This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Seven Days Battles A four game American Civil War set from Decision Games Reviewed by Alan Sharif Seven Days Battles simulates the early Union anempt to advance on Richmond. In a series of four battles between 27th June and 1st July, 1862, Confederate General Lee displayed his talent and demonstrated that the Unions great hope, McClellan, was no match for him in strategic skill. As this was a series of four battles it is no surprise that a quad sized game has now appeared on the Campaign in question. As an added bonus the four battles can also be linked to play an entire Campaign game. Graphically the game maps are quite pleasing though nothing to write home about. Unit counters are plain and simple but the game demands nothing more. The rules are laid out in a very odd manner but are nonetheless complete. I did describe this game as a simulation in my first sentence. I am in no doubt that some readers may take exception to this. The reason is quite simple. Seven Days Battles uses the Blue & Grey games system designed by Jim Dunnigan many years ago for SPI. At the time it may well have been highly regarded but it has not aged very well. The basic rules are brain numbingly simple - just movement and combat. Zones of control are locking, combat odds of 3-1 guarantee a measure of success for the attacker, any old hand knows the score. It may produce an enjoyable game, but history takes a back seat as most tactics used are actually the opposite of what happened in reality. The advanced rules risk prosecution under the trade description act. For example, the rule allowing Artillery to fire at a three hex range is found in the advanced section. An experienced gamer will spend more time setting up one of the quads than he will learning the rules. Therefore, this is a good game for those new to wargaming and can also easily be played solo And so on to the battles. SEVEN PINES This battle actually preceded the campaign and resulted in a tactical victory for the Union when, after two days of fruitless assaults, the Confederates withdrew. This game has the lowest unit count of the set and is therefore the choice for any new player to learn the system on. Victory is based on control of two hexes, one of which starts in Union hands and the other of which no one holds at games start. Losses have no bearing on victory with the result that both players go flat out to cripple the other and end up like two punch drunk fighters struggling to stay on their feet. Only eight turns long, the battle can easily to played in full in an evening. Alternatively, the battle may be extended to encompass the second day - an additional ten turns. This sees the addition of a rule I rather like. Any assaults made on night turns have a die rolled prior to resolution. Four is deducted from the result and the remaining figure is applied as either a positive or negative column shift. This represents the chaos darkness brings which may result in disaster or a surprising success. This is a well balanced and fun game. GAINES MILL Gaines Mill was the first serious battle of the campaign and led to the Union march on Richmond being reversed. Looking at the situation at the start of the game its easy to see why. Union forces are split North and South of the Chickahominy River. Those South of the River are unable to move until later the game, unless Confederate units move within a certain range. North of the River finds the Union in a potentially excellent defensive position behind both a marsh and stream. Their left flank throws in some woods for good measure and any Confederate move in that direction risks activating Union units South of the River. Unfortunately the Union right nank is founded on the hope that Confederate forces may well suffer from agrophobia, its one wide open spice. It does not take a genius to see where this game is going. If the Confederate player can turn the Union right flank and seize the bridges over the Chicahominy in the Union's flank, he is well on his way to a major victory. Add to this the fact that Union units North of the River can only move South as a result of combat and that, in time, the Union units to the South will activate and you have a very enjoyable game. Both sides are equally interesting to play and despite the obvious strategy for the Confederate player I find this game does stand up to repeated play. This game is my favourite of the set and highly recommended. FRAYSERS FARM Well, we have had the best in the set, now comes the worst. After Gaines Mill the Confederates tried to cut off the retreating Union Army and Fraysers Farm was the result. This battle lasts only seven turns and finds the Union once again in some very good defensive terrain. Despite assaulting both the front and flank of the Union position, the Union have enough units to contain both efforts and Confederate losses can be high. Victory is based on both losses and control of two victory hexes at games end. Many historians feel that Fraysers Farm was the Confederates best chance of victory but this game does not support that view. The Confederate player's best option seems to be to avoid the frontal assault and put everything into the assault on the flank. This, however, is no guarantee of a balanced game. I dislike the game because playing the Union side is no great challenge whilst the Confederate side seems to have lost before starting play. Taking into account the view of historians I wonder whether in fact this game is just inaccurate? Transplanting the command control rules from the campaign game to this quad seems to be the answer. MALVERN HILL Historically, this, the last battle in the campaign, saw the Confederates lose a great many men assaulting a well prepared Union position. On setting up the game one expects an unbalanced repeat of history. Victory is earned by the Confederate player capturing three of five victory hexes. Two of these hexes lie on the South map edge where roads exit the map. The remaining three are on Malvern Hill, together with almost the entire Union Army. The Confederate player may try the historical assault on the hill but could well suffer the same fate. As an alternative a move around either Union flank could be attempted. However, the terrain is prohibitive and with only eight game turns the Confederate units will really have to get their skates on. As an additional pain, Union gunboats on the James River are able to barrage any Confederates moving around the Union left flank. So is this another unbalanced game? Read on..... What is required is a change in the victory conditions. As the game is presented the Union can form an all round defence of Malvern Hill and although cut off in enemy territory at games end, still hold three victory hexes and is declared the winner. I suggest you change this so that the Union must both hold three victory hexes and trace a clear path off the south map edge. With this change Malvern Hill is both well balanced and enjoyable. THE CAMPAIGN CAME First things first. A warning. Whilst linking the games into one campaign may seem the natural thing to do, the campaign lasts a mammoth eighty six turns! Also it adds rules for leaders, command control reorganisation, demoralisation, supply and off map movement. The command- control restrictions make the individual battles a harder proposition for the Union player. These enable Lee to command four corps in comparison to McClellan's one. Players have to learn to allow time to reorganise and to keep a corps in reserve to pursue the enemy between battles. Special care should also be taken when sorting the units to be used in the campaign. The units used are taken from the Gaines Mill game but duplicates exist at different combat strengths, take care not to mix them up. I have only played the campaign game once but found it proceeded somewhat quicker than the events portrayed. I an unable to say whether this is a fault in the design having only played it once but suspect it may be. This game will appeal mainly to beginners or those with a fondness for the SPI Blue and Grey quads. Experienced gamers will otherwise be interested either in the campaign game or not at all. Whilst some of the individual games are indeed fun, as a lesson in history this game is sorely lacking. The system used has been left behind by the likes of Victory Games Across Five Aprils. Not a game I would recommend to every one.