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 Chancellorsville 1863 by Worthington Publishing  Chancellorsville is often considered Lee's masterpiece battle. He was outnumbered 2 to...

Chancellorsville 1863 by Worthington Publishing Chancellorsville 1863 by Worthington Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Civil War

 Chancellorsville 1863


Worthington Publishing

 Chancellorsville is often considered Lee's masterpiece battle. He was outnumbered 2 to 1 by The Army of The Potomac, led by Joseph Hooker. Hooker also was one of the few generals to put one over on Lee. Hooker's plan for the campaign was was a very good one, and more surprisingly it worked without a hitch. Then something happened to Hooker, not to the Army he led, only to him. He had managed to flank Lee's Army, and had 3/4's of The Army of The Potomac across the Rappahannock River ready to crush The Army of Northern Virginia between a rock and a hard place. Hooker had his Army positioned in the area that would later become famous as 'The Wilderness'. Lee's only chance to survive was to stop Hooker from leaving the area and entering the more cultivated land where the Army of The Potomac's numerical superiority would overwhelm him. For some strange reason that Hooker himself never really understood, he just stopped where he was and awaited Lee's riposte. One of Hooker's explanations was that 'he just lost faith in Joe Hooker'. Lee really only had 2/3's of The Army of Northern Virginia with him. Longstreet was out west with the other 1/3. However, Lee lost no time in trying to find a way to attack Hooker. Lee's boldness knew no bounds. Lee sent Thomas Jackson (Yes, Stonewall to most) around the open left flank of Hooker's Army. This left almost nothing in front of Hooker, had he decided to actually move forward. Whether it was Jackson's or Lee's plan we will probably never know. However, Lee was the commanding general so the blame or kudos rightly belong to him. Chancellorsville is a battle of so many what ifs. Had Hooker decided to move, had Jackson not been wounded by his own men, etc. The end of the story is that the Union suffered a defeat and the Army of The Potomac was pushed back across the river. We do know that Lee was not happy about all of his victories. He knew that he had to destroy the Army of The Potomac and not just send it packing to try once again in a few months. Porter Alexander always believed that the South's only chance of victory was during the Seven Days Battles, and that after that they had really no chance. So, let us see what is in the box:

Large mounted game board

Union formation activation cards

Confederate formation activation cards

Union bot activation cards (for solitaire play)

Confederate bot activation cards (for solitaire play)

Tactic cards

Confederate and Union reinforcement cards

2 x player screens for hidden movement (with player aid)

Cohesion cubes

Momentum cubes

Redoubt markers

5 x Dice

2 x Rules 

 The game has the same designer as Worthington Publishing's Freeman Farm. There are many similarities between the two, and many differences. I will have a link to that game's review below. This is what Worthington has to say about the game:

"Designed by Maurice Suckling.  Chancellorville 1863 uses many of the concepts from Freeman's Farm 1777.  What stays basically the same:

1.  Combat

2.  How formations are activated and the receiving of momentum cubes by the play of formation cards

3.  The use of leaders like Gates, Arnold, and Burgoyne --- now Lee, Jackson, and Hooker

4.  The use of tactics cards

What's Unique:

1.  Hidden movement -- the game uses minimaps that allow for some hidden movement and variable setup of some formations.

2.  More movement -- formations frequently move on the board and combat occurs when two formations of opposing sides end in the same location.

3.  Reinforcement by transfer of cohesion points between formations

4.  A card driven solitaire engine

5.  Formation cards allow for multiple formations to activate with major and minor activations.  Major allow two moves while minor allow one move.

6.  Prepared positions --- spend your activations to build redoubts.

Gamers who own Freeman's Farm and are familiar with it's concepts will be up and playing in 15 minutes.  And with quick setup and game play, gamers will be able to play multiple games in an evening."

 The Map has nice period detail in places, but its look is not something we are used to seeing (unless, you already have played Freeman's Farm). There are no hexes. The movement of the wooden pieces on it is decided by the player's actions, and by arrows that show where the piece can legally be moved. It is sort of reminiscent of point-to-point maps, but still different from them. All of the record keeping for the different forces involved are right on the map. The wooden blocks are well done and uniform in their shapes with no pieces of wood hanging off them etc. Each deck of cards is done differently, and there are six different decks. The cards are not flimsy at all. The Rulebooks (one for each player) are in large print and full color. They are twenty pages long. The rules for the game are only fifteen pages long. This is followed by some examples of play, and then a Historical Summary, and Designer Notes. There are also two screens for hidden movement in a two player game. The screens have some Player Aids on the player side and a some nice period pictures on their other side. The game as a whole is meant to be more functional than artistic. However, this does not deter the game from being eye pleasing. As a whole, it is a wonderfully produced game. It fits well into the rest of Worthington Games stable of games.

 The game is one of very few that actually has a bot designed to play both sides. Playing solo has never been a problem for me with almost any game, but to have it all in place for playing either side is a very nice touch. It also speaks to the designer's skill in designing the bots. 

 The battle does not lend itself to be developed into a game. The disparity of forces between the North and South is roughly 2:1. So, there has to be some way of adding the tentative nature of Joseph Hooker once his plan worked and he ended up on Lee's flank. Otherwise, each game would just be to see how long Lee could hold out against the onslaught. In almost every game I have played where there is such a difference in size between both sides, victory is almost always how long can you last compared to history. It is hard to imagine, but you have to remember Lee won this battle, and tried hard to annihilate as many Union troops as possible and not just push them back. Although how he would deal with a group of captured soldiers almost half the size of his army is anyone's guess.



  This is the Sequence of Play:

"Each player’s turn has the same phases:

1. Play Activation card from one of the three in your

hand and gain Momentum cubes for the card played.

2. Determine whether you are playing the major, minor,

or one of the free actions of transfer reinforcements

or build redoubt.

3. Pay Activation cost by reducing cohesion for the

activated formation.

4. If, as a result of movement, combat occurs, perform


5. After all actions have been performed, optionally

purchase one Tactics card, and refresh the tableau

with a new card.

6. Draw a new Activation card."

These are the game's Objective Locations:

"There are 3 objective locations on the game board:

Fredericksburg (location 13), Salem Church (location

22), and Chancellorsville Junction (location 18). They are

assumed to be Confederate controlled unless there is a

Union control marker in them. A Union formation does

not have to remain on the objective for the objective to

remain Union controlled. Once controlled, at the end of a

Union turn, a Union formation may move away from the

objective. However, if a Confederate formation occupies

a formation at the end of a Confederate turn, the Union

control marker is removed and control reverts back to the


 These are the Victory Conditions:

"The Union player must capture 2 out of the 3 objectives

on the board by the end of the game. An objective is

captured if a Union formation was the last to occupy it,

the formation does not have to remain in the location

(mark with a blue cube to show Union control).

If the Union player breaks 3 or more Confederate

formations they immediately win the game.

The Confederate player wins if the Union player does not win.

The Confederate player also wins the game immediately

if they break 3 or more Union formations."

 The final verdict is that the designer was able to take what should be a one-sided battle (in two-player, or even against a bot), and make it enjoyable to play. Not only that, he was able to design it so that every game you play is different. The cards and other actions make sure that no two games are alike. This means that players cannot come up with unbeatable strategies that always work, and force you to just put the game back on your shelf as a part of your collection. Even for grognards these are 'games' that are meant to be played and not gather dust. The ease of the game's setup means that two-players can get up and and playing within minutes. The games are also meant for relatively fast play, so that each player can have a crack at either side a few times on game night.

 Thank you Worthington Publishing for letting me review this fine game. below I will have some other reviews of Worthington Publishing games I have also reviewed. 


Worthington Publishing:

Worthington (

Chancellorsville 1863:

Chancellorsville 1863 — Worthington (


Antietam September 17, 1862 by Worthington Publishing - A Wargamers Needful Things

Grant's Gamble:

Grant's Gamble a game by Worthington Games - A Wargamers Needful Things

Kernstown 1st Kernstown (March 23,1862) 2nd Kernstown (July 24,1864) by Revolution Games  These two batt...

Kernstown: 1st Kernstown (March 23,1862) 2nd Kernstown (July 24,1864) by Revolurion Games Kernstown: 1st Kernstown (March 23,1862) 2nd Kernstown (July 24,1864) by Revolurion Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Civil War


1st Kernstown (March 23,1862) 2nd Kernstown (July 24,1864)


Revolution Games

 These two battles were fought more than two years apart, but they have a lot in common. Both were fought because Confederate troops were trying to tie up the Union forces in the Shenandoah Valley. The Confederates were also trying to put enough fear into Washington to bring back Union troops outside of Richmond. In 1862 McClellan was trying to take Richmond, and in 1864 it was Grant's turn. In the 1st battle of Kernstown it was Thomas 'Stonewall' Jackson in charge of the small Confederate Army. At the 2nd Battle of Kernstown it was Jubal Early's (Per Lee: "His bad old man") turn to take command. The first battle is one of the few blots on Jackson's record. It was a tactical defeat for Jackson who unknowingly attacked a force about twice the size of his. The second battle saw Jubal Early triumphant on his way north through the valley to put a good scare into Federal authorities. Oddly enough, Union General George Crook played the part of Jackson at the second battle. He also believed he was facing a smaller force. As a side note: Richard Garnett, one of the commanders under Jackson at 1st Kernstown, was accused by him of 'neglect of duty' essentially cowardice in Garnett's eyes. Whether through physical constraint or to clear his name, or both, Garnett was the only officer that was on horseback during Pickett's charge at Gettysburg. Miraculously, he was within twenty yards of the Union lines before he was shot down. So, you can see that we get a two-fer here as far as battles. This is what comes in the box:

- 22x34" map
- 2 x 5/8" counter-sheets (352 counters)
- Rulebooklet
- 5 charts/playeraids
- Box or ziploc bag
- 2 dice (Boxed version only)

The game info per Revolution Games:

Complexity: 6 out of 10
Solitaire Suitability: 6 out of 10
Time Scale: 20 minute turns
Map Scale: 150 yards per hex
Unit Scale: regimental
Players: one to two, best with two
Playing Time: three to ten hours depending on scenario

 The map is beautiful and is done by Rick Barber, whose style has graced more than a few Civil War battle games. The hexes on the map represent roughly 140 yards across. Terrain level is divided into thirteen levels, each one of twenty-five feet. The lowest levels of the map are in the darkest color of green. The highest levels are in yellow. All you have to do is look online to see how many people really like this style of map. The counters are 5/8" so they are nice and large. They are very well done with pictures of the leaders on their counters. The combat units show the outline of their recruitment state. There are five Players' Aids; three are in full color and two are black and white. The Union and Confederate Player  each have their own Players' Aid card, and there is one for the Turn Record Chart and eliminated Units etc. The other two full color  Players' Aid cards are for the CRT and terrain, among other charts and tables. I have reviewed both 'Longstreet Attacks' and 'Konigsberg' from Revolution Games, so I am used to their attention to detail and their very well done artwork.

 This is the game's Sequence of Play:

 a. Both players choose event chits and set up draw cup
 a. Union Artillery Step (move or fire)
 b. Confederate Artillery Step (move or fire)
 c. Both sides alternate “a” and “b” above until done
 d. Artillery Rally/Rebuild Step
 a. Held Event Chit Step (play any held events)
 b. Draw Chit Step 
   If Event chit, owning player keeps it or plays it, draw new chit  If Wild chit, resolve immediately, draw new chit 
   If CIC chit, owning player selects brigade and proceeds to Phase 4 or holds the chit 
   If Division Activation chit, proceed to Phase 4
 a. Orders Step
 b. Fire Combat Step
 c. Movement Step
 d. Close Combat Step
 e. Rally Step
 f. If any chits remain in the cup, return to Phase 3.
 g. If no chits remain in the cup, go to Phase 5
 a. Final Held Event Chit Step
 b. Victory Point Awards Step
 c. Flip over all “Activated” brigade markers to their “Available”   side
 d. Broken Track Adjustment step
 e. Each player gathers all his Event chits together and then   advances the Game Turn marker

 The game uses the 'Blind Swords' chit-pull system for play. The system emphasizes the three 'FOWs': fog-of-war, friction-of-war, and fortunes-of-war. Once again, I really like the system in any of the games that I have played that uses it. 

 The game comes with six scenarios, with two being 'what-ifs' of each battle. The scenarios are:

The Stone Wall - 1st Kernstown
The Historical Battle - 1st Kernstown
Jackson is aware - 1st Kernstown
Breckenridge Attacks - 2nd Kernstown
Historic 2nd Kernstown
'What If' - 2nd Kernstown

 The simplest way to do this review would be just to say 'Hey, its the Blind Sword System, with a Rick Barber map'! That should be enough for people to get out their credit cards, but we will continue with the regularly scheduled review for those of you still on the fence. The 'Blind Sword System' is based on a chit-pull mechanic, but then it goes much farther. The chits that can be pulled are these:

Event Chit
Wild Chit
CIC Chit
Division Activation Chit

 There are two other interesting mechanics in the game. The first is that after you have activated a Brigade you the have to give it 'Orders' for the turn. You have a choice of four types of 'Orders' to give your Brigade. These are:


 The other somewhat strange mechanic is that Fire Combat takes place before movement.
 Some of the other rules that enhance the game are:

Canister fire for Artillery
Artillery can fire over friendly troops
Close Combat
Cavalry charging
Mounting and dismounting Cavalry
Cohesion Tests
Skedaddle Test

  I am surprised that we do not have a 'Buck and Ball' rule. The Victory Points for all of the scenarios are either control of victory Point hexes, or a combination of casualties and Victory Point hexes.

 As mentioned, the game comes with six scenarios, with two of them being what-ifs if you are so inclined. These are smaller battles, but the game mechanics are involved (which is a good thing). So, game time is rated at 130-480 minutes. Even though the game does not drown you in components, and the map is not large, you will get a large bang for your buck. I really like this game, even though I am so-so on the campaigns themselves. If you are a frequent reader you will know that I love the 'Blind Swords System', so there isn't much to say about that. The two Battles of Kernstown allow a player to deal with all sorts of military challenges. In both battles you can be the underdog or the force with a clear advantage. This game and the different scenarios are great if you have two opponents of differing skills. The system also works very well for solo play. You never know what is coming out of that chit cup. I am a big fan of Revolution Games, and I will have some links to other reviews I have done for them. Thank you Revolution Games for letting me review another of your splendid games.

Revolution Games:


Longstreet Attacks:


Antietam September 17, 1862 by Worthington Publishing  Antietam was the costliest day of fighting during ...

Antietam Septmber 17, 1862 by Worthington Publishing Antietam Septmber 17, 1862 by Worthington Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Civil War


September 17, 1862


Worthington Publishing

 Antietam was the costliest day of fighting during the entire American Civil War. The cover shows a picture of Burnside's Bridge. This is just one of many places in this small battlefield that were etched upon the soldiers' minds. The East and West Woods, and that terrible Millers Cornfield; I have walked this battlefield, and was simply amazed at the smallness of it. How so much death and destruction was wrought in this little area is hard to fathom. By the way, the Sunken Road is not what many people think it is. I always assumed that it was a sunken lane, and that the area in front of it was flat and offered the Confederates a sweeping field of fire. In reality the lane is sunken, but it is actuality much lower than where the Union attacks came from. The Irish and others attacked over a small hill right above the Sunken Lane. You would think that the Confederates would have occupied the crest of the hill. However, they were already the closest Confederate unit to the Union batteries on the other side of Antietam Creek. The heavy Union artillery would have wreaked havoc on them. From the crest to the Sunken Lane is probably only a few hundred feet, if that. The battle there was at the same close quarters as the Cornfield. The battlefield is very well kept up and if you get a chance, go and check it out. Now on to the game. This is one of Worthington Publishing's first games in their 'Civil War Brigade Battle Series'.

 The game comes with:

22 X 33 hard mounted game board
4 counter sheets
8 page Series rules
8 page Playbook
2 ten sided dice
1 6 sided morale die
1 box

 Instead of me rewriting it, here is information about the game from Worthington Publishing:

"The game is igo-ugo, brigade level with each strength point representing 100 men. Map scale is 250 yds per hex. An 8 page rule book will have you playing within an hour as many concepts will be familiar to war gamers. Ranged artillery fire, morale, melee, cavalry charges, and more will have you battling until the last turn to see if you can achieve victory. Step loss counters in 1 point increments."

 The map is big and beautiful with very large hexes. The terrain of each hex is easily identifiable. The counters are large, easy to read, and color coded for their division. They are also marked as far as what corps they belong to, come pre-rounded, and fall out of the cardboard sprue like they have been greased. The numbers on the strength point counters are large enough for me to see without my spectacles (bifocals). The overall appearance and manufacture of the game pieces is pretty darn good. 

 You get two rulebooks, one for the game and one for the series. They are both only eight pages long. The designers went for a game that will have you playing in under an hour. I think they have succeeded admirably in reaching that goal. The game comes with four scenarios. These are:

The Morning Attack
Bloody Lane -  (Sunken Lane)
Burnside Bridge - (Or how to waste the day)
The Battle of Antietam: The Full Battle

 The game comes with the usual rules for nineteenth century warfare. Cavalry can be either Mounted/Dismounted. Artillery are either Limbered/or Unlimbered, and can only move when Limbered. You do get a bonus for moving in column on road or clear hexes, as long as you are four hexes away from an enemy unit. The Player does not have to remember to put his units into and out of column. The rules assume that the general in charge would be able to take care of this detail. Unfortunately in history this was sometimes not the case. Leader units are extremely valuable. If a Leader is stacked with a unit that has to make a morale check, a -1 is added to the die roll. During the Command Phase if an infantry or cavalry unit is within four hexes they are in command. Leaders can be eliminated and then the counter is placed on its obverse side (replacement). A unit has to be within three hexes of a replacement leader to be in command. In the Rally Phase a unit has to be within Command Range of their Leader to attempt to Rally. Battle in the game is as bloody as it was in reality. You will be using a lot, if not all, of the strength point markers. The game rules allow the battle to swing back and forth just like it did in reality. The rules do a good job of giving you historical and plausible outcomes in your different playthroughs.

This is the sequence of play:

First Player Command Phase
First Player Organization Phase
First Player Offensive Artillery Phase
First Player Movement Phase
First player Combat Phase
   Second Player Defensive Fire 
   First Player Offensive Fire
First Player Rally Phase
Second Player has the same exact phases
The Turn Marker is advanced one turn

 The Victory Conditions are pretty straightforward. Each side scores one point for every casualty point the other side has accumulated. This is a list of the Victory Point hexes:

Dunker Church - Confederate Control 10VP - Union Control 25VP
Any Sunken Road Hex - Confederate Control of all of Them 10VP - Union Control of any of Them 25VP
Potomac Ford - Confederate Control 25VP - Union Control 50VP

 Antietam is a battle that only a general like McClellan could lose. Lee would not have forced this battle if he had not been the Union general. In actuality, the battle is only for the Union to lose or win. McClellan's timidity is shown in the rules by only allowing the Union player to activate only two corps each turn. This is the only way that the battle can be recreated, and show McClellan's timidity, and also not allow the Union to just crush Lee's Army of Northern Virginia. If the Union player does not use his two corps a turn better than McClellan, he will probably lose. If the Confederate Player does not use all of his units as fire brigades he will probably lose. The Confederate player must play like the 'Little Dutch Boy' and use all of his fingers and toes to dam up the dike. The game was designed by Mike and Grant Wylie. Grant 's suggestions for the Union are that you get Sumner's Corps and Porter's Corps across the middle bridge before doing anything on the Confederate left with Hooker's Corps. He also states that you have to get Mansfield's Corps in position with Hooker's Corps before attacking there. Grant's suggestions to the Confederate Player is to "Be like Lee". Meaning run about the board and deal with one disaster after another. The game is an excellent medium complexity game on the Battle of Antietam. It has just the right amount of rules and glitz to make it eminently playable and fun. Thank you Worthington Publishing for allowing me to review another great game of theirs. I cannot wait to see some more battles in their 'Civil War Brigade Battle Series', especially The Wilderness, Spotsylvania, or The Seven Days Battles.

Antietam website:

Cruel Morning: Shiloh 1862 by Tiny Battle publishing  The Battle of Shiloh is considered by most to be the turn...

Cruel Morning: Shiloh 1862 by Tiny Battle Publishing Cruel Morning: Shiloh 1862 by Tiny Battle Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Civil War

Cruel Morning: Shiloh 1862


Tiny Battle publishing

 The Battle of Shiloh is considered by most to be the turning point of the war. Up until that time there had been battles, but this was the first one with a horrific casualty list. To add to the frightfulness was the fact that it really didn't affect the situation at all. True, it was a tactical win for the Union, but because of it the Union almost lost Grant (and Sherman). It was a blood bath that had no real conclusion, except that Americans were now really at war, and the bloodshed was only going to mount. Tiny Battle Publishing has been making a few Civil War games lately. I recently reviewed their 'The Devil's to Pay' about the first day of Gettysburg. That one was designed by Hermann Luttmann, one of my newest favorite designers. This game was designed by Sean Chick who I also like, and whom I have a fair amount of games from. So let us see if Tiny Battle Publishing can pull off another smaller or better coup. This is a blurb from Tiny Battle Publishing:

"Rally 'Round the Flag! is a brigade grand tactical system that combines old school hex and counter maneuvers with rules for command and control, leader personalities, and a CRT that favors quality and firepower over raw mass. For Shiloh the series will feature rules for the 47th Tennessee, Lew Wallace’s variable arrival, and Union gunboats among other things. The game comes with multiple scenarios, including a better Confederate attack plan, the battle starting on April 5, and the second day of battle. In addition, rules are included to modify each scenario with a variable arrival for Don Carlos Buell’s Army of the Ohio and part of the Fort Donelson garrison escaping and taking part in the battle. For those wanted to be even more adventurous, units are included from Earl Van Dorn’s Army of the West, and the brigades involved in the siege of Island No. 10."

 This is what comes with the game:

One beautiful 11"x17" paper map
One two-sided 8 1/2"x11" Player Aid Card
One single-sided turn and point tracking card with Random Events Table
One full-color 24-page rule book
121 two sided unit counters
Two Command Point markers
Two Victory Point markers
Ten Out of Command markers

One Game Turn marker 

 So you can see that for $22 you really do get a lot of gaming in a small package.

 The map is small, but entirely adequate for the job. The terrain features for each hex are easy to discern. Shiloh, like some other battles, was actually fought in a very small area so there is really no need for a larger map. The counters are large and very easy to read the information needed off them. The Rulebook is in black and white, and the rules themselves are only nine pages long. The other pages are filled up with four scenarios. To add to the replayability the designer has added eleven different options for the player to choose from for each new game. Some of these favor the Union and some the Confederates. These are the scenarios:

Historical Battle
Better Confederate Plan
Attack on April 5th
Day 2: April 7, 1862


Fort Donelson Division
Earl Van Dorn Crosses the Mississippi River
Island No. 10
Confederate Flanking Forces
Pittsburg Landing: Headquarters Army of the Tennessee
Henry Halleck in Command
Charles F. Smith in Command
Nelson Arrives
Lew Wallace Takes the River Road
Don Carlos Buell at Crump's Landing
Army of the Ohio and the Transports

 These help or hinder each side as far as the Victory Points etc.

 The Sequence of Play is:

Initiative Phase
Random Events Phase (if triggered during initiative)
Artillery Bombardment Phase
 First Player Phases
Activation Phase
Movement Phase
Combat Phase
 Second Player Phases same as First Player
Recovery Phase
Victory Phase

 The Units also have their quality listed as one through 5.

1: Green
2: Trained
3: Experienced
4: Veteran
5: Elite

 There are also Optional Brigadier Personality Rules. Each leader has his personality listed as:

(A) Aggressive: Brigade must be moved toward the nearest enemy; if equidistant the acting player chooses.
(C) Cautious: Brigade must move away from enemy and cannot enter an Enemy Zone of Control during movement.
(P) Prudent: Brigade cannot move.
(W) Wild card: No restrictions.

 The above effect play only when results of 2,3, or 10 are rolled on the Random Events table.

 Speaking of the Random Events table, it is exceedingly brutal at times and a complete game changer. If during the Initiative Phase the die rolls are a tie, the Random Events table is looked at. On a die roll of 1-3 it is a Confederate Event, and on a die roll of 4-6 it is a Union one. We will look at #2 as an example:

2. Grand Blunder: On a 1-5, move 1 enemy corps as if it were under your control. On a 6 you command that enemy corps in the following turn as well.

 The game functions on Command Points. Each Player is given a set amount of Command Points per the scenario rules. At the beginning of the Activation Phase the Acting Player rolls a die to see if they receive extra command Points.

 This is a great little game that has plenty of 'big game' glitz and rules. The amount of scenarios and options to play are really amazing for the price. A lot of work was put into the game by the designer. There is nothing wrong with small games, but you almost wish the ruleset was used in a full sized game of Shiloh. Thank you Tiny Battle Publishing for letting me review this small wonder.

The game's website:


Shenandoah Campaign by John Tiller Software & Wargame Design Studio  I am not really a student of ...

Shenandoah Campaign by John Tiller Software & Wargame Design Studio Shenandoah Campaign by John Tiller Software & Wargame Design Studio

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

American Civil War

Shenandoah Campaign


John Tiller Software


Wargame Design Studio

 I am not really a student of 'Stonewall' Jackson's Valley Campaign at all. I have read some things about it, but was never really enthralled as I am with the history of the Army of Northern Virginia's Campaigns. I am also somewhat familiar with the 1864 Valley Campaign, but not enough to consider myself versed in it. Jackson himself remains an enigma to me and many others. His Valley Campaign of 1862 is considered the height of military science by some, even though he really did not face the cream of the crop as far as Union Generals and troops. The Union Generals during the campaign resemble the Three Stooges more than competent commanders. Jackson's subsequent almost uselessness during the Seven Days Battles has been excused by a lot of authors. Still, I do not know where he fits in the scheme of things. Was he the best of the Southern Generals or just great because of the opposition he faced? Sorry for the digression, now back to the pertinent subject.

 So, the game gives you two diverse campaigns separated by two years and thousands of dead on both sides. Both do have one striking similarity, and that is both were fought by Southern Generals to take pressure off the Army of Northern Virginia. In 1862, Jackson succeeded marvelously. In 1864, Jubal Early succeeded early (sorry) in the campaign, but was inevitably broken by the Union preponderance of strength in the end. Jubal Early is also an enigma as a commander. Quite possibly he lost Gettysburg for the South by whispering in Ewell's ear. Then again, in 1864 he was able to put a scare into Washington, which had a much greater effect than it should have. Early was described as his "bad old man" by Robert E. Lee even though he wasn't that old at all. His hair and stooped figure made him seem much older than he was. He was also the only person we know of that had a plate smashed over his head as a cadet at West Point. Brigadier General Lewis Armistead, of Gettysburg fame, was the plate wielder.

3D extreme zoom in of the Kernstown Scenario

 So what exactly is in this game. We know that it spans two different years of the Civil War, but what is behind door #2?
Here is the list:

"174 scenarios are included, and all can be played as either side, against the A/I or other human challengers.
Each major battle has three versions, 1) the standard, for playing head to head, especially PBEM and Hotseat. 2) Weather, for playing when Mother Nature is unpredictable, and 3) A/I, for playing against the computer. NOTE; all scenarios can be played against the A/I, but these scenarios are designed specifically for, and will provide a greater challenge for those familiar with this game system.
Most scenarios can be played against the A/I in a single day, yet others may take several days to complete, or even weeks. Just save, and continue later at your own pace.
For more fun, challenge another human, and play either face to face, or PBEM (Play by email)
Battles include: Kernstown, McDowell, Winchester, Cross Keys, Port Republic, New Market, Piedmont, Lynchburg, Monocacy, the siege of Fort Stevens, Cool Springs, Berryville, and the climactic battle of Cedar Creek.
4 campaigns are included. Each can be played with or without the added hardships of weather. Weather can be anything from a mild mist and fog, to muddy roads and torrential thunderstorms."

2D version of the same screen

 The games is classic John Tiller Software with a large dose of Wargame Design Studio mixed in. The visuals, like almost all of the John Tiller stable, are now much clearer and look nothing like when the other Campaign Games were released years ago. The speed at which they have been releasing games has now been put into overdrive. Where we used to wait all year for one or two releases we have seen four new games in the last few months. The enhanced games are still easy to get into if you haven't played one of the series for awhile. The amount of playtesting that goes into the games is probably the most for any computer game. The fact that now the AI is so much better than it was is also laudable. Some will argue that point, but most of us do not play one game to death so that we find all of the AIs weaknesses. I know I flitter through the games following whatever I am reading at the time. One thing that I have not mentioned is the excellent tie in the games have for reading history. For those books who have little to no maps on a battle, here it is in almost life size. You can follow along with the book through the different placement of troops and the important geographical points around the different battlefields. Because it is a game, you can then decide to try and do better than the historical Generals did when they had control. These are some of the enhancements that you get now-a-days from these games:

"A total graphics package:
3D hand drawn maps, 3D units, with individualized regimental flags.
Colorized leaders and unit files.
Traditional B/W unit, and leaders are also an option.
Improved 2D road graphics.
Scenario and Campaign editor: Build new, or improve existing battles and campaigns.
Many “What If” battles and maps, both large and small. Including the massive Shenandoah Master map.
Extreme Fog of War optional rule.
Objective hexes are now awarded points for each side. The number of points that can be earned are determined by length of time controlled, and its strategic importance for each combatant. Therefore, earned points are not equally distributed.
A true, large (4X) 2D map view."

Extreme zoom out of the same screen

 I will say that the opening paragraph notwithstanding, I have come to appreciate Jackson's ability in these battles somewhat differently. That leads me to another incredibly laudable point of the entire John Tiller stable. You can actually learn history, or at least grasp it that much more by playing these games. I have tried to play as many of the different scenarios as I could, but with 174 it is a lost cause. The Shenandoah Master Map is exactly as described: 'massive'. I will say that while I enjoy zooming in to the 3D to look at the graphics, I do spend most of my time playing on the 2D Map. I have done a fair number of reviews of the different Campaign Series games, and I am still impressed by the depth and sheer size of what you get for the price of a cheap dinner for two. I really cannot say enough about the gaming you will get for a mere $39.95. The Campaign/Scenario Editor is so large that you can get lost in it and never actually play the game. I will have some links at the bottom of other John Tiller Software/Wargame Design Studio games I have reviewed. I am sure I will have forgotten to mention some part of the game that you receive with your purchase, so the other reviews will help you to understand the breadth of just one of these games.

 So in recap, you get 174 scenarios, historical/and what if, that can all be played on either side against the AI. You also get at least one, sometimes a few, version(s) of each scenario that is meant to be played from the ground up against the AI. My favorite one so far is the Kernstown Battle from 1862. Thank you John Tiller Software/Wargame Design Studio for allowing me to review this, as usual, excellent package of history, posing itself as a game.

Campaign Shenandoah:
Campaign Eylau-Friedland:

Campaign Petersburg:

Japan '46: