LEE ON THE
LOOSE
THE
REBELS ARE COMING by JOE BALKOSKI
from
THE AVALON HILL GAME COMPANY
Two
22" x 32" maps, 520 counters, one 47-page rules book, two Player Aid
Cards, County Control Cards, Force Display Cards, dice, boxed; from AH, 4517
Harford Rd, Baltimore MD 21214. $30
Reviewed
by CARL GRUBER
One of the
stranger games ever contracted for - at least at the time - was the late '80's
agreement between Avalon Hill/Victory and BROG editor, Richard Berg, to have
the latter design a series of operational-level, Civil War games that would
recreate the entire war, Europa-style, at 5+ miles per hex. Almost everyone
informed of this rather over-ambitious project gasped - some in delight, most
in dismay. Almost no one thought it would ever see the light of day … and they
were right, as both AH and Berg agreed to drop the project several years ago.
Which makes the AH/Joe Balkoski "Stonewall" series all the more
welcome to ACW gamers.
Late last
year, AH published Stonewall Jackson's Way, a simulation of the 1862
Manassas Campaigns. It was received with kudos - a rave in BROG #5 (which
discusses the game's systems) and an Origins Award nomination, among others -
not only for its playability, historical value and beautiful artwork, but also
because it was a helluva lot of fun to play. The designer promised a series of
games based on the system (a reworking of his Lee vs Grant), and, true
to his word, we now have the second volume, The Rebels Are Coming, which
covers Lee's Maryland campaign that followed Pope's debacle at 2nd Manassas.
If you have
already "learned" SJW, Rebels can be played almost
right out of the box. The basic rules are identical. The only changes arise in
the advanced and campaign rules, where Confederate foraging is affected by
control of Harper's Ferry, more liberal Union rail movement is allowed, and a
Random Events table dictates how many of the Union forces hunkered down in and
around Washington can be released to pursue the rebels.
In contrast
to SJW, the strategic situation in Rebels puts the attacker's
shoe right on the Federal Player's foot, a foot Union generals have a habit of
placing right in their collective mouths. Whereas in SJW the Confederate
player won by going after, attacking and suppressing "that miscreant,
Pope", here it is the Yanks who must chase and bag the rebels once they
cross the Potomac into Maryland. Given the Union commitment rules, the
disadvantageous terrain (the Monocacy River and three successive north-south
mountain ranges the Rebs can use to screen Union advances), and the
faster-moving Southern troops, this is no easy task. On the other hand, the CSA
player musty bag Harper's Ferry and its garrison, trash the Union railroads in
Maryland, capture numerous depots … and do all this with much smaller forces than
he had at his command in SJW. The Rebel player is also forced to
disperse his forces over a wide area, not only to seize the required objectives
but to forage effectively. To gather enough victory points to win, the
Confederate invasion has to be handled like a massive raid. Rebel units are
much weaker than in the previous game. E.g., A.P. Hill's division, 9000 + at
2nd Manassas, has dwindled down to around 5000, and most of Lee's other
divisions are similarly reduced. Given the Yankee numerical superiority,
pitched battle with a concentrated Union army is to be avoided at all costs.
Although the
Federal corps - eight in all - are very hard to coordinate, they are quite
large. And, as the game progresses, more and more of them are committed; after
a while, the CSA Player finds his scattered army confronted by a LOT of angry
Union units. He then has to decide when and where to reunite his forces, and
whether he should make a stand or head back to Virginia. Given the
unpredictability of movement, combined with the random events, it's a hard
decision to make.
The game
includes numerous one-map scenarios, both for historical events, such as South
Mountain and Crampton's Gap, as well as two hypothetical situations covering a
Southern cavalry raid against Baltimore and even a battle for Washington! The
entire Maryland campaign uses both maps, plus all the advanced rules. However,
the center piece of the game is the scenario that allows players to link Rebels
with SJW and start the game at the Rapidan on August 19th, using all
four maps. There are provisions for reorganizing the armies (as, for example,
the Union did upon Pope's dismissal) plus the usual additional instructions for
putting the two games together. Having played most of the scenarios presented, I
can easily say that I found this one the most exciting, because players can set
their own strategic goals right from the start … and then make their OWN
mistakes. It does take up a lot of space, but it plays in about 12-16 hours!
An
additional benefit is that it looks great when you play it. The Rebels
maps are every bit as beautiful as those in SJW, and they seem to
include probably every creek, cornfield
and town in that area. As if that weren't enough, Balkoski includes designer's
notes that include a list describing many of these locales and their historical
significance.
Joe Bo is
one of the industries real gems, and he's on a roll here. These are fun games,
and their system is flexible enough to cover a number of campaigns … many of
which, such as Gettysburg, the Shenandoah, the Peninsula Campaign as well as
the Wilderness, are promised! They offer players so inclined all the excitement
of conducting Civil War strategic operations in a realistic and detailed
fashion. And not a boring moment in the entire lot.
CAPSULE
COMMENTS
Graphic
Presentation: Excellent, with gorgeous Kibler maps.
Playability:
Well-written rules and charts make it easy to learn. The non-linear play
sequence keeps players involved. Fairly good solitaire, with a few, albeit major,
adjustments.
Replayability: Very high, with
multiple scenarios reinforced by random events and variable movement. Lots of
freedom of choice.
Creativity:
Joe Bo's muse is operating at full steam here.
Historicity:
Players face the same dilemmas and opportunities as did Bobby and Little
Mac. Good Luck!
Comparisons: Not as detailed (or convoluted) as
West End's Killer Angels, but much more so - and far more involving
- than the Clash of Arms "Great
Invasion" series or Rob Markham's Lee Invades the North effort.
Remember the old, SPI Lee Moves North? You can now forget it. Best game
on the subject.
Overall:
Buy it, fast!