After Clash of Giants: Civil War, I continued on the ACW theme with Lee vs Grant. This is a Joe Balkoski game, originally published in 1988 by Victory Games, about the 1864 Wilderness Campaign. Game scales are turns of five days, hexes of two miles across, and each strength point representing 2,500 men.
The game uses an interactive initiative system where the active player chooses a leader and, shocking for its time, rolls one or two dice to determine movement allowance. Leaders have ratings that influence the movement result, so better units do actually move faster – most of the time! The actual fighting men can become disorganized if you push them too much – force march them, or suffer adverse results in battle – so part of the campaign challenge is managing your resources, knowing when to conserve them, and when to push them to their limit. The decision about whether to fight a battle is also key, and rarely straightforward.
The game comes with a batch of basic game scenarios, all of which I played – they are all shortish, taking around an hour or two at most – before moving on to the advanced game and the campaign game. There is only one scenario really, but you can choose to try for the three, six or nine turn version, with the victory points suitable adjusted.
I very much enjoyed going back to this game. In short, it was fun. It also inspired me to do some reading about the topic, including a quick run through the material I have and a scout around to see what else might be worth buying.
This game is significant because it gave birth to Joe Balkoski’s Great Campaigns of the Civil War series. The series uses a heavily adapted set of rules – with a higher level of complexity – and a change in scale to turns of one day, hexes of one mile, and steps of 1,000 men per strength point. I recently played Battle above the Clouds, and it was interesting to look back at this core design and see how much simpler it was. Balkoski was involved in the GCACW series, but it is now I think in the hands of Ed Beach.
While I am going to try more of the GCACW series, one of the core design decisions that puzzles me is the switch away from leaders affecting movement allowances. In GCACW, all Union infantry leaders, for example, roll 1d6 for movement, and all CSA infantry leaders roll 1d6+1 for movement. So ‘bad’ CSA leaders become good movers, and ‘good’ Union leaders become bad movers, so to speak. Because the GCACW games are more complex anyway, that simplification seems strange to me.
Anyway, returning to Lee vs Grant, I finished up playing the short three turn Campaign game. I did that twice, trying out different strategies, and had one minor victory for each side. I shied away from the longer campaign games, not because of the length, but because of the rules load, as much of the advanced rules only really come into play with the longer campaign games.
Offline, a correspondent complained about a certain designer who removed any fun from his games. Balkoski could never be accused of that. No doubt enthusiasts will say the GCACW is wonderful, but there’s more than enough to digest, learn, and enjoy in Lee vs Grant. Great fun, indeed.