Bismarck Solitaire
by
Worthington Publishing
Bismarck Solitaire by Worthington Publishing The Bismarck, and its sistership the Tirpitz, are engrained in our memories because of coun...
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Worthington Publishing
Bismarck Solitaire
by
Worthington Publishing
Chancellorsville 1863 by Worthington Publishing Chancellorsville is often considered Lee's masterpiece battle. He was outnumbered 2 to...
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Worthington Publishing
Chancellorsville 1863
by
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
combat.
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
Confederates."
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.
Robert
Worthington Publishing:
Worthington (worthingtonpublishing.com)
Chancellorsville 1863:
Chancellorsville 1863 — Worthington (worthingtonpublishing.com)
Antietam:
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
Napoleon Returns 1815 by Worthington Publishing The Waterloo Campaign, Gettysburg, and the Bulge are the trifecta of wargaming. If we grog...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Worthington Publishing
Napoleon Returns 1815
by
Worthington Publishing
The Waterloo Campaign, Gettysburg, and the Bulge are the trifecta of wargaming. If we grognards only had games on these three campaigns/battles, we would have enough to fill our shelves and play for a very long time. Of the three campaigns, in my mind Waterloo is the one that is the most of a toss-up. There are so many 'what-ifs' to the campaign. Napoleon who always, up to then, was conscious of time ( Napoleon's quote "I may lose a battle but I will never lose a minute), was an incredibly large part of making war successfully. He seemed to completely forget it in the Waterloo Campaign. He and his army were definitely affected by the 'slows' during the campaign. You can ascribe this to ill health, or any number of other things. At Ligny, the French had a chance to crush Blucher. After Ligny, the next day the French Army sauntered after the Prussian Army instead of herding it like cattle. The rainstorm the night before Waterloo, and Grouchy not 'marching to the guns' are more examples of 'what-ifs'. Enough of the history. Let's see what Worthington Publishing has put in the box:
Mounted Map
18 French, British, and Prussian Corps Cubes
25 Small Yellow Wooden Markers
1 Six-Sided Die
2 Full Color Player Aid Sheets
2 Full Color RuleBooks
68 Battle Cards
5 French Objective Cards
The map is meant to look like an old parchment map. It succeeds at this very well. It is a mounted map, and looks and feels to be able to live through as many games as you want to play on it. Movement on it is from point-to-point. Infantry Corps normally move one point, and Cavalry normally move two. The Corps wooden cubes that I received were uniform in size, except for the French Cavalry block, which was slightly larger. Friendly gamers playing the game would have no problem with this. If you are playing with someone who uses this to deduce where that block is, get yourself another gaming partner. They would also mark their cards. The Player Aid sheets are of strong stock, and slightly laminated. One side shows the setup for the pieces on the map. The other side gives the Sequence of Play etc. The back of the Combat Cards show a weary dejected Napoleon who is obviously suffering from piles. The front of the cards show a small painting from the different parts of the campaign. The Rulebook is eight pages long. It is made of paper with a bit of lamination on it, like a well done magazine. It is in full color and has examples of play included. All in all, the components are first rate.
The game is based on each corps' Cohesion Points. These can be deducted for Combat Losses, Extra Movement by Infantry (Forced March), and Retreat. So Cohesion in this game represents morale, combat losses, and fatigue of each of the Corps. Combat in the game is totally reliant on the Combat Cards. Each corps is worth 'X' amount of combat cards. Here is what it says in the Rulebook about Army Commanders and Corps:
"Below the army commander is a list of the corps in the
army. Each corps is listed by the corps name and its
leader name. Shown for each corps is the number of
combat cards that corps adds to combat if present, which
may be reduced based on its current cohesion point
number. Each corps has a tactical rating that determines
its ability to reinforce combat at an adjacent location and
its ability to counterattack during combat if no army
commander is present and if its Tactical Rating is used."
"Each corps has a set amount of cohesion points showing
how many cohesion reductions that corps can take in
movement, combat, and retreat before it is eliminated
from game play. Track cohesion by placing one of the
yellow cubes at the highest cohesion level for that corps
to begin the game. When a corps takes cohesion point
reductions, move the yellow cube the appropriate
number of spaces down the corps cohesion point track.
If a corps reaches cohesion point below 1, it is eliminated
and remove the corps unit from the game board. Shown
at the approximate halfway point on the cohesion track
for each corps is a mark that shows when the corps
reaches this level, any combat that it participates in, will
draw that reduced number of combat cards."
Is the game a detailed simulation of Napoleonic warfare? Of course not. It is a game, very delightful and easy to play, but hard to master game. Does it give the player tons of choices on an operational level? You bet. You can play a few full games of it on gaming night. The components are simple, yet well done. The game mechanics can be described the same way. Thank you, Worthington Publishing for allowing me to review this game. My normal hex and counter obsession would have never let me really look at the game.
Robert
Worthington Publishing:
Worthington (worthingtonpublishing.com)
Napoleon Returns 1815:
Napoleon Returns 1815 — Worthington (worthingtonpublishing.com)
Victoria Cross II Deluxe Edition by Worthington Publishing Many of us grognards are of an age where 'Zulu...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Worthington Publishing
Antietam September 17, 1862 by Worthington Publishing Antietam was the costliest day of fighting during ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Worthington Publishing
Freeman's Farm 1777 by Worthington Publishing This is a game about the battle that sealed the fate of Br...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Worthington Publishing
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