederate retreats, continuously (and slowly), the Union's strong
divisions will grind the Rebs into hamburger. If you like running for your
life, Freddy's it. But, do it solitaire; finding someone to play the CSA side
will be difficult.
Of the four,
"Mine Run" is clearly the sleeper. This game was originally slated
for publication in Command #2. As
alternate history (the battle never actually took place), it would appear to be
XTR Heaven. (Eat your heart out, Tyrone.) Meade could have attacked a
retreating Lee in the Wilderness, in November, in what might have meant the
destruction of the Army of Northern Virginia. But, as one may easily surmise,
it wasn't quite that simple. From the Union's command ineptness to the effects of
weather and the thick "Wilderness" terrain (players can chop down the
trees!), this is a fascinating look at realistic, historical possibilities.
Although, on sheer numbers, balance seems biased in favor of the Union, those
numbers provide a "false positive". With luck playing a role - as it
usually does - the game game turns out
to have good balance. And once the entire system has been mastered, "Mine
Run" is at its best when all optional and advanced rules are employed.
There are some
physical minuses; the most irritating of which is the rulebook's graphic
quality (not to mention a few amusing typos).
The two-column format, and the small, but widely spaced, typeface, look
shoddy at best. Even worse is something
you will not find in this set of rules: a table of contents. While this is a relatively short rulebook
(16 pages), the lack of a TOC is strange.
Even stranger, however, is the game's lack of sufficient utility counters. Why is it always assumed the gamer will be able to
"provide" the necessary counters?
These games are expensive; all the pieces should be there.
Finally, the bottom
line: price. SDI's 1862 was $28 in '90; GMT's 1863 is $37 in '91. Both games have similar
component weights. While I feel 1863's price is unjustified, the fact that
there is a real game lurking under the cover, one that works, is what
really counts when considering price.
Given 1862's condition when
it was released, it was worth less (or worthless - whichever you prefer). As an
addendum, 1863 contains a
four-page pamphlet which enables owners of 1862
to adapt the new rules and system (if not the graphics) to their old game.
The quad has come of
age. 1863
couples this popular concept to an historically responsible and realistic game
system, with battles that are fast playing and exciting (what's more exciting
than Gettysburg?). Richard Berg has not
sold out completely to gameplay in what is his most playable game effort yet.
(And he can thank Gene Billingsley for that.)
So, if 1863's sales warrant,
we may well see an 1862 II. I, for one, hope to see many more games
using this system. Say goodbye to your
old Blue and Grays; there's a new
kid on the block.
CAPSULE
COMMENTS:
Physical
Quality:
Great boxcover and map layout; good, colorful, counters; fair rules booklets;
not enough utility counters.
Playability: Very high for Basic Game. Advanced
Game requires more time, but is just as playable.
Historicity: It's a Berg game. When has he ever
done a game lacking in historicity? Nothing's changed here,
although Mine Run, a battle that never actually occurred, is alternate
history (sort of).
Playing
Time: Expect
play times to range from 2-6 hours - more with slower opponents.
Comparisons:
A stepping-stone between the "small-but-dumb" specials (viz., Blue
& Gray [SPI] and Civil War
Classics [FGA]) and the larger, more incisive (and complex)
treatments by The Gamers and the GBACW series. Although the mechanics are much
different, it is a good replacement for the out-of-print South Mountain system games (West End).
Overall: High levels of playability and
varying levels of complexity make for a
well-rounded, valuable, package.