Showing posts with label Blue and Gray. Show all posts
Showing posts with label Blue and Gray. Show all posts

Friday, June 21, 2013

A good thing it's called Cemetery Hill, because it sure ain't Gettysburg


Starting setup for the Decision Games edition
The Blue & Gray system was a passably authentic depiction of civil war battles at the introductory level that was very popular in the 1970s under SPI and was updated with some changes by Decision Games a couple of decades later.

Originally published as folios and quad games, the system operated under some severe constraints as far as components went, but it really wasn't half bad most of the time and most of the time a judicious use of special rules and set ups would provide something remotely close to the actual event.

The conventional wisdom is that Cemetery Hill represented the weakest entry in the series and in this case the conventional wisdom is correct. Many were surprised when Decision games redid the Blue & Gray quad that the battle they dropped in order to make room for the Bull Run battles  was Antietam instead of Cemetery Hill.

At the root of Cemetery Hill's problems was the ill-advised decision to depict the order of battle at the division scale (or half-division in the case of the Rebels) instead of the brigade level used for every other Blue & Gray game. While this was perhaps an understandable, if incorrect, decision when SPI published it as a folio, kit was a very poor decision when Decision Games re-issued the game in a boxed edition where the same constraints did not apply. Gettysburg was a large battle -- the largest ever fought in North America, actually, and a B&G treatment of it at the brigade level might have been interesting.

Instead we have a clunky division level game with huge combat factors.

Compounding the problem is a peculiar treatment of terrain. Urban combat was very rare in the Civil War, and the few times it did occur, such as at Gettysburg, provided no evidence that defending a town represented much of an advantage. But Cemetery Hill makes the Town of Gettysb urg into an inportant fortress-like defensive position that will always figure in the Union player's plans.

Likewise the game provides triple defense for defenders of Cemetery Hill, Culp's Hill and the Round tops -- an astounding upgrade of some pretty unspectacular elevations a few dozen meters above the surrounding countryside.

Finally, the game starts at a strange time for a Gettysburg game -- around 2 p.m. on July 1st just as Ewell;s corps was about to rout the hapless XI Corps. One suspects that this was done to finesse that the game couldn't really cope with the swirling action of the morning and early afternoon of July 1st as designed.

So what we're left with is a game that fails to develop in an authentically plausible way to depict the Battle of Gettysburg with very little chance of the historic "fishhook" developing or events resembling Longstreet's offensives.

This might have been acceptable if the result was at least an interesting game, but here, too, Cemetery Hill falls short. The online game site Hexwar.com provides Win-Loss stats for Cemetery Hill along with other games it offers and those statistics reveal that the game is severely imbalanced in favor of the Union side, with the Blue beating the Gray almost 2-1. Interestingly it doesn't matter whether the game is played with the classic SPI-era rules or the modified Decision Games version (with the "attacker ineffectiveness" rules),

As of late June, 2013, the Union players won 2,002 of the 3,080 games played under the new rules, for a winning percentage of 65%. This is essentially the same as the classic rules, where Union players won 977 of 1,559 games played, or 63%.

The outcome of the game depends enormously on how well the first couple of CSA attacks go against the federal XI Corps. If they go well, then the South can have a shot at victory, but if they go badly, one might as well just start over, with suggests that the better design choice would have been to start the game even later and just give Lee credit for beating Howard.

With a number of new games out depicting the Battle of Gettysburg as its 150th anniversary approaches there's little reason to revisit Cemetery Hill as part of your commemorations. It's very appropriate that it was called Cemetery Hill, because it isn't much of a Battle of Gettysburg game. 

Tuesday, April 6, 2010

Shiloh -- a Lesson in Second Chances



The Battle of Shiloh, which began on this day in 1862, is a fascinating battle, not only for what did happen, but for what did not happen.

What did not happen was Grant and Sherman being cashiered out of the service. Grant was largely saved by two things. First, and most importantly, he managed to eke out a narrow win despite the disaster on the first day. Secondly, and nearly as importantly, his stock was still high because of his stunning victories at Fort Donelson and Fort Henry. Absent both of these facts he would have joined the long list of failed Union generals. Sherman's fate was tied to Grant's and without Grant there's little chance he'd have gotten his high commands.

Given how important Grant was for the successful outcome of the war, it's a reasonable question to ask if the Union would have been saved without him. It wasn't just Grant's field leadership, which resulted in the capture of THREE rebel field armies, but his strategic vision which coordinated ALL the Union armies in 1864 and 1865 to achieve ultimate victory.

Yet it all could have come to a sorry and quick end that April day at Pittsburgh Landing. The survival of Grant's reputation wasn't the only thing at risk. Grant's personal survival was also an open question. Quite a few generals fell on that field, including the opposing army commander.

One can play the what-if game with any battle of course, but there are some battles that seem to have turned on the twists of fate in a particularly profound way. Suppose a French cannon ball had taken Wellington's leg at on the field of Waterloo instead of Lord Uxbridge? Suppose the Enterprise's dive bombers had missed finding the Japanese carriers at Midway like the Hornet's? Suppose the HMS Hood had lasted another 15 minutes in its battle with the Bismarck?

And so I think Shiloh's real story is the second chance that it gave Grant. He lived through the first day -- which he screwed up royally -- and barely held the field. He was then able to drive the worn-out CSA army away. This is not to disparage Grant's personal qualities. Almost alone among top Federal commanders he had the moral strength to recover from a disaster -- but it was a disaster.

I don't have too many games on the battle. There's a scenario in Battle Cry depicting the fight around The Hornet's Nest, I have the Dixie: Shiloh collectible card game and the Blue & Gray quad game on Shiloh. While none are definitive simulations, they do provide some flavor of the drama around the battle and all have hit the table.

Wednesday, November 25, 2009

Cemetery Hill -- Review and strategy

Cemetery Hill, the Blue & Gray quad game treatment of the Battle of Gettysburg, originally published in 1975 by SPI and republished 20 years later by Decision Games in a revised edition in 1995, had long had a reputation as one of the least successful of the series.

Units from both editions, Decision Games (1995) on top, SPI (1975) below,
Union left, Rebel right.
The Union forces are an infantry division, and cavalry and artillery brigades. The Rebel units are the two counters comprising Heth's division and F. Lee's brigade on its "ineffective" side.


Unlike all the other Blue & Gray games, which are at the brigade level, Cemetery Hill is at the division level. This was due to the particular production restrictions of the Quad game format, which allowed for no more than 100 counters. Gettysburg was simply too big a battle to fit using brigades, so the scale was bumped up to division level -- at least for the Union side. The problem with division-level Gettysburg games is that the Confederates didn't have many divisions on the field -- just 9 total -- which really doesn't give them enough maneuver units. The Rebel divisions were generally very large anyway, with 4 or five brigades except for Pickett, who had just 3 present. In contrast all the federal divisions had just 2 or 3 brigades. So in Cemetery Hill the Rebel divisions all get two counters.

Still, doubling or tripling the scale of the game units changes the character of the game considerably compared to the other quad, especially because the stacking limit was not adjusted accordingly, so some very high-factor stacks are possible. In addition there is a lot of terrain that doubles and even triples combat factors, so some hexes can have some pretty impressive totals.

Gettysburg is a very difficult battle to simulate, especially for a simple wargame, although that hasn't stopped many from trying, ever since first history-based wargame, Avalon Hill's Gettysburg. The basic problem with simulating Gettysburg is that the battle was characterized by periods of very intense fighting separated by long periods of inactivity. There were many reasons for this, but they mostly revolved around command and control issues that simple games usually pass over, so most simpler Gettysburg games see a lot more continuous action than the historical battle. Cemetery Hill is no exception.

While limited as a simulation, Cemetery Hill is not a bad game, providing some interesting choices for the game player -- although it is a bit harder for the Rebels.

The game begins at a later point than most Gettysburg games, in the afternoon just before Ewell's attack on the U.S. Eleventh Corps that sent the federal line reeling back to Cemetery Hill. The key for CSA success is to recognize that your side is winning the race to the battlefield -- but will eventually be outnumbered. Relentless aggression is your only hope to prevail. With some luck and skillful play the Confederates can rock the Union army back on its heels and never give it a chance to recover.

Conversely, the Union player is trying to buy time and avoid losing too many units in the early going. Patience will pay off for the federal side. There will be plenty of time to inflict losses on the Confederate side once the whole Union hosts gathers. The victory point awards favor the Union, with each eliminated US factor worth 2 VPs to the CSA and each eliminated Confederate worth 3 to the Union side, so the Union can "Exchange" its way to victory.Map detail from the The SPI edition showing Gettysburg and Seminary Ridge

There are some differences between the original SPI edition and the Decision Games version. As was depressingly common with its re-issued SPI games, Decision Games introduced some errors in the reprint as well as making some changes.

From a rules standpoint, the biggest difference between the two games is the Attacker Effectiveness rule, which is optional in the original SPI version and a standard rule in the Decision Games version. Oddly, the Attacker Effectiveness rule was first introduced in Cemetery Hill, but many players believe it shouldn't be used in Cemetery Hill because it works against the Confederates too much.

My experience is that the Confederates can succeed using the AE rule at about the same rate as they do without it, so I think the pro-Union bias has more to do with the victory conditions and the general game situation. Indeed, I think the Confederate side is the more challenging side to play in all Gettysburg games. While the attacker effectiveness rule does hinder the attacker in some ways, it can also be exploited. Unlike all the other Blue & Gray games there is a high proportion of night turns (when ineffective attackers recover) to day turns. The game begins with 1 and half turns of activity, then a night turn; then four turns of daylight followed by night, then four more turns of daylight and one of night, ending with two turns of daylight. So ineffective units will have up to three opportunities to come back. In all other Blue & Gray games there's at most one chance to come back, and there are many more daylight runs on both sides of the night turn if it exists.

One critical errata to incorporate to make this true, however, is to treat Turn 3 as a Night turn in the Decision Games edition. It's a night turn in the SPI edition and there's no reason to think that it's any different in the DG edition.

There are also some map changes between the SPI version and the Decision Games version. The DG edition adds a new terrain type, "broken," to signify the terrain that triples defenders. The SPI edition rather clumsily simply printed right on the map the words "Defender TRIPLED in this hex" on the affected hexes (Cemetery Hill, Culp's Hill, Wolf Hill, Little Round Top and Round Top). This doesn't change play, but is more aesthetic. The DG edition also prints the setup locations of the starting units on the map, which is an aid to set-up.

The DG edition also opens up the map a little on Seminary Ridge and Powers Hill by changing some hexes from Forest-Rough to simply Rough. This reduces the movement cost of the hexes from 6 movement points to 3. The affected hexes are 0908, 0409, 0410, 0901, 0902 and 1516.

The DG also has some other mistakes on the map, one minor and two major. The minor error is that the Roman numerals on two XI Corps units are transposed. The first major error is that the Union 1st Division, III Corps unit is left off the map. As this is a 19-factor unit, the Union will definitely miss it, so be sure to place it in hex 0423. The other major error is that hex 2112 is not indicated as a Union reinforcement hex, which it is.

Detail of the Decision Games map showing the Gettysburg vicinity

Hexwar.com uses the DG map for its presentation of the game, although it offers the option to play without the Attacker Effectiveness rule as a "Classic" edition of Blue & Gray. This is not an exact replica of the SPI version, though, because it uses the revised DG map.

The other differences between the two editions are cosmetic. The DG map uses superior graphics and the DG edition uses troop icons instead of the anachronistic NATO-style units symbols used in the SPI edition.

The DG edition includes three optional rules -- Strategic Movement, Cavalry Movement and Cavalry Retreat -- that should not be used in Cemetery Hill as they will throw off the game balance significantly. All favor the Union player.

I have a slight preference for the DG edition, as I like the Attacker Effectiveness rule, but I play the game both ways on Hexwar.com and own both the DG version and the SPI version as afolio game.

Tuesday, November 24, 2009

Chattanooga -- an atypical ACW battle


Panoramic view of the battlefield looking east past Lookout Mountain

Today is the 146th anniversary of the Battle of Lookout Mountain, the first day of fighting during the Battle of Chattanooga.

Chattanooga an odd duck by Civil War standards. it feel less like the usual Napoleonic style set piece battle seen so often in that war and more like a 20th Century battle. For one thing it was very terrain-centric. It involved a series of engagements and much of the real decision-making seems to have devolved on rather lower-level commanders. Indeed, reading Grant's account of the fight, one definitely gets a sense that he didn't have a tight rein on what was happening.



The battle

It's not a real popular topic for wargames, but it's not ignored. The old SPI quad game, which I've played quite a bit on Hexwar, does a reasonable job of depicting the fight despite it's ancient design techniques. Like many SPI Blue & Gray quads, the design limits the number of pieces the Union player can move each turn -- a crude but effective way of depicting command control problems without a lot of rules.


Hexwar map


Most historical accounts seem to paint a picture of an inevitable Union triumph, but it surely didn't seem that way to those present. I think Grant was confident, but then confidence was probably his defining trait. Despite the fact the federals had elements of three different armies on the field and outnumbered Bragg's troops, the Confederates did have a significant advantage in terrain.


Hexwar units



Aggressive CSA play, combined with a little luck, can see the Federal command restrictions become a game-losing liability, so it's an interesting contest. The game isn't enough of a simulation to be confident it paints an accurate picture of the relative chances of the two sides, but I think it may come surprisingly close to the mark.

Friday, June 19, 2009

Fudge factors

Gen. Pope stood at the treeline outside Groveton, examining the Rebel line with his spyglass. If he could destroy the Secessionist Brigade opposing him, believed to be Pickett's, he could break through the enemy front. Unfortunately, despite having five brigades immediately at hand, under the commands of Meade, Butterfield, Robinson, Milroy and Hatch, experience told him there was a good chance that a full-fledged assault would merely push the enemy back, or succeed with high losses. Pope was sore tempted to send in just three brigades. The weaker attack was still guaranteed to succeed, but likely at reduced cost.

Rebel brigade is 4 combat factors. It can only be attacked from three contiguous hexes by five federal brigades totalling 21 factors for a 5-1. 33% chance of a defender retreat, 33% chance of an exchange and a 33% chance of a defender eliminated. Using just three brigades (12 vs. 4, or 3-1) provides just a 1/6 chance each of a DE or EX, while a 2/3 chance of a DR.

"Bad news, sir," said a nearby aide, a young major. "Another rebel brigade has come up in support!"

Pope could see that was true. A slightly smaller Rebel brigade was taking a position beside the first.

"Not at all!" exclaimed Pope, snapping his telescope shut. "Pickett is doomed, now. Quick. Send word to Hatch to swing around from the right flank and join Meade in attacking this new arrival. Once they've driven them back, tell Hatch to be sure to follow. Then order the rest to hit Pickett"

"But sir," the major protested. "We have Meade and Robinson already in position to attack the newly arrived brigade! Shouldn't we attack now?'

"No, no," Pope explained. "Hatch will bring an extra factor and give us exactly enough for a 3-1!"

Hatch's 5 combat factor brigade moves to stack with Meade's 4-factor brigade adjacent to the 3-factor Rebel Seddon's Brigade. Butterfield, Milroy and Robinson, total of 12 factors, stack in the remaining two hexes to attack Pickett. Hatch and Meade combine for a 3-1 against Seddon, which is guaranteed to clear the hex. Even and EX allows Hatch to advance, cutting off Pickett's retreat, meaning that the subsequent 3-1 against Pickett is guaranteed to eliminate Pickett.

The above is a commonplace scenario in traditional hex-and-counter wargames, in this case the Second Bull Run scenario from the Blue & Gray quad.

For more than 40 years I've grudgingly tolerated this aspect of the games, while never really being a fan of it, ever since discovering it in the old Avalon Hill game Stalingrad. I understand that all wargames result in some compromises for the sake of playability, but factor-counting has always grated a bit. Perhaps it's because I never really developed a knack for it, despite the fact that it's really required for good play. But I think it's largely because it's a distraction from the real art of generalship in a game. The above example illustrates the absurd nature of factor-counting. There's no equivalent in real battlefield command of counting out combat (or movement) factors in order to gain a precise advantage.

I think that's one reason why games like Memoir '44 or Battle Cry don't bother me. To my mind, a game that reduces generalship to commands like move a couple of units on the Left or fire the guns in the center seems just as authentic as a game that purports to be realistic by accounting for the slight strength differential between Hatch's brigade and Meade's.

Most infantry brigades in the Blue & Gray quads are very similar in strength, and this is no accident. Both armies generally tried to keep brigades around the same strength in order to simplify command and control. Each brigade was supposed to be able to do about a brigade's worth of work on the battlefield. I don't think you'll find many instances in the Official Records when the commanding general sent Brigade "A" on a mission because it had one more regiment than Brigade "B." That sort of detail is invisible at the battlefield command level. The Battle Cry approach where all the units are the same functional strength is really more valid than it might appear at first glance.

This opinion is likely why I've generally been pretty open to non-traditional approaches to wargames such as Up Front, Columbia's block games, Bowen Simmons' recent designs and area/point-to-point games such as A House Divided or Storm Over Arnhem. There are many great hex-and-counter wargames, but in many cases they do tend to focus the gamer's attention on minute details at the expense of larger truths.

Wednesday, April 15, 2009

Strategy in First Bull Run

The First Battle of Bull Run is a fascinating little affair. It was the first major battle of the Civil War, yet it was almost like a prologue to the Real Thing, with little direct continuity. Oh, sure, there were some familiar names like Jackson, Sherman, Ewell and Burnside there. And there were some troops in Blue and in Gray on the field, although not necessarily on the expected side.

But in many ways it was an anomaly and not a representative Civil War fight. It was small, both armies not much larger than a later-war corps. While it's toll surprised contemporary observers, it was a particularly bloody fight -- Shiloh the following spring was a much better harbinger of what was in store for the country.

It's small scale and colorfully garbed troops have made it a favorite topic for wargamers and there are a large number of games on the topic. Indeed, I think it's fair to say that every systemic approach to depicting Civil War combat includes a Bull Run game sooner or later.

So it's a little surprising that the famous SPI Blue & Gray series never got around to showing the battle and it didn't appear in the system until Decision Games re-issued the quad. That B&G quad game is a fairly popular title among Hexwar.com players since it appeared.

According to statistics on Hexwar, out of every 10 games played, the Union wins 5, the Confederates win 3 and 2 games are draws. While Hexwar's stats don't differentiate between games played with their special Fog of War rules (only practical for online play) and games played with all units visible as a face-to-face game would be, the circumstances of the battle probably mean the differences between the two styles of play are negligible. The general lines of play are obvious and visibility is good enough that there's little scope for tricky play. The Confederate forces are frozen in place until Turn 3, making FOW inapplicable to them and most of the Union army will be visible on Turn 3 as they launch their assault. Neither army is big enough to withhold substantial forces from the fight.

The Federal army has just 11 brigades of usable troops, totaling 74 combat factors. Ten of those brigades are strength 6, 7 or 8, with one (Franklin) of just 4 strength points. There's a 10-factor division as well, but it's stuck in Centerville unless the Rebels cross Bull Run. As they have little reason to do so, this division should never enter play.

The opposing Rebel force is almost exactly the same size at 77 fcombat actors but it has a few more units so the average strength is a little lower. It's somewhat more diverse than the Union's purely infantry order of battle, including a couple of weak cavalry squadrons and small artillery battalions. There are also a couple of small infantry detachments. All of these small units have strengths of 1 or 2. The core of the Rebel army are their 10 infantry brigades of 6, 7 or 8 strength points.

The dominating terrain features of the battlefield are Bull Run, an uncrossable (in the game) creek lying between the armies with some fords and bridges scattered along its length. On the western side of the battlefield are some extensive woods, which form a significant terrain obstacle in this battle. Because both armies are very inexperienced, the game assigns most of the infantry units on both sides movement allowances of 5, instead of the usual B&G value of 6. While it appears to be just a 1/6 reduction in speed, it's really a 50% cut as soon as woods get involved, because each woods hex costs 3 movement points. In effect, most infantry units can only enter one woods hex per turn. This comes close to making woods "no-go" instead of "slow-go" terrain.

This game only appears in the Decision Games package which use the revised B&G rules, with "Attacker Effectiveness," and not the original "classic"rules. The victory conditions take advantage of this to make attacker effectiveness an integral part of winning or losing, which fits the historical situation rather well. Both armies had fragile morale and it was mostly a matter of the fortunes of war that the Federal Army broke before the Rebels did. It could have easily gone the other way. At the end of every turn each side adds up points for ineffective units (1 each) and eliminated units (2 each) and adds the result of a D6 roll. If the total is 17 or more than that army routs and the other side wins. If neither army routs then victory is determined by who holds two of the small towns on the map, Groveton and New Market. The rub comes from the fact that Groveton is practically indefensible for the Confederates and New Market hard to seize for the Federals, so the usual state of affairs is for each side to hold one town and therefore it's a draw.

The fact that more games don't end up as draws is a testimony to the aggressiveness of the players.

The burden of attack in on the Federals. the Union commander, Brig. Gen. McDowell, actually developed a pretty good plan, albeit one that would be challenging for a green army to execute. Unwilling to try fighting his way across Bull Run in the teeth of the Rebel army, he conceived the idea of executing a flank march around the Rebel left flank. It might have worked. too, except that the Union troops in the Shenandoah Valley failed to pin down the Rebel army in that area and that force of four brigades had just arrived to reinforce the army facing McDowell. Even with those reinforcements it was a near-run thing, because the Rebel command was caught by surprise.

This surprise is reflected in the game by allowing the Union forces to move three times before the Confederates can move. Naturally the Union layer needs to make the most of this advantage and hit the Rebel flank hard on Turn 3.

It can be worthwhile to leave Franklin along the river to deprive several Confederate brigades of strategic movement, which will basically mean they will enter the fight a turn later than they would otherwise, a significant factor in an 8-turn game. It's probably NOT worthwhile to send a second unit (usually Richardson's 7-factor brigade) to the river front to deprive the rest of the Rebels their strategic movement. The Union will miss those 7 factors and the affected Rebels are close enough to the action that it hurts them less to be slowed down.

I like to use Richardson to cover Ball's Ford (1216) instead, ready to cross over once the rest of the Federal army comes up.

Two brigades (Sherman and Porter as good choices) should drive Radford's cavalry away from Lewis Ford. Radford will probably (and should) use the cavalry retreat ability to avoid the risk of a DE result.

Two more brigades (Burnside and Davies) should attack across the Stone Bridge at 3-1. It's possible to use Franklin here so that an exchange (1/6 chance) only costs 4 combat factors instead of 6 but this means you've either given the Rebels an unmolested run to the flank or wasted a stronger unit on that economy of force mission. Unlike most Blue & Gray games, there are no strength-based victory points, so losing Davies 1/6 of the time isn't much worse than losing Franklin would be. In any case Burnside will advance, setting up Evans and the Potomac artillery for a poor-odds counterattack. The rest of the Union host can either cross farther upriver around Sudley Ford or stack up behind Burnside. So long as somebody swings through Groveton it doesn't matter much what the exact paths are.

The objective is to wipe out Evans and the artillery quickly for 4 morale points and set up for an attack on New Market as soon as possible. The Rebels can probably stack enough units in that town so that all the Federals will get is a 2-1 attack or even just a 1-1 attempt. If that try fails, the Federals may get a second try, although almost certainly THAT one will have to be a 1-1. About half the time the Union will take New market and not lose it to the immediate Confederate counterattack. The other half the time the Union will end up with about half their army rendered ineffective. The trick then for the Federal player is knowing when to quit. The Union player can almost guarantee a draw by pulling back if he fails to grab New Market after having half his brigades knocked out of action. If the Confederates press too hard in an effort to take Groveton they may very well lose on morale.

The Rebel player has a harder path to victory. It's just a 6-turn game for that side, and they have to spend a big portion of that time rushing to redeploy from the right flank. Evans and the Potomac artillery can be written off. If they survive it will be through a combination of great luck and a gift from the Union player. The two cavalry units should always retreat if attacked and be careful to never take positions where they can be surrounded. Don't forget that a dead 1-8 costs just as much morale as a full-strength infantry brigade.

The first priority is to defend New Market and force the Union army to batter itself senseless trying to gain entry. An incautious Union player can easily lose on morale, perhaps helped along at the end by a judicious CSA counterattack. The difficult part for the Confederates is if the Union backs off upon failure to accept a draw. The Rebels at that point usually have too little time and insufficient forces left to have a good chance of taking Groveton for the win. Often an energetic drive for Groveton ends up handing a victory to the Federal side after all as the CSA losses put them in range of a morale loss. The Rebel player should pay particular attention to careful placement of the 1-factor artillery battery and Stonewall Jackson's 8-6 brigade. The artilelry can be useful for jacking up the attack factor of a CSA brigade to match a Union 7 or 8 in a pinch (much better to do a 1-1 than a 1-2) and Jackson's brigade is the only infantry unit able to traverse two woods hexes in a turn, making him useful in the trees. Unfortunately all the speedy CSA units put together (Jackson, guns and horse) can't muster any better than a 1-1 on even a weak Union brigade, so their offensive punch is best saved for desperate times.

Given that the Union wins half the time, taking a draw as the Confederates is at least a morale victory and sets up a good chance to win a match set.

I think that draws should actually be more common than they seem to be. Both sides have it in their power to drive things in that direction and I think close to half of all games played properly should be draws, with nearly all the remaining ones being Union wins. I'd expect the breakdown to be 5 draws, 4 USA wins and 1 CSA win out of every 10 plays. Out of 15 recent Hexwar plays I was involved in there were 5 Union victories (3 mine) 2 CSA wins (one mine) and 8 draws (4 each US and CS).

Saturday, April 4, 2009

First Bull Run quick review

One of the smallest games in the Blue & Gray series, First Bull Run only appears in the Decision Games edition. It shares the same map as the Second Bull Run game in the same box, although it doesn't bear much resemblance to the later fight.

The game follows all the usual rules for B&G.

There are just a couple of special rules. The most important being that the Confederate units can't move during the first two turns unless Union units cross Bull Run. There's a similar rule preventing Runyon's Division, a 10-factor Federal unit, from moving unless released by the Confederates crossing Bull Run.

Both armies are very small.

The Federal force comprises 11 infantry brigades with a total of 74 combat factors. There's also Runyon's 10-factor "division" garrisoning Centerville but it only enters play if the CSA crosses Bull Run. Considering the Rebels have no reason to cross said waterway that unit almost never plays a role in the game.

The Confederate forces are considerably more diverse. There are a dozen infantry brigades ranging in strength from 2 to 8, a pair of one-factor cavalry units and a pair of artillery units with combat strengths of 1 and 2. The total CSA force adds up to 77 factors, so the two sides are very evenly matched.

Victory comes from routing the enemy army. At the end of every game turn each player rolls a die. If the die roll is 17 or higher then his army routs. There's a +1 die roll modifier for every ineffective unit and a +2 for each eliminated unit.If neither side routs by the end of turn 8 then geographical objectives come into play. There are two, Groveton and New Market. Control of both is needed to win.

There are two ways for the battle to end in a draw. If neither army routs and each controls one objective, it's a draw. If both armies rout in the same turn, it is also a draw.

The general edge in the game goes to the Union side, according to results on the Hexwar.com wargaming site, which show 770 U.S. wins, 439 C.S. wins and 308 draws as of Jan. 22, 2008.

While the Federal side doesn't have a strength advantage, it does have the initiative from the start of the game and a more compact striking force. Typically the initial Federal attack will destroy the 2-factor infantry and artillery units guarding Stone Bridge, putting them up +4 in the contest to force a rout. Still, the Union player as to be careful because one set of bad rolls can easily render a large part of his army ineffective. Besides adding to the rout probability, this will often gut any further offensive potential for the Federals.

The Confederates have some trouble forcing a win, however, unless they can entice the Federals into pushing their offensive too far. It's fairly easy for the Federal player to settle for a draw if they end up with a large number of ineffective units. Groveton is not too hard to defend in the limited time available for a CSA counteroffensive and there's a real possibility such a counterattack could end up handing the Union player a victory after all through adverse combat results against the Rebels.

Still, it's a quick-playing contest so the scenario can be played several times in a single session.

Saturday, January 26, 2008

Featured game: Blue & Gray Second Bull Run

Most of Decision Games' Blue & Gray series games are reprints of SPI classics, but there are two original scenarios in the box, dealing with the First and Second Battles of Bull Run.
Of the two, Second Bull Run is the meatier games. The First Bull Run scenario, while entertaining, is rather small and a bit dicey.
Second Bull Run is a full-fledged full-bodied scenario that's one of the most wide open of the series.
Statistics from Hexwar.com, the online wargame-playing service, which offers Second Bull Run as one of its games, show a bias against the Confederates, but not an overwhelming one. As of Jan. 25, 2008 the site reported 854 US wins and 626 CS wins. The Confederate side is more challenging to play, and I'll explain why later. But clearly the result is not foreordained and the game is a competitive contest for both sides.
The two sides are fairly even in strength. The Confederate army comprises 118 combat factors of infantry, 5 factors of cavalry, 1 factor of horse artillery and 21 factors of artillery for a total of 155. Their Union opponents comprise 152 factors of infantry, 6 factors of cavalry and 15 factors of artillery -- a total of 173.
But wait, 21 factors of those Federal troops are conditional reinforcements that enter on a die roll late in the game and may not appear at all. Even if they do appear, it's generally too late to change the outcome and more often than not they'll never see action. This cuts the ratio down to 155-152.
Both sides get a large pulse of reinforcements. Aside from a couple of units that appear earlier or later (6 factors worth) the Union Army sees 67 factors come in on turn 3, while the Rebel army has 76 factors the next turn. The end result is that both pulses arrive at the front at the same time.
What they find when they get there can vary tremendously and provides much of the game's charm. The first four turn set the stage for what follows and those first four turns require some adept maneuvering by both sides. The game's initial stages are not unlike a judo match, as both armies strive to "throw" the other off its game plan. If one succeeds, then it has probably ensured eventual victory.
The Federal army has a slight edge in strength at the start, with 77 factors while the Confederate army has 71 factors. The Confederates also start with a terrain advantage because they hold a double-strength line along the railroad cut.
The Federal army does start with one important advantage, though, the initiative. That army moves first and it's vital that they use that to control the pace of the battle. Typically the two armies struggle for control of the key ground at the western end of their initial lines. This small area, about 6 by 6 hexes, bounded on the east by Groveton, the West by the map edge, the north by the edge of south mountain and the south by another small hill.
The importance of controlling this patch of ground derives from the fate of the Turn 4 CSA reinforcements. If the Union can control this ground (and takes the ordinary precaution of covering the potential map edge entry hexes south of that) then the Confederate reinforcements are confined to coming in in the northwest corner of the battlefield and will most likely be bottled up. The Confederates do not have enough of an edge in numbers or quality that they can bull their way through a compact Union line.
On the other hand, if the Rebels control that ground then their Turn 4 reinforcements have the breathing room they need to sweep down on the flank of the Groveton-Sudley Ford line and potentially outmaneuver the arriving Federal troops as well.
Bottling the Confederates up is more damaging to their cause than breaking out is beneficial to them, which explains the Union edge in game results. Even if the Union army ends up losing the Groveton flank fight they have a chance to recover later. There's no recovering from being stuck in a corner.
It's an interesting game situation, Both sides are closely matched and each must attack and defend, all of which usually lead to an entertaining contest and Second Bull Run is one of the better games in the Blue & Gray series.

Wednesday, January 23, 2008

Blue and Gray: First Bull Run

One of the smallest games in the Blue & Gray series, First Bull Run appears in the Decision Games edition. It shares the same map as the Second Bull Run game in the same box, although it doesn't bear much resemblance to the later fight.
The game follows all the usual rules for B&G.
There are just a couple of special rules. The most important being that the Confederate units can't move during the first two turns unless Union units cross Bull Run. There's a similar rule preventing Runyon's Division, a 10-factor Federal unit, from moving unless released by the Confederates crossing Bull Run.
Both armies are very small.
The Federal force comprises 11 infantry brigades with a total of 74 combat factors. There's also a 10-factor "division" garrisoning Centerville but it only enters play if the CSA crosses Bull Run. Considering the Rebels have no reason to cross said waterway that unit almost never plays a role in the game.
The Confederate forces are considerably more diverse. There are a dozen infantry brigades ranging in strength from 2 to 8, a pair of one-factor cavalry units and a pair of artillery units with combat strengths of 1 and 2. The total CSA force adds up to 77 factors, so the two sides are very evenly matched.
Victory comes from routing the enemy army. At the end of every game turn each player rolls a die. If the die roll is 17 or higher then his army routs. There's a +1 die roll modifier for every ineffective unit and a +2 for each eliminated unit.
If neither side routs by the end of turn 8 then geographical objectives come into play. There are two, Groveton and New Market. Control of both is needed to win.
There are two ways for the battle to end in a draw. If neither army routs and each controls one objective, it's a draw. If both armies rout in the same turn, it is also a draw.
The general edge in the game goes to the Union side, according to results on the Hexwar.com wargaming site, which show 770 U.S. wins, 439 C.S. wins and 308 draws as of Jan. 22, 2008.
While the Federal side doesn't have a strength advantage, it does have the initiative from the start of the game and a more compact striking force. Typically the initial Federal attack will destroy the 2-factor infantry and artillery units guarding Stone Bridge, putting them up +4 in the contest to force a rout.
Still, the Union player as to be careful because one set of bad rolls can easily render a large part of his army ineffective. Besides adding to the rout probability, this will often gut any further offensive potential for the Federals.
The Confederates have some trouble forcing a win, however, unless they can entice the Federals into pushing their offensive too far. It's fairly easy for the Federal player to settle for a draw if they end up with a large number of ineffective units. Groveton is not too hard to defend in the limited time available for a CSA counteroffensive and there's a real possibility such a counterattack could end up handing the Union player a victory after all through adverse combat results against the Rebels.
Still, it's a quick-playing contest so the scenario can be played several times in a single session.