Gaming Conventions

Gaming Conventions

Another new feature for Grognard.com, the Gaming Convention calendar will make it a snap to keep up with all the latest gaming conventions in your area. But we need your gaming convention information, so please contribute.



Gaming Clubs/Organizations

Gaming Clubs and Organizations

Please check out our new (and growing) database of gaming clubs and organizations world-wide. Please let us know of your gaming club, or any other clubs that you know about so we can make this a truly useful resource.



Spotlight Articles

Outstanding articles that are not necessarily linked to one particular game, but may have broad appeal to gamers.

Recap of the San Diego Historical Game Convention by Moe Fitzgerald

Spotlight Article Graphic

Moe Fitzgerald's recap of the San Diego Historical Games Convention, featuring several game previews from GMT Games.

Poster: Mark D.
Post Date: 11/17/2017


Medic! The Role of Medical Treatment in Wargames

Spotlight Article Graphic

"Let’s say you’ve just secured a town from the Soviets, but took a fair number of casualties in the process." Sean Couture considers the medical and psychological aspects of combat and how some games strive to integrate them, which "…reminds players that the strength of their strategies and by extension their armies [is] weighed in how responsibly they handle their forces and how many lives they unnecessarily throw away."

Poster: Doug Holt
Post Date: 11/15/2017


Mobile Warfare: A Wargamer's Guide to Gaming on Vacation

Spotlight Article Graphic

"In such dark times, computer gaming is my salvation." Colonel (Retired) Bill Gray offers a relief-for-those-stranded-on-vacation guide for the wargamer away from home. "Joy sticks are bulky, and according to my wife, immediately identifies you as a nerd high priest (. . . and this is a problem because, I ask?)."

Poster: Doug Holt
Post Date: 11/3/2017


Fontenoy 1745

Spotlight Article Graphic

"...there are two reasons for everything, the good reason and the real reason." Jeff Berry, in his Obscure Battles blog, regales us with fascinating details of the Battle of Fontenoy in 1745. Turns out the French commander, Marshal Saxe , "...had nearly as many enemies at his back as on the battlefield. But he handled them all."

Poster: Doug Holt
Post Date: 11/1/2017


More Spotlight articles...


Grognard News

Gaming Conventions

New Gaming Conventions calendar. You can see all upcoming gaming conventions worldwide.

If you are sponsoring a board gaming convention of some type, or know of one that is not listed on Grognard.com, then please contact us and let us know!

Gaming Clubs/Organziations

New Gaming Clubs/Organizations listing. You can search for existing gaming clubs worldwide.

If you belong to a gaming club, or know of one, please drop us a line and let us know so we can get it listed on Grognard.com!

New Search Features

Now you can search for specific games (or games by publisher) using the new Game Search feature, located at the top right corner of the this page. In addition you can now harness the power of Google to search the entire Grognard.com site for any specific information you'd like. Just enter a search word or phrase into the Google box labeled "Search All of Grognard.com" and click magnifying glass button. Search features will continue to be improved and enhanced going forward so check back often to see the latest stuff.

Grognard Originals

In addition to our links to great content all around the internet, expect to see more Grognard.com "originals" in the future.

Fifth Corps: NATO Player Aid sheet (PDF)

NATO player aid sheet that allows for tracking of Electronic Warfare Points, Air Points, Tactical Nuclear Points and the locations of Hidden Static Territorial Units. Created by Mark D. for Grognard.com.

Fifth Corps: Warsaw Pact Player Aid sheet (PDF)

Warsaw Pact player aid sheet that allows for tracking of Electronic Warfare Points, Air Points and Tactical Nuclear Points for the Warsaw Pact player. Created by Mark D. for Grognard.com.

Perfect Opening - Axis Strategy for Leningrad '41

"Perfect"? We'll see about that... Mark D. pens a strategy article proposing a series of moves that the Axis player should make on the first Impulse of the July 1941 game turn. Whether the moves turn out to be perfect or not, Leningrad '41 is a fun and challenging game and is highly recommended for newbies and grognards alike.

Academy Games Announces a New Game!

Uwe Eickert, of Academy Games, announces a new game at the 2017 Origins Game Fair...

More Grognard Originals...


Grognard Challenge

Latest Challenge

Have a look at the graphics for the latest Challenge and see past solutions and contest winners.

Recommended (archives)

Wargaming - General Info

Board Wargames

Miniatures Wargames

Computer Wargames

Academic Gaming

Board Games

Internet Based/PBEM Games

Individual Wargamer Blogs

Wargaming Magazines

Asst Software/Player Aides

In Memoriam

Grognards Lost

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A B C D E F G H I
J K L M N O P Q R
S T U V W X Y Z 0-9

The U.S. Civil War: War Game Replay


Can the South Win? - Game Replay


The U.S. Civil War - Board Game Replay
by Mark D.  *  9-Jan-2016

Overview


Buy from
Noble Knight Games
Buy U.S. Civil War from Noble Knight Games

As I mentioned in a previous article, this game initially elicited a less than favorable reaction from me when compared to the Victory Games original. It was pointed out in a Reddit post that no one at GMT ever said anything like "this is a re-make of the old game", other than to say it adopted bits and pieces from it (and from "For the People"). And that's true. But I think that everyone who was familiar with the old game had certain expectations. Just look at the game board, the game counters, the game mechanics. In my opinion this is, and was always expected to be, a re-make of Eric Lee Smith's Civil War game. I doubt many people who bought the game said "Gee, I hope this is wildly different from the VG original". Quite the opposite. People love the VG version and I suspect that people who bought the game (like me) were hoping that it was going to be a more attractive and slightly "improved" version... not a totally different animal.

But it's *not* a simple re-make. And I've gotten over that now. So, I cracked open the rule book again and decided to give the game a fresh look. I wanted to play it again with the intention of viewing it as a gaming experience separate and distinct from the Victory Games title. I'm curious to see if I enjoy it once I shed my bias for the original. Last week I recruited two gaming buddies, Harvey Mossman and Gary Andrews, to join me for a new campaign game.

Harvey and I have both played the game before, but Gary has not. So I agreed to play the Confederates while Harvey and Gary will team up to play the Union.

My plan is to provide a very brief summary each week on the progress of the game and possibly interject some commentary from the participants. We all know that the real world tends to interfere with our "best laid" plans, but I will do my best to keep this up.


Game Turns 1 and 2 (Summer of 1861)


The Trans-Mississippi Theater

Not a lot going on here, as you would expect. Knowing that Union General Lyon was destined to die after the very first game turn, the Union players set him in motion immediately so that he might do the maximum damage possible before his untimely (but anticipated) demise. He moved south and attacked Confederate General Price in Springfield, MO. To everyone's surprise, he lost the initial battle and had to come at Price a second time to drive him out of Missouri.

During the rest of the first turn, Lyon kept up the pressure on Price, but Price still held Fayetteville, AR at the end of the turn. He was replaced on turn 2 by Union General Curtis who, although not as effective a general as Lyon, defeated Price in battle after battle, driving him back to the outskirts of Little Rock, AR, by the end of turn 2.

(Correction: I mistakenly referenced "General Thomas" instead of "General Lyon" in the paragraph above. Hat tip to Daniel Berger for pointing it out).

The U.S. Civil War: Trans-Mississippi Theater at the end of 1861


The Western Theater

Not much going on in the West either. The majority of the conflict has been occurring in the East. However, the union has built up a decent sized force in Cairo, IL, at the confluence of the Mississippi and Ohio Rivers, and appears poised for some action in 1862. The Confederates have invested little in this theater either, preferring to place subsistence forces in Entrenchments along the rivers.

The U.S. Civil War: Western Theater at the end of 1861


The Eastern Theater

The East is where all the action has taken place. Right off the bat Harvey and Gary sent Union General McDowell, with a good portion of the 9 troops in Washington DC, across the Potomac River to capture Aquia Station and its Port. This ensures (at least temporarily) that the lines of supply will remain open regardless of any Confederate moves short of taking down Washington itself.

After McDowell's (pre-ordained) relief of command in game turn 2, McClellan took charge of the forces invading Virginia. McDowell was given command of another force that is also pressing south, directly alongside McClellan.

Burnside, commanding the first amphibious assault of the game, landing and taking control of the Port at West Point, VA, is helping to close the noose around Richmond, VA, by pressuring from the east.

Union Generals Fremont and Patterson have secured all the Objective cities in West Virginia, giving control of that state to the Union.

The U.S. Civil War: Eastern Theater at the end of 1861

So, other than having to pace themselves so as to not outrun their supply lines, there's nothing to stop McClellan and McDowell (neither a "ball of fire" historically) from "blitzkrieg'ing" across the Virginia landscape. Nothing other than Joe Johnston, A.S. Johnston, Longstreet, and a few other outstanding Confederate leaders... in charge of very few troops.

After counterattacking at Manassas Junction and winning the first battle, the Confederates were unable to hold the position and had to retreat to prevent encirclement, thus also dashing any hopes of a sizable raid into Pennsylvania. By opting to not risk encirclement and destruction in the North, Mark has been able to put together a sizable army of 9 SP (Army of Northern Virginia) under Joe Johnston just north of Richmond. But it looks like it may be too little, too late. The Union forces in front of Joe Johnston outnumber him and it's likely that more pressure on Richmond will materialize from Union Amphibious assaults.

The best case scenario for the Confederates is to hope that the Union fail their Interception roll, allowing Johnston to crush one of the Union forces in Virginia, sending the other one scurrying back to bolster the Washington defenses. If anything should go wrong with that plan, the Union army will be in Richmond before the end of the turn.


Final Thoughts

All three of us did a "rules review" in the days after we finished this session, just to clarify some odd situations that popped up, and we uncovered a few things that we were doing incorrectly (mostly Supply rules). We don't believe our mistakes will have a major impact on the game, so we're not going to reset; we'll just keep forging ahead. But, FYI, the rules must be read carefully...

So, after 2 turns of play, the Union has accumulated 7 Victory Points:

  • Fredericksburg (1), Strasburg (1) and Harper's Ferry (1) in Virginia.
  • Grafton (1), Charleston (1) and Wheeling (1) in West Virginia.
  • Fayetteville (1) in Arkansas.

If the Union can capture Richmond (4), Petersburg (1), Lynchburg (1) and Staunton (1), all in Virginia, along with four other points worth of cities out West or along the coasts (via amphib assault), that will make a grand total of 18 VPs, which is 12 more than the Benchmark Number of 6, resulting in a Union Automatic Victory at the end of Fall 1861 (Game Turn 3)!

Lots of pressure on the Confederates, for sure. Maybe too much for this early stage of the war? We'll see how things play out after both sides have a chance to reinforce. Until next week...