Conquering the Valley Cross Keys/Port Republic
by
Tiny Battle Publishing
The Shenandoah Valley 1862 campaign raged by the forces under Major General Thomas J. 'Stonewall' Jackson had an immense impact on the American Civil War. Union Major General McClellan was poised to attack the Confederate forces by an amphibious landing on the Virginia Peninsula southeast of Richmond. McClellan, aided by Pinkerton, believed that he was outnumbered by the Confederate forces by as much as two to one. Jackson's campaign was to keep the Valley in Confederate hands and also to panic President Lincoln in Washington to draw troops away from McClellan. Jackson did his job admirably while at the end being outnumbered almost three to one. McClellan slowed his glacial pace toward Richmond while also writing almost daily to his superiors in Washington that he was surrounded by millions of Confederate troops. The game represents the last two battles of the Valley Campaign before Jackson marched to join the Confederate forces at Richmond. The Battles of Cross Keys and Port Republic took place on June 8th and 9th of 1862.
The game rules are one of the offshoots of Hermann Luttman's numerous designs for wargaming the Civil War (All hail King Hermann the first of his name). This is what Tiny Battle Publishing has to say about the game:
"Following the release of The Hill of Death, Conquering the Valley is the second game in the Shattered Union series. Heavily influenced by 2022's Wargame of the Year, A Most Fearful Sacrifice, Herm Luttmann’s Shattered Union series is a new line of American Civil War wargames designed to be accessible to gamers of any experience level and playable in 3 hours.
Conquering the Valley covers the final two battles of Stonewall Jackson’s Valley Campaign of 1862. Jackson fights two Union armies, beats them both, and then heads off to Richmond for “The Seven Days”.
Players can fight each battle separately or combine both as they historically were fought. The game also includes an interesting “What If” scenario; a Union cavalry force captured a key bridge but they failed to burn it and thereby cut Jackson off from his supply train. In the “What If” scenario, those Union troopers actually burn the bridge and force Jackson to fight Fremont’s army but Jackson has limited ammunition. In the end though, the historic game comes down to fighting it out for the Union guns at “The Coaling”. If Jackson can capture the Union artillery at Port Republic, he has won the campaign and can head towards Richmond!"
Illustration of the Battle of Cross Keys |
This is what comes with the game:
2 – Maps each 17" x 22"
189 – Counters
39 – Playing Cards
Player Aid
1 – Series Rulebook
1 – Game Module Rulebook
5 – Six-Sided Dice (Red, White, Black, Blue and Gray)
A box to stuff it in
Designed by Claude Templeton Whalen
Art by Jose R. Faura
Number of Players: 2 (but solo friendly)
Ages: 9 and up (potential choking hazard for anyone under 9 or hungry adults )
Playing Time: 2 hours 53 minutes (except if you play both battles back to back)
The battlefield maps are double-sided. The colors are somewhat muted, but you can clearly see the terrain and elevation. Their biggest claim to fame is that the hexes are 1" in size. The counters are well done with a picture of the troop type on each counter. The number on the bottom left is the unit's Strength Point value. The one on the bottom right is the unit's Cohesion Rating. Artillery units can be either Rifled (R), Smoothbore (S), or Mixed (M). The counters come in at 3/4" size. The game also has an 11"x 17" Players Aid that on one side has the CRT, Terrain, and other charts. The flipside has the Sequence of Play and rules etc. The game can pretty much be played by just looking at it without needing the Rulebooks. As I mentioned, the game materials are mostly in muted colors. However, I assume the art director decided to break free on the CRT and Terrain Chart side which is awash with color. It does not hinder the reading of it; on the contrary, it makes it easier to read and see what you are looking for. It just surprised me compared to the rest of the materials. The game, like most series games, comes with two Rulebooks. One is for the Series and the other for the Conquering the Valley game itself. The Series Rulebook is only 15 pages long. It is printed in double columns and the type is on the small size. It has only one example of play that is pictured; all of the rest are just written. However, there are a lot of them to help the player. This games Rulebook is only 11 pages in length and most of that is taken up by the scenario setups and individual rules. The game comes with four scenarios with the last one being a 'campaign' game of playing both battles. The 39 cards are used for unit activation, among other things. There are also Event Cards, Commander-In-Chief Cards, and Wild Cards The activation cards come with a nice ink drawing of some of the commanders.
The components measure up to the standard of the other Tiny Battle Publishing games I have played. About the only thing one could gripe about is the thinness of the counters. I do not remember the other games' counters and unfortunately, I have all of my games packed up for a move. It is possible the counters are the same thickness as in other games. They are certainly not thin enough to be detrimental to the longevity of the game.
Illustration of the Battle of Port Republic |
My review of The Hill of Death:
The Hill of Death: Champion Hill by Tiny Battle Publishing - A Wargamers Needful Things
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