War for America
The American Revolution, 1775-1782
by
Compass games
'The World Turned Upside Down' is actually a song from 1640 and laments that Christmas can no longer be celebrated due to an Act of Parliament. So, it would seem to be a strange tune for the British to play at their surrender at Yorktown. However, whilst the words have nothing to do with the occasion, the songs title fits perfectly with it. Washington had refused the British the 'Honors of War' (they would have been allowed to fly their colors and normally play a French or American song), because the British had denied them to the American Army who had capitulated the year before in Charleston. It seems that some historians doubt it was that song, but they are a cantankerous bunch.
Strategic games about the American Revolution have had a large growth spurt after around 2000. Before that, there were many battle games/simulation but not that many on the strategic level. This is actually Compass Games second strategic game on the American Revolution. The other is 'End of Empire 1744-1782' which also covers the French and Indian Wars leading up to the Revolution. It is an excellent game on one of my favorite eras for wargaming, but I digress. Trying to compare the two would be like apples to oranges Bart.
This is what comes in the box:
2 Map sheets
2.5 Countersheets of 9/16″ and 5/8″ unit-counters (432 counters total)
6 Player Aid Cards
1 Sequence of Play Card
2 Army Organization Displays
1 Setup Card
51 Action Cards
1 Rulebook
1 Playbook
This is a Compass Games blurb about the game:
Complexity: Medium
Time Scale: Seasonal turns (6 turns per year)
Map Scale: Area point-to-point map
Unit Scale: 1,000 men per strength point, individual capital ships, and leaders
Players: 2
Solitaire: Medium
Playing Time: 8 hours (15+ hours for Campaign Game)
The game comes with two maps that are each 22" x 34". They show from Nova Scotia to the top of Florida. One has an inset for travel to Europe and the other has a large inset that includes the Caribbean Islands. While these were not important to the Revolution, they were important to England, France, Spain, and the Netherlands after the three latter joined the war. The maps are not just paper. They have a coating on them to help them last. The Action Cards seem sturdier than most cards that come with games. These are easily read and understood. The cards come with small pictures on them of period pieces or other depictions of people and places of the Revolution. There are six separate Player Aid Cards. These are the obligatory hard stock and in full color. They are:
British Reinforcement Chart
Colonial Reinforcement Chart
British - Patriot Start Positions/Terrain Effects Chart
Six Nations Card/Foreign Entry Card
Charts And Tables/Sequence of Play
The Rulebook is twenty pages long including the Index. It is also in full color. The writing is smaller than I would like, but still readable. There is enough separation between the paragraphs etc. to make it not really difficult to read. The Playbook is twelve pages long. Six of these are for examples of play. The other six pages are comprised of Scenario Setups, Card Check List, Gazeteer of Place Names, Designer Notes, and Bibliography. Physically it is the same as the Rulebook. The counters are square in shape. So, if you are a wargamer who cannot live without rounded counters you will have to do this yourself. They are scored better than you would get with an older game. This means that very little snipping of any excess is needed. The strength points are generic. Most major commanders from both sides are represented by counters. These have small portraits on them. The counters are easily read and not 'busy' at all. The components easily pass muster.
The two Maps together |
The Sequence of Play is:
"Step 1: Reinforcements
Both players place reinforcements according to their own
Reinforcement Chart. British first. (8.1)
All Turns:
Both Reinforcement Charts are consulted and reinforcements are
placed.
Units moving from the Europe Box by Naval Transport do not
consume an AP.
Leaders are Promoted/Demoted/Removed/Transferred.
Early Spring Turns Only:
Both players position their available magazines (British first).
If St. Eustasius is not controlled by the British, the Colonial player
receives a bonus magazine in the Deep South.
Cards which have been set aside by year, are introduced commencing in 1776 and shuffled into the Draw Deck along with the cards
from the Discard Deck.
Each player then draws enough Action Cards to fill his hand to a 3
card maximum.
If a player already has 3 Action Cards, he can draw 1 Action Card
and then discard any card of his choice.
The Colonial player rolls on the CLT to raise and place new SP.
Winter Turns Only:
After both players have moved two Action Rounds:
Colonials check for Expired Enlistments.
Both sides check for over-quartering.
Both sides remove all magazines at turn’s end.
Six Nations units return to their villages
If British Withdrawal is in effect, 12 SP must be removed to their
Caribbean possessions.
Step 2: Initiative
Players roll a D6 for 1st initiative. The player with the higher result
performs the 1st AP of the Action Cycle.
Step 3: The Action Cycle (9.0)
The player having the initiative moves and has combat with one single
force from one single space. He performs any ‘free actions’ (9.10) during
this AP, at any time and in any order of his choosing. He can perform
these at the beginning or end of his AP. It is entirely his choice. When he
has completed his actions, the other player proceeds with his AP in a
similar manner.
Step 4: Administration Phase
Check for Victory. (4.0)
Advance Year/Season markers on the Turn Record Track"
Close up |
This is a big game in both size and scope. It comes with two scenarios: The 1775-1782 full scenario and the 'The French are in 1778-1782' scenario. This is a bit of a shame. With the maps conveniently splitting the colonies almost in half it is a shame there were not smaller scenarios for just the Southern and Northern Colonies. Perhaps a Burgoyne and Cornwallis scenarios could have been added. Do not get me wrong, what the game portrays in the two full scenarios it has it does very well. This is the first game that really adds some strategy to the Caribbean theater instead of just an off map box. The game also shows how seapower was the one really decisive part of the war. Without seapower there is no Yorktown. This not only goes for actual fleet actions, but also for supply. So, the game mechanics really show how the war was fought and what you need to do to win it.
I think it is an odd choice of a picture of good old Banastre. Instead of the usually dashing cavalryman he looks a bit stodgy |
Thank you very much Compass Games for letting me review this very good game. As usual I have been very impressed by the components and gameplay from one of their stable.
Robert
Compass Games:
Compass Games – New Directions In Gaming
War For America:
War for America: The American Revolution, 1775-1782 – Compass Games
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