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Grand Battles
War before the age of radio, when fixed
positions on the battlefield were fluid at
best. These games portray the area were the
battle was fought as a topographic map divided
into irregular areas rather than the hexagons
used in traditional board wargames. These
are not chosen randomly, but rather conform
to the lie of the land to channel movement
the same way folds, rises and gullies do on
an actual piece of ground. Much study goes
into this arrangement.
A unit must fit in the area it occupies,
in the direction it faces. If the area is
too narrow for one of the large pieces, it’s
not allowed to occupy the area, or at least
not stay there and face the direction the
player might like. Thus troops are placed
along ridge lines, for example, not across
them. Flanks become even more important; if
you leave a unit “hanging” in
a position where it can’t turn to defend
itself fully against an approaching enemy
because it can’t be placed in the area
facing that direction, be prepared for serious
losses.
The game pieces come in two sizes. “Long”
pieces are 1 and 1/3 inches long and 2/3 inches
wide, a very large piece. These represent
legions (in Rome at War) or infantry
divisions (in Napoleonic Battles or
Wars of the States and Empires). Other pieces
are squares 2/3-inch across each side. These
represent cavalry, artillery, leaders, and
sometimes a specialist unit (like the Austrian
rocket battery in Battles of 1866).
Each unit is rated for combat strength and
morale. For example, the 2nd Division of the
Union XXI Corps shown above (from Chickamauga
and Chattanooga) has a combat strength
of 10 and a morale of 6. This is a very powerful
unit at full strength. Boudicca's Iceni warriors
of Queen of the Celts aren't bad, either.
Combat can take the form of assault, cavalry
charge or bombardment. Each player rolls a
number of dice equal to the total combat strength
of his or her units involved. For each result
of 6, one hit is achieved. For each hit suffered
by a unit, it loses one “step,”
or level of strength. For example, if the
2nd Division suffered two hits it would be
replaced by its “C” level piece,
with lower combat strength and morale.
But before it can make an attack or move,
a unit must be activated. Better leaders are
better able to activate their units more easily,
giving them a significant edge. The Confederate
player in Gettysburg, for example,
is much happier with Robert E. Lee than the
Confederate player in Chickamauga,
saddled with the inept Braxton Bragg. Yet
leadership will not decide the battle all
by itself: After all, the Confederacy lost
at Gettysburg but won at Chickamauga.
Victory is ultimately achieved by one side
obtaining its objectives: usually a combination
of capturing locations on the battlefield
and inflicting casualties on the enemy. The
games do not take long to play; even the largest
battle designed so far (K_niggr_tz, part of
Battles of 1866) can be finished in
a single evening.
So far, we have three separate game series
with this approach.
Rome at War
The battles of the Roman world, covering
different eras. Hannibal
at Bay, with Rome's
most famous enemy, is our introductory game
for this line at an accessible $19.99. Fading
Legions is from the later Roman
Empire, with the campaigns of Julian the
Apostate against Germans and Persians,
and the climatic battle of Adrianople pitting
Emperor Valens against the Gothic hordes. Queen
of the Celts covers both the Roman
invasion of Britain and the resistance
led by Caratacus, and the revolt of Boudicca
against Roman misrule.
Free download: Learn
to Play Rome at War in 5 Minutes
Napoleonic Battles
Battles of the age of Napoleon. Just one game is currently
in print, Austerlitz.
More are on their way.
Free download: Learn
to Play Napoleonic Battles in 5 Minutes
Wars of the States and Empires
Battles from wars waged between 1848 and
1879. Gettysburg
and Chickamauga
and Chattanooga from the American
Civil War are temporarily sold out. Battles
of 1866 is in production and on its
way for 2007. |