Lee vs Meade (Rand 1974) Review: Mark Boone Published in 1974 by Rand games, "Lee vs Meade" is a game that covers the Battle of Gettysburg. It was the first game in a series of games put out by Rand known as the 'Command Series' games. The series contained 9 games in the first volume and 2 games in the second before Rand ceased publishing games. Lee vs Meade (LvM) comes with a 17x17" map, 72 counters, 9p of rules, and combat / turn record charts. The scale is 1/2mile per square, units are divisions, and each turn is 1 hour. LvM is a small, clean game that plays fast if not chess like. The two unique things that stand out are the map and the tactical analysis chart. The map of the Gettysburg area is broken up into a 12x12 square grid, called a Time/Space Grid. The map is mostly green with some brown areas marking hills/ridges. The road network is shown and squares containing strong defensive terrain are marked. A number listed on the edge and corner of each square shows the number of movement points it takes to move from that square to an adjacent one via that edge or corner. Generally, movement costs are 2pt for an edge and 3pt for a corner. Following a road is 1pt for an edge and 2pt for a corner. So in effect, the terrain movement cost is built into the map; no separate chart is needed, nor do any questions arrise as to what type of terrain a square is for movement. I found this system very helpful in calculating the shortest distance from point to point and thus speeds up the movement phase. I doubt I would ever see this done for a hex based map. The other interesting feature is the Tactical Analysis Chart. This chart is used during the combat phase to determine which CRT is used (6 total). It is a 6x6 cross-index of Attacker/Defender choices that each player selects from. The attacker can select: Cautious Advance, Linear Attack, All Out Attack, Rapid Deployment Attack, Attack Supported by Artillery, and Attack Predeced by Artillery. The defender can select: Linear Defense, Delay, Withdrawal, Aggressive Defense, Counterattack, Central Position. Indexing the two choices determines the CRT used. The combat odds and the attack type (frontal, flank, pincers, double envelopement, encirclement) can also effect the CRT selected. This allows for a great amout of variance for every combat depending on the players choices. Learning the chart takes some time, plus you will find yourself trying to outthink your opponent. It also shows the importance of maneuver in setting up your attacks, since a defender can simply withdraw from a high odds attack unless you pin him down by attacking from two or more directions. The other parts of the game are standard fare. The turn sequence is Confederate move, combat, then Union move, combat. You attack enemy units by moving your units onto a square edge containing the enemy unit; you can't attack across corners. This allows for 5 types of attack forms depending on the number of directions your attacking from. If attacking from multiple directions, you can combine all units for one attack or perform separate attacks with each stack. Artillery has a range of 1 square and can be used to support both attacking and defending units or can bombard on their own. Calvary is no different from infantry except for a higher movement rate. Each side also has on HQ unit (Lee/Meade). The HQ can add bonuses to the die roll for every combat it is adjacent to. There are four scenarios, each just starting at a different time during the three day battle. Victory conditions change for each scenario. Victory points revolve around possesion of key defensive terrain areas and elimination of enemy units. Scenarios are doable in one night, short ones twice with players switching sides. As mentioned earlier, the game can be chess like in its play. This is due to the small number of units in play and the maneuver required to setup killing blows to enemy units. The CRT results are AE, AR, Exchange, DE, and DR. They allow for lots of DRs unless the attacker can attack from multiple directions and make a good TAC choice. Having supporting artillery is very helpfull in getting to the more bloody CRTs. Also, Exchanges are very costly to the attacker since rarely will you have the 'right change' and thus will wind up trading an 8pt unit for a 4 or 5pt unit. This is even more damaging because of the small number of units you have on the map. This game encourges you to maneuver and set up a few important attacks every couple of turns. Performing multiple unsupported attacks every turn is not a likely way to win the battle. Overall, I found this game very enjoyable. The rules are simple, easy to digest, and allow you to combat your opponent and not the rules. The TAC card and the multiple CRTs allow for a lot of replay value, not every 3-1 attack is going to be the same. New oppenents add alot of spice to this game, since each will have a certain personality in making TAC selections, and thus have to be tackled differently. Will you face a Meade, a McClellan, or a Grant? This can be a good introductory game as well for beginner wargamers. If you're looking for a tactical ACW simulation with weapon types, morale, leaders; this game is not for you, since it doesn't cover any of those items. Even though it does lack a certain ACW feel to it, I'd give Lee vs Meade a definate thumbs up. I find this especially impressive, since it was published back in 1974 and I look forward to other Rand games in this series.