Showing posts with label american civil war. Show all posts
Showing posts with label american civil war. Show all posts

Tuesday, April 30, 2019

Summertime Excursions & Battle Cry

A cannon overlooking Lenn Park
on the site of a Civil War engagement.

We recently took my son, the now nine year-old Little Guy, to his first Civil War battlefield. I’m always worried about doing these things too soon, but he demonstrated an interest in the history: getting enthralled by the National Park Service movie on the battle, examining and reading about the artifacts, walking along the trails to the barely visible remains of entrenchments, and tolerating his father and uncle droning on about aspects of the exhibits and terrain. His growing understanding of history merging with my enthusiasm for games gives me an idea for summertime activities that might benefit him next year when he studies Virginia history: combining day trips to area battlefields with reading books from Daddy’s library and playing games portraying the events we study. Our trial visit to the Chancellorsville battlefield and a few rounds of Richard Borg’s Battle Cry helped convince me this just might work.

Tuesday, October 29, 2013

Dabbling in Civil War Games

These past few years I’ve dabbled with various games focusing on the American Civil War to varying degrees of success and satisfaction. Several games have caught my eye, with some acquired and played, while a few remain yearned-for yet too-expensive additions to my game library. My experience is in no means comprehensive, nor does it encompass the vast panorama of Civil War-related games available over the years; but a few come within my realm of experience and touch on elements I enjoy or admire in games. BobbyLee

I’ve always nurtured an interest in the history of the various places I’ve lived: Ridgefield, CT, site of the Battle of Ridgefield during the American Revolution; Honesdale, PA, birthplace of American railroading with the first steam engine to run (briefly) on rails and once the staging point of a vital canal system supplying New York City with coal; Williamsburg, VA, colonial Virginia capital and living history restoration; and Culpeper, VA, a central Civil War location between the Shenandoah Valley, Chancellorsville and Wilderness battlefields, and site of its own engagements at Cedar Mountain, Brandy Station, and Culpeper Court House. (I discussed the subject of local history a while back in another blog post.) My interest in some of these locations sometimes inspired my game-related activities. I’ve long hoped to find a system and medium to replay the Battle of Ridgefield (and might have found one in my Charge! rules under development). Living in Culpeper has certainly spurred me to find some means of playing out small cavalry engagements -- Buford’s crossing of Beverly’s Ford as the opening move for the massive Battle of Brandy Station, Mosby’s raid on a train at nearby Catlett’s Station, and, of course, Custer’s action against the artillery and cavalry guarding the Confederate withdrawal from Culpeper Court House.

Over the years I’ve acquired a meager collection of Civil War-themed games; now that I’ve lived in Virginia for more than 10 years and currently live in a nexus of many related historical sites, I’m drawn more to investigating this period of history through games. I regret I sold my boxed set of West End Games Civil War wargame titles long ago when money was tight; though I’ve rarely had the time, attention, or interest for indulging in complex “chit-and-board” wargames (despite owning a few).

My interest in Civil War games has ranged across several resources and titles, some I’ve acquired and played, others remaining on my “wish list” for future investigation, though the material I’ve seen so far intrigues me:

Junior General: The website offers Civil War gamers several scenarios for miniatures battles and a few other games (card and matrix/map battles) for the historical period. Scenarios for First Bull Run and two segments of Gettysburg (Little Round Top and Pickett’s Charge) provide very simple rules and well-researched historical notes (though a familiarity with  miniatures wargames can help understand some of the basic gaming concepts). Although the materials on the website seem intended for adults to find resources and run games to help students explore history, it’s a treasure trove of materials for wargamers dabbling in various periods. Browse the site’s vast archive of military units to print out, assemble, and muster on the gaming table using the well-researched scenarios. Junior General remains a great starting resource for wargaming any historical period.

Sundered Union: Several years ago a new game company, Gordon & Hague Historical War Games, published a full set and then a quick-start version of Civil War tabletop rules to support its line of 10mm period miniatures. Both versions remained available as free PDF downloads from the company’s website until recently; a full-color, soft-cover printed version was briefly available for purchase, and I’m thankful I managed to obtain a copy from a convention vendor. While far from perfect and nowhere near as comprehensively complex as other, well-established miniature wargaming rule sets for the period, Sundered Union provided a basic framework for Civil War battles and included rules for most of the generally accepted tactical elements for these engagements. The quick-start rules -- at a concise four pages -- streamlined the main game further and offered newcomers to wargaming (or those of us who prefer lighter games) a more simplified yet gratifying experience. Regrettably Sundered Union is no longer available as a free PDF download from the Gordon & Hague website in either the full or quick-start versions. The game served as a solid platform for the company’s short-lived line of pre-painted 10mm Civil War miniatures and could easily work with its upcoming line of pre-painted 15mm minis. The company recently concluded a successful Kickstarter campaign for a massive board wargame using accurately illustrated top-down counters or the pre-painted 15mm minis, both of which, alas, remain beyond my own rational budgetary allowances.

Battle Cry: Board games packed with hordes of pieces, dice, tiles, huge map boards, and cards seem the norm for everything from light wargames to Euro-style games these days; Battle Cry is no exception. It uses the Command and Colors system developed by Richard Borg for simplified wargames focusing on a deck of command cards and custom dice to determine the outcome in combat. I have no direct play experience with this game, though I’ve perused an old version of the rulebook. I have played Borg’s engaging Memoir ’44, a World War II Command and Colors game incorporating many similar elements: a large hex board easily customized for scenarios with terrain tiles; plastic pieces representing different units and their strengths; left, center, and right flank card-based actions; specialized dice to resolve combat; and an easy means of creating or playing historical scenarios. Like it’s World War II counterpart, Battle Cry comes with a box filled with the aforementioned goodies (board, terrain tiles, plastic soldiers, dice, cards) as well as the understandably high price tag of $60 retail.

Dixie: At the height of the collectible card game craze of the mid-1990s Columbia Games jumped in by adapting to card play mechanics the designers ported from the tactical portion of the Bobby Lee block wargame (which I realize in retrospect thanks to the Kickstarter campaign mentioned below). Each deck of Dixie contained enough cards to run a battle, with cards depicting infantry, cavalry, and artillery units -- each with an original illustration of individual soldiers in uniform -- as well as generals, terrain features, and special conditions to modify the battle. Like the tactical combat in Bobby Lee, players deployed units on their left, right, and center, with forces held in reserve. Units revealed themselves advancing against and engaging the opponent’s positions, resolving combat, and taking ground. I can’t recall how I acquired the few decks of this game I possess (two of the Battle of Bull Run edition and two Gettysburg edition); possibly as a giveaway at a game industry trade show, maybe purchased at a convention or game store. They impressed me as a basic, card-driven means of refighting battles using historical units and some degree of tactical accuracy.

Bobby Lee: In 1993 Columbia Games also published a wargame covering the Civil War in Virginia (including Maryland and southern Pennsylvania, to include Antietam and Gettysburg). What seemed like a conventional “chit-and-board” wargame -- complete with a nicely-rendered map-board, detailed rules, and numerous pieces for various military units -- actually moved beyond those bounds by including two innovations Columbia Games incorporated in its many wargames: pieces on wooden blocks and a tactical battlefield combat to resolve engagements between forces meeting on the larger strategic map board. Each block represents a unit, with the usual wargaming stat information on a sticker; when stood on its side, however, the blocks enable a fog-of-war mechanic allowing a player to see his own forces but hiding the opponent’s armies from view until encountered in battle. The game combines both strategic action across the campaign theater map-board and more focused tactical engagement resolution on a separate skirmish board utilizing gameplay similar to that of Dixie (and probably derived from games like Bobby Lee). Columbia Games is funding a revision of Bobby Lee through Kickstarter; the campaign ends on November 11, 2013. This looks like a good game -- with tighter rules than the original -- for someone dabbling in the period. The $75 price tag seems quite daunting, considering many high-end Euro-style board games come in around $50. Still, the components look good, the map is huge, and I’m very interested in the fog-of-war mechanic with pieces using blocks.

These titles are the ones that come to mind or have formed my experience playing Civil War games, though I know more exist and I’m sure the Hobby Games readership has its own favorites and suggestions

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Tuesday, August 6, 2013

Mythologizing History in Games

Gamers constantly debate the “accuracy” of their games -- particularly roleplaying games and wargames -- in simulating “real” conditions or processes. Discussions often range from those favoring lighter systems easier to engage newcomers to “crunchy” games heavy with detailed rules for “realistically” simulating various situations. Ultimately such precision falls prey to culturally mythologized concepts that -- though they contribute to entertaining gameplay -- often fail to portray the action with the desired degree of accuracy. In historical wargaming, designers often compromise between the “history” and the “game,” favoring the ease and enjoyment of the play experience rather than the sometimes murky and changing, often mythologized versions of history we uphold in our collective cultural consciousness.

During my visit to Historicon this summer I sat in on several seminars in the HMGS War College series, including “Civil War Rules and Scenarios.” The convention program description claimed:

“Members of the HMGS Legion of Honor, including Frank Chadwick and Glenn Kidd, will discuss elements of American Civil War rules design and how to create a great ACW scenario…. Discussion will include examples from ACW rule sets and a lok at some of the engagements in and around Fredericksburg.”

Led by Historical Miniatures Gaming Society (HMGS) luminaries Glenn Kidd, Duke Seifried, and Frank Chadwick, the seminar featured a number of other knowledgeable and vocal historical wargaming personalities in the audience who contributed to the discussion. Although I was hoping for some opinions of existing game systems and insights on “how to create a great ACW scenario” from the professionals, the discussion quickly diverted into a debate about what factors set the American Civil War apart from other period conflicts, with more regard for the historical theory, assumptions, and evidence than wargaming implications.

The panel speakers and audience participants explored a number of issues that might not otherwise occur to a casual wargamer with limited period interests:

Cavalry: While cavalry in Napoleonic times served to deliver the coup de grace by pursuing and destroying enemy infantry formations, in the Civil War cavalry served more as a scouting force with little military power to decide battles. (I would add the exceptions of the purely cavalry engagements at Brandy Station and Trevilian Station, but I’m a bit biased since they’re part of my local history.)

Why They Fought: Did views on American “aristocracy” -- with many immigrants fighting it on the side of the North, preserving a romanticized version as inspired by Sir Walter Scott’s literature on the side of the South -- contribute to both sides’ tenacity? Did a loyalty to officers from their own community and sometimes even elected by the rank and file play any role in soldiers’ devotion to duty on the field

Artillery: Cannon in the Civil War served more to offer infantry support using shotgun-like canister and grapeshot against advancing enemy units and to counter enemy artillery batteries on the field rather than its role in softening up distant infantry formations in a battle’s early stages during the Napoleonic era.

Rally the Troops: What role -- if any -- did the presence of varied terrain and a lack of destructive cavalry play in both sides’ ability to rally in the face of reversals and return to the fray?

Throughout the discussion audience members frequently challenged historical assumptions panelists made -- part of a friendly give-and-take in exploring the issues. The ultimate conclusion? Any wargame (and arguably any game) makes assumptions based on the popular mythology of the forces and conflict despite the “realities” according to the present version of history (and continued interpretation of historical evidence).

Humans have revised history with their prejudiced perspectives since the dawn of history. Ramses the Great’s “victory” over the Hittites at Kadesh in the 13th century BCE -- in the reality of modern historiography a near-disastrous ambush of pharaoh’s unprepared, scattered forces -- was retold on several prominent, surviving monuments in Egypt claiming the god Amun-Re himself aided Ramses in vanquishing the Hittites. Tennyson turned the disastrous charge of the Light Brigade in the Crimean War’s Battle of Balaclava into a glorious poem praising British valor and fueling the Empire’s enthusiasm for subsequent military exploits. Films about historical subjects often offer idealized or sanitized interpretations of historical events or eras created with an eye toward entertainment and not necessarily historical accuracy.

History as represented in wargames succumbs to similar compromises. No matter how much designers study aspects of a historical battle or era, they make certain assumptions on how the game universe works to craft a playable game based on the generally accepted history. Many of these assumptions evolve from mythologized concepts in  history or elements so adapted to a wargaming rationale that they lose some other historical aspect. When looking on the spectrum between actual “war” and “game,” wargames of any stripe -- from board and chit to visually stunning miniatures -- lean extremely close to game and very far from the realities of war they strive to simulate.

From my perspective as an advocate of games in education, this debate seems to devalue the role of wargames as historical learning experience. While I’m sure wargames offer students some feel for the events and issues beyond their rather static course reading and some classroom discussion, they serve a greater role: they provide an entertaining play experience that just might inspire them to learn more about the historical elements in the game, leading to further thought, research, and academic exploration of history as a personal interest.

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Tuesday, January 31, 2012

Gordon & Hague Releases Civil War Minis, Rules

Gordon & Hague Historical Wargames, a relatively new company, recently released a line of 10mm, pre-painted American Civil War miniatures along with free PDF rules, Severed Union. For those of us with limited time and talent for painting miniatures, the Gordon & Hague minis provide a pre-painted mini option; Severed Union offers a basic rules set incorporating many factors that affected Civil War engagements, perfect for those dabbling in miniature wargames (beyond “battle games” like Avalon Hill’s Battle Cry) without overbearing complexities of more detailed rules. Gordon & Hague has provided me with a good customer/player experience, both with quality of the product and its customer service. The miniatures offer a good way to introduce newcomers to miniature wargaming through a popular period and relatively easy rules set, and they mays entice established wargamers to try the period or use the pre-painted minis with other rules.
  
Pre-Painted Miniatures
   
The Gordon & Hague pre-painted miniatures offer a solid selection of Civil War units, including infantry, militia, infantry command, cavalry, scouts (representing both skirmishers and dismounted cavalry), artillery, and generals. At the 10mm scale each base is 1” x 0.75”, small for fighting a skirmish, but ideal for recreating a battle with many units marching across the tabletop. Each base contains a varying number of individual figures (each figure representing 10 men each) depending on the unit: six figures for infantry, militia and their command units, two for generals, three for cavalry and scouts, and four (three gunners and a cannon) for artillery. Typically one stand represents a company of men, while one stand of artillery represents three cannon.
  
While some miniature wargaming connoisseurs might balk at pre-painted minis and the limited detail one might see in that, the paint jobs look fine at that scale and are better than what I could manage with such tiny miniatures. Gordon & Hague’s website encourages hobby enthusiasts to customize their units with additional paint details and base modeling. The website also offers plenty of photos featuring the minis so potential customers can get a good look at the individual units, modeling, and painting.
  
Although the minis originally came in single-base blister packs, the company has since moved toward offering complete boxed armies; the remaining, limited stock of individual blister packs are on sale through the site at 45% off, or $2.19 each until supplies run out. According to the Gordon & Hague website, the reason the blistered minis were on sale is they were the original paint schemes, which apparently were not as well-painted as the more recent minis offered in the army boxes. As long as they last, the single-base blister packs offer gamers the option to purchase specific units (remaining a much more affordable for those of us trying out the period). Civil War miniature wargaming enthusiasts probably want to invest in Confederate or Federal starter army boxes (41 units for $139.99) or grand army boxes (68 units for $249.99); that’s about $3.50 per based unit. The initial army boxes were so popular they sold out, and the company expects a new shipment in early March 2012. Purchasing an army box at those prices remains a serious financial investment for wargamers; one hopes Gordon & Hague looks at other ways of offering boxed sets, such as a starter skirmish set with enough units from both sides to fight small skirmishes.
  
For those without much time, the pre-painted minis offer an alternative to purchasing and painstakingly painting minis, especially when one wants to get them onto the wargaming table to try new rules or scenarios as soon as possible. I don’t have much time; despite being a full-time Stay at Home Dad (SaHD), my toddler and a schedule of housework/home projects doesn’t give me much time for frivolous pursuits like miniatures painting, especially for a gaming genre (miniatures wargaming) and a historical period (American Civil War) in which I only dabble.
  
Free Severed Union Rules

  
Gordon & Hague designed and published the free Severed Union rules available as a PDF download from the company website. Obviously the company would like gamers to use the rules with Gordon & Hague pre-painted minis, but they’d work well with other minis and scales with a little tweaking.
   
The full-color rules include diagrams demonstrating various game concepts (particularly formations and movement), period illustrations, and photos of the pre-painted miniatures on the tabletop. They also include templates to determine fields of fire, flanking, and artillery blast radius, plus counters for various unit conditions from jammed and limbered artillery to units moved at the double quick, marched, or exhausted.
  
The rules begin with overviews of wargaming in the period, including explanation of the different unit types, organizing and building an army, and setting up a game. Turn sequences alternate between players, with steps for rallying retreating troops, movement, a reactionary artillery phase for the other player, firing at range, and close quarters combat. The rules finish with a discussion of terrain and its effects and a summary special rules for different units.
   
Several rules nicely represent tactical elements that figured prominently in Civil War battles. The movement section includes rules for marching in columns and deploying to battle lines, marching at the double quick, mounting and dismounting cavalry, and limbering and un-limbering artillery. After the active player takes his turn maneuvering his troops, the other player has a chance to fire cannon in the artillery reaction phase, giving him some ability to respond during the main player’s turn. Although the close combat rules present the most complicated mechanics in the entire system, they do a good job of simulating the brutal aspects of charges and close action while offering the defending player options in how troops receive the charge.
  
Having used the rules to test out a short scenario, I noticed a few areas that weren’t always clearly defined; but Gordon & Hague seems dedicated to receiving suggestions and adjusting the rules, having offered at least one revision since Severed Union’s initial publication.
  
Online Support

  
The Gordon & Hague website functions primarily to promote and sell the minis, but it also offers resources for Civil War gamers to enhance their experience, particularly with the pre-painted minis. Numerous links promote the free Severed Union rules. The “Hobby Center” page provides several tutorials relevant to miniature gamers but focusing on those using the pre-painted minis, including enhancing them with individual details, adding base flocking, attaching flags to command units, and crafting a customized terrain board; it also provides a listing of websites for scenery and supplies. A brief “New to Wargaming?” provides a general overview of the hobby for newcomers.
  
Given that Gordon & Hague is just getting started, one looks forward to seeing the website offer more articles and tutorials to serve as a focal point for miniature hobbyists.
  
The website’s “About” page offers some insight to the company’s approach, but also hints that it’s looking to expand its pre-painted mini offerings to different periods; many in online scuttlebutt have suggested minis and rules for fighting skirmishes from the American War of Independence as well as other conflicts, and it seems the folks at Gordon & Hague have their sights set on this period next.
  
Personal Experience

  
I’ll admit I’ve had a good customer experience since discovering Gordon & Hague, buying some minis, and playing around with the Severed Union rules.
  
After exploring the Gordon & Hague website and downloading the free rules, I decided to splurge and order a small assortment of miniatures tailored to the local historical skirmish I wanted to re-fight; the Battle of Culpeper Court House -- specifically Custer’s charge of Lomax’s troops defending a departing supply train -- required a unit of mounted Union cavalry (six minis), a unit of dismounted Confederate cavalry (represented by six of Gordon & Hague “scout” minis), a Confederate cannon, and one general stand for each side. The sale on blister packs made this extremely affordable for two reasons: at $2.19 individual blisters weren’t such a huge financial commitment as an entire army box; the blisters also enabled me to purchase only the units I needed to fight this particular engagement, since the army boxes have six stands of cavalry but only three stands of scouts. I was pleased I could order the exact minis I needed at the discounted blister pack price.
  
When my order arrived I found I’d received six Confederate mounted cavalry minis instead of Union cavalry; a quick e-mail to Gordon & Hague fixed the problem and the new minis arrived in the post within two days. The prompt and friendly customer service on the part of Brian at Gordon & Hague -- and subsequent pleasant communications about the rules and minis line -- has made it a pleasure dealing with the company and provided a very positive mail-order experience.
   
Playing around with the rules and tweaking the conditions for my Battle of Culpeper Courthouse scenario I realized the Severed Union rules offer some intuitive gameplay concepts while still accounting for detailed elements that affected Civil War engagements. Die rolls representing the “fog of war” uncertainty elements still determine much of the outcome, though probably more so since this particular engagement focuses essentially on two units facing off with some artillery bolstering the Confederate defenses.
   
I’m often tempted to dabble in new games, though doing so with miniature wargaming rules frequently seems daunting because of the cost in time and effort buying and painting new minis as well as the complexity of different rule systems. Gordon & Hague’s pre-painted Civil War minis and the free Severed Union rules worked well together to draw me into this wargaming period.
  
As an addendum, I’m encouraged to hear the company’s looking to develop pre-painted miniatures for the American War of Independence -- another of my casual-interest wargaming periods given that I grew up in a town with its own Revolutionary War engagement, the Battle of Ridgefield. I’m assuming Gordon & Hague will follow its earlier model by selling miniatures and releasing a free PDF rules set for the period online, a generous strategy that helps boost interest not only in the company’s product but the historical period.