Most of the Fencibles were unable to attend last Thursday’s
game session due to the various demands of Real Life, leaving just Rick and I.
We decided to play the new Gettysburg
board game by Mark Herman. A very short review of the game can be found here
A more extensive review with some details of a game played
is here
The game has just a few counters, a small map and rules that
are simple but not simplistic. The game is billed at requiring 60 – 90 minutes
per game. We set out for our first game with Rick as the Union Meade and me as
the secessionist Lee. The game is simple but radically different from other
board games we have played. Each day has two turns, morning and afternoon, six
turns for the whole battle. Players take turns moving units (CSA has 9 infantry
division counters, USA
has 7 infantry corps counters). Units can be moved multiple times in a turn.
Once one player (typically the Union player) passes, the other rolls a die and
adds the number of unengaged units on the map to find how many turns are left.
Units have a marching side (4 movement allowance for infantry, 6 for cavalry)
and a battle formation side with 1 hex movement for all. Marching units that
spend their entire move on roads move at double speed. Once within 2 hexes of
an enemy combat unit, the moving unit must flip to the battle formation side.
Getting a coordinated attack together once the other side has passed can be a
real chore. The combat phase is similar, each player attacking in turn until
one passes, leaving the other to roll a die to determine how many more attacks
are available this turn. Victory is based on losses. Since the Union wins ties, the onus of attack is on the
Confederates. Each side has a number of artillery support points (CSA 11,
USA14) that can be expended in any given combat. When both sides call for
artillery, a dice-off artillery duel decides which one influences the fight.
We played the first three turns of the game. A combination
of hot dice and Rick having trouble reading the map and counters resulted in 3
Union corps sleeping with the fishes. Rick threw in the towel and I agreed it
was hopeless at that point. We had played 3 turns in about an hour, but then it
was our first game and we consulted the rules regularly. As noted above, there
are some very different concepts in this game. We broke for dinner.
Afterwards we played a second game, switching sides. I
rapidly developed a method of falling back into defensive terrain (ridges and
hills) and then passing, making it hard for Rick to launch coordinated attacks.
Still, he was pushing me back steadily for the first two days, with each side losing
a single unit to the dead pile. The elite Union I Corps was knocked out for two
turns but returned to the fray late on the second day. (Units can be knocked
out for two turns or forever) The third day saw me farther back than the Union actually retreated, but with a tie looming Rick had
to make a number of hasty assaults. The dice gods forsook him and he lost two
more units without taking any Yankees with him. We decided to end the game. We
had played 5 turns in 90 minutes. Again, Rick had trouble reading the map and
the unit counters.
We were both intrigued by the movement system. I can see
this being used for an operational game, like Sherman
vs. Joe Johnston in north Georgia
in 1864, with perhaps each day being a turn.
Minor beefs: the map is pretty but the hex lines are faint.
A less pretty map with clearer hex lines and defensive terrain would help our
aging eyes. The CSA units are listed in the order they appear, very helpful.
But the USA
units are listed in order by corps number, which is not the order they appear.
I will have to make a list. Also, the turn units appear are listed, for example, 7 1 PM . This happens to be turn 2. If the list just said turn 2 it would be easier.
Minor beefs aside, this is an interesting game system and
gives a decent rendition of the actual battle. The first two days are hard for
the Union but if the Rebs haven’t hurt them
hard by the third day, they are going to have to try to take the Yankees out
then and there, perhaps with something risky, like Pickett’s charge.
In two weeks we will play a Seven Years War game with a
small number of units, each with lots of figures. It should look quite nice but still give a quick game.
1 comment:
I have played a few times and enjoyed it. It is the sort of game that can be brought out frequently. For what initially looks like a simple system, I was pleasantry surprised to find it to be a clever and not a simplistic design.
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