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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.