STATE OF THE UNION
THE WAR FOR THE UNION,
by RICHARD BEYMA
from CLASH OF ARMS GAMES
One 33" x 22" heavy stock map,
600 counters, 4 Charts & Tables cards, 3 rules books, boxed; from Clash of
Arms, Box 60668, King of Prussia PA 19406. $39
Reviewed by David Fox and
Richard Berg
The American Civil War is an extremely difficult topic on
which to design a "game". A simulation? Easy; a game? a major
challenge. There are, at least, two major reasons for this. One, there are an
awful lot of people who know an awful lot about the ACW, and an awful lot of
those often awful people are often quite "secure", shall we say, in
their knowledge. And may the Ghost of Braxton Bragg reside in your briefs if
you don't get it exactly the way they
securely envision it to have happened.
Secondly - and more importantly - the ACW was an inexorable war. Oh yes, there are places
where it could have gone differently, and there are opportunities for
"changing" history. But, as an operational exercise, these
opportunities are usually "evened out" by the fact that the Union
Player is aware where - and why - they will occur. And he is rarely as
ineffective as the Union leadership was for the first two years.
And thirdly (we said "at least", didn't we), the
ACW is a war of maneuver - not combat. Yes, there were several, huge set-piece
battles of major historical import, but, with certain exceptions and with the
clear vision of hindsight, these big battles did not have the lasting impact
that being maneuvered out of position usually did. Just ask Albert Sidney
Johnston, of whom, more below.
All of which serves to introduce the latest effort to bring
all of this to the gaming table, Richard Beyma's War for the Union, a design that has been lying around the
tables of several companies for more years, I'm sure, then the designer cares
to admit - which is one of the game's problems. Union is the latest in a not-very long line of efforts to
simulate the ACW on a single map. As such, it is probably one of the better
ones, although it is most certainly a (very) Flawed Beauty.
This is one of those games that when you open the box you want
to like it, as many of the components are nothing short of excellent. The
boxcover is more busy than effective - the game title seems to fade into the
flag - but it is eye-catching. Inside is one of those hand-drawn, Rick
Barber maps that have become one of CoA's hallmarks. Ignoring Barber's somewhat
cryptic and sophomoric credit line (Costikyanitis must be catching), this is a
handsome piece of work - if you close your eyes to the unfortunate
mushroom-like effect the Appalachians produce, something that could have been
avoided had CoA gone with a brown instead of a green to highlight the
uncrossable hexsides.
The counters are neat, in the "Annie Hall" sense.
Yes, the combat units use silhouettes, but each counter - and there are lots of
them - pretty much has its own, individual picture! And check out all
the different Zouaves! The other counters are similarly detailed to great
effect, and one can only imagine how much work went into producing this stuff.
Union also sports three,
separate rules booklets: one for the quickly forgettable basic game, one for
the Advanced Rules, and one containing all the Scenario information plus some
additional, optional rules. They're well printed and, although somewhat
over-written and wordy, pretty easy to understand.
The reason for the latter is that Union is not really a difficult game, despite its rules
length. Actually, if you ignore the depressingly overwrought naval rules -
which one is sorely tempted to do - this is fairly Low-Moderate complexity
stuff of the Igo-Hugo mold. And therein lies one of the game's almost fatal
flaws: the Sequence of Play. Even embellished by its quarterly layers of
administrative "inter-phases", this is still 1970's
wargaming.Unfortunately, the ACW cannot be simulated using fifteen-year-old
systems and mechanics. In an operational situation in which maneuver is
paramount, using the Igo-Hugo format was a disastrous choice.
Abe Lincoln would have loved Igo-Hugo … at least all of his
commanders would have been able to move at the same time. And not only that,
but they all get to move before those vaunted CSA generals can even
blink! It's hard to imagine under what historical theory the Union
automatically gets to go first, especially when historical reality reveals a
Union high command almost frozen in place for two years. There is no
action-reaction, there is no ability to counter moves, and there is absolutely
NO feel for 19th century operational warfare.
And as if that weren't bad enough, when these units do move
they pretty much don't go anywhere. Jim Dunnigan, he of blessed memory, used to
say that one of the few basic precepts you have to adhere to as a designer is
the concept of The Illusion of Movement. Cutting to the chase, this meant no
units with MA's of '2' and '3' - especially with terrain that virtually ensures
those units will move only one hex per turn. Failure to obey that virtually Old
Testament commandment pretty much killed off AH's old Bull Run; it's a slash across the
hamstrings for War for the Union.
Except for those units that are being shuttled up to the
front by rail, nobody appears to be in any great hurry to get anywhere here.
Now, from a historical view, it is true that the armies of the day were rather
lethargic. But the actual distances covered - or not covered - by those massive sloths is not really what
we're not talking about (although limiting an unopposed, "veteran"
army to 75 miles a month seems a mite harsh); what we're involved with here is
Perceived Reality. Do you really want to play a game that could take, oh, more
than 50 turns, turns in which most of your combat capable units move one hex at
a time. This is supposed to be fun, not cleaning up a molasses spill. The
culprit here is the decision to use monthly turns, an affectation that not only
withers under even the most passing scrutiny - what does it accomplish, other
than to make Movement Allowances almost non-existent? - but was distinctly
ignored by all other designers of one-map, ACW games. At 25 miles a hex, to
keep the game moving, to provide just the teensiest illusion that these armies
are marching, not just imitating Sysiphus with a set of bad knees, you have to
go to seasonal turns.
All of the above is too bad, because, in terms of combat,
this is a dandy little game. It uses the old six-sider, odds/ratio mechanics to
great effect, and the battle results, especially with Fatigue levels built in
as a battle result, are all era-evocative and well within the parameters of
happenstance. Battles are resolved by a single dieroll - although
aggressive-rated commanders can opt for a second dieroll - and that dieroll is
augmented by several key factors, such as the commanders' combat ratings, the
morale-training levels of his troops, a terrain element here and there, plus
the Fatigue levels of the armies. Much of this is geared towards protecting the
number-hungry rebels from being overwhelmed by the population-superior Yanks,
and, to that extent, it works quite well. It does, however, produce some
mightily laughable - and assuredly avoidable - idiocies. Our favorite was
having McClellan - who is far too effective in this game - and his 95,000 man
Army of the Potomac steamroller a rearguard force of 5,000 battle-hardened
rebel veterans. Although outnumbered 19-1, the Southerners gain an automatic,
and a not inconsiderably effective, "-1" dieroll adjustment simply
because they're veterans.
Just why they're "veterans" is another of the
game's sillier mechanics. The combat units come in three varieties: militia,
volunteer and veteran - plus some "regulars" thrown in for
flavor. The CSA always seems to be one
level ahead of the Union, a mechanic more in place for play balance than
historical accuracy, to be sure. The big question, though, is just how does one
get to increase one's status? Through the smoke and flame of battle? Through
hard fighting and hard training? No, siree. Come the beginning of Spring, every
unit magically increases one level! Even units that are sitting in some
backwater swamp, untouched by anything except malaria, get their promotion
papers. Not only is this unrealistic, but it means that the game stops dead
while the players replace hundreds of counters with another set of
"hundreds of counters". The whole process is so clumsy, so archaic,
and so stone-dead wrong, that you just know it was a design attempt to avoid
coming up with rules to cover how it really should be done.
And along those same lines comes the game's system of
"forced" reinforcements and
removals. You don't raise troops - well, yes, the CSA has some minimal
opportunities along those lines - they arrive as if by UPS, and exactly on
time, too! Leaders also appear right on schedule, as if dance-cards were handed
out in 1861 to everyone between the ages of 15 and 55. And regardless of what
is happening on the map, some of them simply have to go away! This is probably an attempt to recreate the
confusion of Washington political in-fighting, but it rarely, if ever, reflects
what is happening in the war, or in the game.
The heart of the system, though, is the leaders and how they
are used. Mostly every corps-level leader pops up sooner or later, and they are
each rated for their combat ability (a dieroll adjustment that is usually -1 to
+1) plus the number of men they can command, a nice but somewhat artificial
limit in that it cannot be exceeded! ("OK, let's have a head count here …
what's that, 40,005 men? … well, send those last five home, or we can't go
anywhere."). Combat units cannot move unless stacked with a leader - or
being shuttled around by rail, which gives the Union a massive,
behind-the-lines advantage. Granted, some of the leaders are useless for
front-line operations, especially the Sigels, Popes and their ilk. What these
monumental incompetents do do well, and in doing so provide the Union player
with the type of advantage I do not think the designer envisioned, is to taxi
stacks of combat units from place to place. There appears to be no rule that
stops a leader, most of whom have MA's 4x greater than the combat units, from
moving a stack of units from A to B, returning back to A, picking up another
stack, moving it to C and then returning back to A, etc. In the crowded
Virginia theater, this is the best (and, parenthetcially, rather realistic) way
to avoid those arbitrary leader/stcak rules. The result? Since most operations
are under the command of 2, 3, maybe 4 leaders at the most, the remaining
half-dozen bozos are best used herding troops like it was a Montana cattle
drive.One doesn't Fight mit Sigel … one Rides mit Sigel. Say, Franz, does this
bus stop at Culpeper?
One of Union's
problems is that the designer seems not to have realized that the problem with
the Union's leaders was not that they moved too slow, or that they were
tactical buffoons, but that they rarely moved off their collective duffs in the
first place. Here, these historically classic inepts are as busy as Teamsters
on overtime, flitting hither, thither, and, especially, yon. Oh, Taxi!!
Alas, the rebels don't seem to be able to reap the benefits
of the Yellow Cab Gambit. They have all these units sitting around in Texas,
Alabama, Deep South-here, Deep South-there, and they can't spare a single one
of their hard-pressed command staff to escort them to the front. So there they
sit, growing, interphase by interphase, unable to move because they're not on
rail lines, and apparently socially unfit for combat, as no one will come to
get them. If the CSA player attempts to take one of his front commanders and
send them to the rear for such purpose, his front line troops - now themselves leaderless - are quickly
cut off and annihilated by even the meanest of Popish-type federals.
Even stranger are some of the ratings for some of these
leaders. Let's face it; personal personnel evaluation is a tendencious topic at
best. You can argue till apoplexy sets in over whether Joe Johnston should get
one point more, or one point less. That's not what we're harping on here. I
want the joker to raise his hand, he who decided that John Bell Hood was NOT an
"aggressive" commander but that Albert Sydney Johnston was. A.S.
Johnston, he who got his johnson faked off at Forts Donelson and Tennessee, he
who came up with that disastrous attack plan at Shiloh (or didn't have the cujones to tell Beauregard otherwise;
either way, not a good sign), and he who, for all his troubles, got killed
three hours into his only battle! Aggressive?!? We looked in vain to see if the last name "Davis"
popped up in the credits, because Jeff Davis was pretty much the only person
who would consider Johnston "aggressive". Well, Davis and a few
recently toasted Mormons. We're not arguing basic capability here, although it
is our belief that ASJ was, at best, a second-rate field commander with little
appreciation of strategic niceties. We're talking about a specific, positive
trait that the game uses to elevate command capabilities. It got to the point
where we were wondering whether the game's designer was Richard Beyma or
Richard Beymer!
And then there are the naval rules. They're quite well done,
they reflect historical problems pretty well at this level, and they have good
flavor. But they are eminently Shakespearean in terms of value; i.e., Much Ado
About Nothing. The rebels were truly "first man up the siege [spelled
"seige" on all such counters in the game] ladder" when it came
to naval combat - willing, but dead to rights. On the scale chosen, fiddling
with naval rules - and naval counters - becomes a distinct , and
clutter-ridden, chore that produces little change in the military situation.
The South has a very little navy, the Union has a very big one. This basic
premise can easily be handled by one page of "naval supremacy" rules.
Instead we get half a dozen pages of stuff that we rarely used, mostly because
it was simply too much of a pain for too little gain.
By now, we're sure, Clashmeister Ed Wimble is even redder
than he usually is, and His Eminence, The Boinker, has dialed the name of some
bent-nosed ethnic he knows in South Philly. Well, Clashers, relax a bit. Even
given all of the above, and despite The Fox's insistence that his name be
severed from what follows, your intrepid but spiteless editor found the game
sort of perverse fun to play. Amazingly, with all the false turns delineated
above, the ultimate results are remarkably faithful to history! (Quick, guys, grab the scissors … we got a
usable quote!)
We played the 1862 scenario, and we'll be damned
("darned", for those of you with Family Values who are, by now,
convinced that we will, indeed, be "damned") if it didn't turn
out just like the actual war. The Virginia theater quickly bogged down into a
stalemate, even though the Union distinctly outnumbered the CSA, a result of a
poor pool of army-level leaders and the threat of Stonewall loose in
Pennsylvania. But in the west, superior Union leadership, a Confederate front
that even Marlborough would have been hard-pressed to hold, and the
implementation of a pure-Grant, grind-it-out offensive eventually produced the
major break-through in Tennessee that allowed the huge, and competently-led,
Army of the Ohio to slice through the Confederacy like that proverbial hot
knife.
A subsequent run-through of the 1863 scenario - or at least
half a year of it - produced pretty much the same results. Combat was fun,
tense and fairly realistic, although the designer greatly overrates the
defensive capabilities of trench systems in the early years of the war, and the
supply rules, although interesting, are somewhat obscure in application. Even
more amazing was that the game moves very quickly, turns without interphases
taking not more than 10-15 minutes to finish. The game's basic simplicity and
ease of play helps greatly; inability to move much of what you have is also a
factor.
Combat fun notwithstanding, War for the Union, if it accomplished anything, did more to
convince us that, at a one-map, monthly turn level, the ACW is ungameable … and
that the Confederacy could not have won the war. They can, under certain
circumstances and good play, capture some key cities… although, after 1861, the
likelihood of this happening is scant. The problem is, if they do, they can't
hold them (which is realistic), and (but?) the Victory system does not reward
such temporary feats of military legerdemain.
War for the Union is a
handsome, professionally and lovingly produced game that is saddled with passée
systems redolent of the mid-70's, systems which fall far short of solving the
many problems the ACW presents to a designer. It is certainly not without a
certain amount of tension, and this tension is sure to bring the game adherents.
These adherents, though, are those gamers who relish the art of head-banging,
as opposed to avoidance, maneuver and positioning. The system presents many
opportunities for battle, but there is little room for subtlety or guile.
Union is an ACW game to
gladden the heart of Eastfronters. For The Fox, Union was a disappointment; for the Editor, it was simply a
re-affirmation.
CAPSULE COMMENTS:
Graphic Presentation: Excellent, evocative, professional … if one
ignores the garish Appalachians.
Playability: The overwrought Naval rules notwithstanding,
this is a very playable game. It's easy to learn, it's rather tense and
involving, and it moves quickly.
Replayability: For us, little. Others may be more tempted
by the tension-filled combat system, but there is an inexorable sameness to the
game - and the war.
Historicity: As an overview, quite acceptable. In its
details, severely wanting. It doesn't help when a flyer included informs us
that "… the South had been plotting Sucession [sic] for years". So
has Princess Di.
Playing Time: The one-year scenarios are playable in an
evening, the whole war in a long weekend.
Comparisons: For one-mappers, the Eric Smith/Victory Civil War - yes, we know it has more than
one map, but no one uses the western stuff - is clearly the benchmark, and
nothing Union does erases that
view. It's certainly better than the TSR/S&T fiasco American Civil War but, surprisingly, is
not as inventive - although it is certainly more colorful and evocative - than
the first SPI/S&T American Civil
War. The two-three mappers do this sort of thing much better, as
prevailing sentiment for a return to Terry Hardy's flawed but beloved War Between the States seems to indicate.
FGA's Brother
Against Brother is not a game; it's a misdemeanor.
Overall: Union looks good, but it could have been a
better game. You won't dislike it, but some of it can be annoying. Like the
Confederacy and its theories, it's somewhat behind the times … blissfully
ignorant of the march of history.