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 Antietam For Men to Live Through by Command Post games  Antietam: the very name should be talked about in hallowed whispers. The United Sta...

Antietam: For Men to Live Through by Command Post Games Antietam: For Men to Live Through by Command Post Games

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

Command Post Games



 Antietam


For Men to Live Through


by


Command Post games







 Antietam: the very name should be talked about in hallowed whispers. The United States has seen many wars and tons of battles. However, this is the place where there were more American casualties in one day than any other battle. The date of September 17th, 1862 should be known by every US citizen. The names of Burnside's Bridge, the Sunken Road, and especially the Cornfield have resonated down through the years. The Cornfield, Miller's Cornfield to be exact, was a blood bath for many hours during that fateful day. More than one person described the corn stalks as being sliced right off as close to ground as possible, as if some large being had used a razor to cut them clean. Unfortunately, it was actually canister and musket balls that did the job. The odds against the Confederates were close to two to one. If McClellan had actually used his army as an iron fist instead of disjointed fingers the history of the American Civil War might have been entirely different. This game by Command Post Games gives us a chance to refight the battle.







 This is what Command Post Games has to say about the game:

"In this game, you will lead an army through a key historical battle in the musket era.  With multiple players, you will run part of the army (Corps or Wing) on a team with other players.  Unlike most games, you won’t have God like knowledge and control of everything.  Like real generals, you will often not know what the enemy has, where they will attack from, when they will move or even when your own troops will move. 

How do you win?

You win by sacking one of the enemy’s baggage trains or by inflicting 50% losses on their army first. 

How does it work?

As you fight, your units take hits, fall back and become ‘Spent’.  Spent units are vulnerable and easy to kill.  You can unpack a baggage train to rally them back to Fresh, but unpacked baggage trains can no longer move.  If the enemy sacks one or your baggage trains, you lose!

What makes this fun and very tense, is that all the pieces remain hidden on upright blocks.  You can’t be sure which ones are fresh or spent, elite or poor grade troops.  Where are the baggage trains?

Each command moves in random order by chit pull.  This is very chaotic, just like real war.  Who will move first?  You can use your HQs to try to jump ahead or delay your move.  Is it better to move first or last?  It depends.  Do you need to plug critical holes in the line or seize key terrain before the enemy does?  Do you want the enemy to go first so that you can fall back and delay their advance?  Or do you want the enemy to attack first so that you know where to commit your reserves?  All combat is saved till the end of the turn.  So, movement during the turn is very fluid and up for grabs.  Timing is everything.

In this battle, the Confederates are badly outnumbered and hard pressed.  Their backs are up against the wall of the uncrossable Potomac River.  They have better troops and good defensive terrain initially.  If they are knocked out of those positions, their defense can unravel very quickly.

Rated Most Realistic & Accurate for:

• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.

Used to train officers in the US military and in military academies around the world.

What the Professionals Play

Great for teams and solitaire play.

• Period style map.
• Kriegsspiel style, hardwood pieces.

Options

Divisions:  Much faster setup and play time.  Great for playing out at restaurants or pubs:  Pub Battles!     

Brigades:  More precision and accuracy for troops & terrain.  Playing with brigade blocks will take about 2-3 times longer.

Brigades blocks Only:  Optional upgrade for players with Divisions.  Includes updated rules & scenario."    
    


The Cornfield




 These are the options for the game that you can order:

You can order the game with either a canvas or paper map. It can also be ordered with just the blocks and stickers. In this case, as in all of their games, if you can afford it go with the canvas map. 

It can come with either divisions of brigades. Trust me, brigades is the way to go.

 This game, and its siblings, used to be called Pub Battles. The name has been changed to Musket Battles. I prefer Musket Battles. It pretty much sums up exactly what you will be getting or looking for on the web.



Another view of Miller's Cornfield


 The number of pieces that come with the game is not overwhelming at all. What is amazing is how wonderfully they have been manufactured and look. The canvas maps could be used with a frame to decorate your game room and believe me it would be worth the price of the game.

 The Musket Battles Rules of Play is in full color; it is also ten pages long. It comes with tons of examples of play to learn the system. The type is of a good size and is in triple columns on the pages. The Antietam folder is really only five pages long. The first two give you the information on this battle. Then there are two pages that can be photocopied. One has the Divisional breakdown of each army and the other has the brigade breakdown. In the center is the sheet that has the brigade stickers for the blocks. On the back page is a picture of Little Mac and Robert E. Lee. To round out the paperwork is a photocopied black & white copy of the battle map.   The stickers themselves are little pieces of artwork. They are very easy to pull off the page and are easily maneuvered onto the blocks correctly. The blocks are also well done and are all uniform in shape and size without any flashing.

 What you get with the game certainly passes inspection from an art point of view. However, as usual the gameplay is the thing.


 The Musket Battles simulations are of the Kriegspiel variety. They are meant to simulate 18th and 19th century warfare. This part of the blurb from Command Post Games deserves to be read again:

"Rated Most Realistic & Accurate for:
• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.
Used to train officers in the US military and in military academies around the world.

A much cheaper option than a full Field Maneuver Wargame is the Command Post Game.  Instead of actually calling out the troops, this wargame simulates the same thing by tracking the units on maps.  The first great, codified version of this is credited to von Reiswitz’ “Kriegsspiel” in 1812.  The Prussians developed this as a way of preserving and passing on the vast experiential command knowledge gained by officers from the Napoleonic Wars. 

The new generation of officers growing up in the peace that followed, learned how to maneuver, plan and write orders by playing command post games.  How well can simple command post games on paper simulate the reality of war?  History lists Kriegsspiel as a huge contributing factor in the victories of the Franco-Prussian war that followed.

Good command post games allow us to learn real world lessons, directly applicable to the real world in at a highly accelerated rate.  Meaning:  you can learn things from a game in a few hours that would normally take you 10 years of working experience in the field to learn.  They can be incredibly powerful learning tools.

You get out what you put in.  Train hard.  Train for real."

"Amateurs study tactics. Professionals study logistics". I am not sure who first said it, but it is true, nonetheless.



They also have Ancient Pub Battles



 You can see from the above that this is a simulation and not a game. You are put in the boots of a general or Field Marshal of the time and this simulation attempts to put you in their place. This means that you will have to deal with all of the question marks and Fog of War that the real generals had to. You also have to take into account Moltke's "Friction". This means what happens when two forces collide and all of your well-planned thoughts for the battle go out the window. To me, the Musket Battles series succeeds in everything the designers tried to do and simulate. You have to worry about moving your troops in column during road movement if you want to get somewhere fast. This of course leaves those same troops vulnerable to attack. Flanking, Line of Sight, and Baggage Trains are just a few of the things and pieces that you have to deal with or remember the rules about. The rules are relatively short and well written. I really like the fact that when in doubt about things both players or player is expected to be an adult and act accordingly.

 Thank you, Command Post Games, for sending me this beautiful copy of Antietam to review. If your games can teach reality of the battlefield to an old dullard like me, they can teach anyone. Please peruse their site to see all of the excellent games they produce.



Robert Peterson



Here is a review I did about the Gettysburg module of Musket Battles:

Pub battles: Gettysburg by Command Post Games   The game we will be looking at is an adaptation, or a descendant, ...

Pub Battles Gettysburg by Command Post Games Pub Battles Gettysburg by Command Post Games

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

Command Post Games



Pub battles: Gettysburg

by

Command Post Games





  The game we will be looking at is an adaptation, or a descendant, of the original Kriegspiel. The game information will have to come second to perhaps fulfillment of a long time dream.




 This is a picture of a 'light pull chain' defending a valley, and in the mid 1960's to me it was state of the art for wargaming. I collected every one I could to add to my growing army of them. As you can see, with the bed covers formed just so, you can create any terrain you want. You can also form your army units (chains) in any shape possible. They can also represent any army from ancient times to the 20th century. They can be armed with firearms or sword and shield; it does not matter. Why, you ask, am I bringing this up? Because I have been looking for a game that reminds me of wargaming with my chains, and I think I finally have one in Pub Battles: Gettysburg. To be more exact, I think all of the Pub Battles games will do. So, on to the game.





 The Pub Battle games all have a few things in common. First, they are relatively easy with only about four pages of rules. Second, they do a good job of showing how units had to march and fight historically. Third, they are beautiful beyond compare. The maps are all period ones that have been enhanced by Command Post Games to be easier for players to use. The map not only looks good, it actually feels good. You wouldn't be surprised to see it come out of a museum case. It is rolled up when you receive it, however it flattens right out without adjusting or counter-folding by the player. The map is more of a time machine than just a wargaming map. It allows your mind to wander when playing so you actually believe that you have Hood, Hancock, and Meade around the table with you. The counters, while really only wooden rectangles, have the same effect. Once they are on the map it feels like von Moltke is in a chair nearby looking on approvingly. 





 This is what comes in the game tube:

Pub Battles Rulebook 
Pub Battles Gettysburg Rulebook
Six small die and one large (all six sided)
24"x24" Paper map (you can order a canvas map, and per 
  Command Post Games one is being used in a museum exhibit)
Six small Light Chain Pulls (coincidence?) to be used to calculate
  Rates of March. You can also get wooden ones.
Black and Gray rectangular, and square blocks 
Myriad of stickers for the above





 I will post this write up from Command Post Games:


  • Units realistically sprawl out in road column, resulting in delays, snaking and traffic snarls.
  • Baggage Trains add to the traffic and congestion problems. They have to be protected but also need to be kept close to the action to properly supply the troops.
  • Realistic, chaotic move sequence. Your troops don’t move when you want them to. You don’t know when exactly when your troops or the enemy will move. As the commander, you can only try to speed them up or slow them down. If that fails, you have to react quickly with contingency planning.
  • Chaotic move sequence also results in massive re-playability. You will never see a game open and develop the same way twice. However the timing works out, you must adapt to the situation at hand.
  • Realistic Fog of War: blocks hide exact unit strength and type. You can also hide your reserves off board. This forces players to realistically screen and probe. You can never be certain as to how close you are to breaking the enemy. Are they out of reserves or can they still reinforce their line? Where are they strong? Are they massing for a counter attack?
  • The detailed narrative generated by the tense game play makes for great solitaire games.
  • Combat and movement models are based on accurate, military, combat data from the period: Kriegsspiel.
  • Optional rules for multiplayer team play.
  • Optional written orders are both fun, easy to implement and very realistic. These are great to use with multiplayer teams. They also greatly enhance solitaire games.
  • Sophisticated and deep strategy. There are tons of decisions to make every turn. Every one of them must be weighed against possible advantages / disadvantages to you and the enemy. Players must consider how the timing of moves will impact other commands and the enemy. 




 The game looks to be easy, but that is deceptive. The addition of the different optional rules make it both deeper and more historical. Please one favor though, rules lawyers do not apply. This is a game where you and your opponent will need to be gentlemen and come to agreements over movement and the battles. The one thing about this game is that it will get crowded with pieces in different places. On a Gettysburg map that is going to be the 'fish hook'. The rules are very clear, but because of the compression effects on the units it sometimes gets a little hazy as to exact unit placement. When that happens, it can either be a rules fight fest or a friendly compromise on the issues that may arise. Remember that its forbearer Kriegspiel did have umpires. 





 There are probably over a hundred board games on the Battle of Gettysburg, so why another. Well that is exactly the point. It has never had the Command Point Games treatment. So, even an old jaded campaigner will look at the battle through fresh eyes. The game is simple, but in its own way it brings to life the problems of command in that era. The price point for the game is not cheap. However, were you to be able to hold the components in your own hands and feel the quality, you would immediately understand. There are a lot of stickers that need to be applied, so keep that in mind. They are also harder to apply correctly on the rectangles than when you are putting stickers on a block game. Someone who is a stickler (sorry) for having things just so will need extra time and more patience than usual with setting up this game. 

 Gettysburg allows you to play all three days as separate games, or a campaign with night turns. You also get three what-if scenarios. First, Jackson was not killed at Chancellorsville. Second, Jackson was wounded at Chancellorsville, but arrives in time for the battle. Third, J.E.B. Stuart is present at the opening of the festivities. Victory conditions are cut and dried. A Player receives one Victory Point for every enemy piece destroyed. The player with the most points wins. There are a few Gettysburg only rules. These are:

Treat all creeks as Streams.
All Cavalry are dragoons: they roll only 2 dice.
Both Confederate and Federal HQs have a rating of 3.

 This is the sequence of play:

1. Place all Command Chits in a cup.
2. Pull a Command Chit randomly from the cup.
3. Move pieces from that Command
4. Repeat Steps 2 & 3 until cup is empty.
5. Resolve Combat between all enemy pieces in contact.
6. Start a new Turn.





 So, how does it play? It is a lot of fun, and strangely very deep, in a very historical way. With the game being a chit pull one, you will never know what to expect to be able to do or what your opponent can do. The main rule to keep in mind is listed in bold "Move where the majority of the piece can fit". The piece is in one type of terrain: the type under the " majority of the piece". HQ pieces move first and then you determine command ranges There is an optional rule where Baggage Trains can be added. These really add to the historical flavor especially in their uncanny ability to clog roads. The designers suggest that after you get the rules down to add 'Optional Hidden Reserves' to the mix. For example, the pieces of a corps if in reserve would be hidden in their HQ unit. As long as the HQ unit is not spotted by the enemy they can lay in wait like a rattler waiting to pounce. To find an entire corps pop up over a ridge that seemed safe is extremely disconcerting. There are also rules on multi-player with special rules dealing with teams that try to cheat, so beware. Thank you Command Post Games for allowing me to review this almost hidden gem of a game.

Command Post Games:

https://www.commandpostgames.com/

Robert
hpssims.com