If the reader isn’t familiar with the Civil War Brigade Series as a whole, it might be wise to check a more general review of the series at some other location before looking at this game's specific review. This review will assume general knowledge of the series’ concepts and ideas, and will seek to review the game’s specific ideas.
The series’ graphics have improved dramatically through the years, and these games reap the benefits. Union units are color-coded according to corps (in a nod to historical accuracy, as Kearny and Hooker’s badges had not yet been used), while Confederates have their usual state icons. The unmounted maps (all 9 of them, in the full game) are clean, if a little sparse near the top (alas, mapmakers are constrained by historical reality.)
The series rules are more complicated, as benefits a campaign game of this size. Much time is spent dealing with the various command structures used throughout the battle (Confederate and Union wings) as well as an optional set of rules dealing with fatigue. (The CWBS usually encourages “resting for the night” to pick up stragglers, but even that incentive may not be enough given the week-long nature of the battle.) Stonewall Jackson’s odd lethargy is handled in an interesting manner by rolling to see if his counter flips from a “0” to a “2” every turn. Old Blue Light spent most of the battle in an apparent mental fog much to the frustration of Lee, and command system reflects this.
The Union command structure is, in a word, terrible. “Little Mac” doesn’t want an offensive and as a result corps stoppage checks are easier to fail, if the player manages to get an offensive going at all. Fortunately, the Union commander is blessed with a fairly decent roster of corps and divisional commanders, which help to offset McClellan’s paranoia. The Union troops (especially in the 5th and 2nd corps), are fairly solid troops, waiting for their first real baptism of fire.
The Confederate command structure has only one multi-divisional formation (Jackson’s army) at the start of the game, so Lee will be very busy attempting to get an offensive going. Separating into wings (“corps”) can make things a little easier, but the player must pay attention to the “seniority number” of the generals in question – Huger will not want to serve under newcomer DH Hill, for instance. Fortunately, the Confederates have their usual roster of excellent brigades and their army is at the peak of its strength.
All this, plus the gigantic map size, translate into one of the most epic Civil War games on the market today, if you can manage to find room. (One suggestion as to how to set it up might be to realize that 1/3 of the map, usually the top or bottom, isn’t really “in play” in an active way. As a result, you can move them to the side or put them down until needed. While somewhat spoiling the effect of 9 maps, it does manage to keep things a little saner.) The Union begins with one corps across the river with the potential to be flanked, and the battle begins from there, as both sides jockey for position and VP areas.
One interesting idea used in the game is that various areas are worth victory points, but depending on if the Union army has decided to “change its base” or not. If the Union so chooses, it’s an easier defensive fight, but the Union player must then escort a painfully slow moving logistical train through many maps and a swampy, nasty area. Rarely do tactical games offer this level of operational flexibility, and I think (especially if the union plots and moves the train in secret) it can more accurately recreate some of the oddities of the battle.
However, there are some downsides. Due to the bloody nature of the CWBS (a topic worth looking into in much more detail at some other time), some of the battles the player will fight will be a little more damaging to his army than historically. Outside of one brigade, for example, the 5th Corps takes an average of 300-400 casualties per brigade historically during the battle of Gaines Mill, a statistic unlikely to be duplicated using the fire combat tables as written. Once players understand this limitation and don’t push their brigades so hard, the game will play out in a more historical manner. And then there’s the map size, difficult to set up even in the largest of game rooms.
Make no mistake, the number of maps in the game make it a real monster. But with regards to forces (and counters), the number of forces is surprisingly low, roughly on par with Gettysburg. If one can find the space (and the time), these games are quite possibly the best games available on the Seven Days’ battles, and show off Civil War command problems in all their difficulty and glory.
Last edited on 2006-11-07 14:54:44 CST (Total Number of Edits: 2)
































