American Civil War Commander 1861 - 1865
Death of an Institution. The Bloodiest Conflict in the Western Hemisphere.
by
Student Commander
Designed by
Andy De Campos

The American Civil War is one of the most written about and gamed piece of history there is, from tactical games about all of the battles to strategic ones and everything in between. There are even wargames about the various Ironclads used by both sides in the war. The few hours battle between the CSS Virginia and the US Monitor probably has enough books written about it to fill up a regular sized bookcase. Even outside of the US there are tons of people who read and wargame about the conflict. So, why would a designer pick this carcass, which has been stripped to the bones years ago, as a design product? Well, one reason is that Student Commander has based its whole line of wargames on Civil Wars. However, I do not think that is the only reason. The designer, Andy De Campos really had some novel ideas about how to wargame the Spanish Civil War so I think he might have a few things up his sleeve for this one. This is a list of the games that the designer is working on, in no particular order:
Roman Civil War 49 - 30 B.C.
American Civil War 1861 - 1865
Russian Civil War 1917 - 1922
Chinese Civil war 1927 - 1949
Spanish Civil War 1936 - 1939
Korean War 1950 - 1953
Vietnam War 1955 - 1975
I had the privilege of reviewing the Spanish Civil War game from them. Please see the link below.
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The Map in all of its Splendor! |
This is what comes with the game:
1-2 player game imitating the professional war gaming played by HQ staff officers.
Large premium photo paper board (45 x 35 in) with historical period map; highly detailed and educational.
Over 350 pieces with over 40 unique individual units.
Laser cut wooden counters.
24 commander chits with individual qualities and promotion potential.
Original American Civil War 54 card deck. Activate historical and fictional events.
Use deck separately for any card game.
1 set of 4 game booklets
2 black pawns
3 sand timers
1 set of tweezers
Label sheets for the counters
1 yellow fraction die
1 green vector die
1 orange measuring stick
3 sets of DD die (7 die each)
2 black D2 die
3 black D3 die
2 game trays for the pieces
2 player aid sheets with the sequence of play on one side and some play notes on the other side
The game actually comes in a pretty large tube. You kind of feel like a magician who keeps pulling scarves out of his sleeve when you empty the tube.
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Board Layout |
The map seems a lot larger than its stated size. As you can see in the pictures, it is extremely well done. While the map seems impervious to spills or foodstuff accidents, I cannot abide with either being anywhere near one of my wargames. The rulebook states that a normal 6' dining room table will fit it and all of the extras needed for play. I actually have it on one, so the rulebook speaks true. The only thing I would like to add is this is a game that is meant to represent a real military wargame. However, you do not need to use the timers if you choose not to. The timers are there to stop the player whose turn it is from just thinking about what to do next etc. The way the rules are stated " if your hands are not touching any component on the map or writing in your notepad the timer should be running".
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The War in Virginia |
This is what the designer has to say about the game:
"Excellent solitaire experience and high re-play value while maintaining historical content integrity.
While the action phase is highly competitive and entertaining, player choices will affect the economy heavily and, ultimately, the outcome of the war.
Each turn of the game gives you a chance to roll on four of twelve possible historical or probable events, which will enhance some of the political dynamics indirectly affecting your income through political popularity and support for the war. Congress is a heavy influencer, while international affairs make brief appearance."
One of the biggest differences these Civil War Commander Games have compared to other wargames is an economic part to the simulation. Do not think that this is just tacked onto the game at the end for some glitz. The economic portion of these games are even more important than most of the others. An army runs on its belly and a nation runs on its economy. These are just some of the parts of the economic phase of the game:
American Civil War ECONOMY
Agricultural: cotton, tobacco and wheat were the top cash crops.
Industrial: textiles, armaments, foundries and manufacturing.
Trade: the lifeline of the South, hampered by the blockade.
Currency: immediate and sure but resulting dangerous inflation.
Taxation: The least impact on economy but it takes its time.
Bonds: Involve the population (if they believe you'll win.)
Confiscation: a short run method with prohibitive backlash.
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Financing the War |
This is a piece written by the designer that shows some of his thoughts behind the game:
"For over a century, there has been an ongoing discussion on the cause of the American Civil War. One extreme holds that Abraham Lincoln was resolved to destroy the cruel institution of slavery from the start and abused his Federal charter by using the Union Army to accomplish it. On the other end of the historiographical spectrum lies the narrative of the Lost Cause of the Confederacy, which holds that the South was chiefly concerned with defending the autonomy of states' rights over the preservation of the peculiar institution.
Regardless of ideological drive, the American Civil War saw the greatest clash of arms in the Western Hemisphere. The tragic heavy losses witnessed in battles such as Cold Harbor and Antietam stem from outdated military formations and tactics used with modern weapons of unprecedented killing capacity.
Differing strategies competed for victory. The Anaconda Plan sought to constrict the Confederate trade. Robert E. Lee, genial though he was, persisted valiantly to give the enemy a decisive blow in a Napoleonic battle and bring the war to an end that way. The Union finally agreed to use its advantage in numbers and resources to wage a war of attrition. Ulysses S. Grant was the first modern general to lead troops from the rear. William Tecumseh Sherman grasped the use of destruction and terror with few holds barred to subdue the enemy.
The conflict was, unlike others (Russian, Chinese, Spanish, Korean, Vietnam) a civil war par excellence in that it was mostly devoid of foreign entanglements.
The economy of the Civil War was as frail as it was peculiar. With the failure of the King Cotton strategy, the South failed to rely on innovative ways to raise money for the war. The Confederacy mitigated the Union’s death grip on imports through blockade runners but it could have tried other methods such as increased taxes or land sales. The Union’s expert manipulation of currency proved more reliable.
All these considerations are reflected in the game, to some extent. This is a great laboratory that gives you a chance to try out different military strategies and economic policies to win. Hindsight is 20-20. Find out if victory was as assured for the Union as it may seem, or if the Confederacy could have made it!"
Thank you very much Mr. De Campos for allowing me to do another review of one of your games. This is really just a quick look at the game, which is beautiful as only a wargame can be, and I will be doing another piece which will be a much deeper dive into the game.
On Student Commander's website there is a poll about which game people want next. Please, for my sake, click on Roman Civil War. I will offer Agrippa 50 million Sesterces to 'accidentally' drop Octavian into the Mare Adriaticum.
Robert Peterson
American Civil War Commander 1861 - 1865
Student Commander
My review of Spanish Civil War Commander:
Spanish Civil War Commander by Civil War Commander - A Wargamers Needful Things
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