Showing posts with label Boardgamegeek review. Show all posts
Showing posts with label Boardgamegeek review. Show all posts

Wednesday, July 24, 2013

What Gamers Are Saying about Rebel Raiders:



“Fun and pretty darn grounded historically;”  “what an ingenious game!” 

“Simple to play, very good for solitaire…thanks for taking the risk and breaking new ground.”

 Gamers continue to say good things about Rebel Raiders on the High Seas.  Here are just a few comments we have received this week:

Panzer Digest magazine: “Fun and pretty darn grounded historically;” 

-“Katie and I welcome Mark McLaughlin – designer of that truly awesome game at GMT: Rebel Raiders.  It’s both fun and pretty darn grounded historically considering the scale – and keeping it playable!”


Michael Syrett  (from Scotland):   “Simple to play, very good for solitaire…thanks for taking the risk and breaking new ground.”
  
“As a veteran board gamer and purchaser of GMT products (I have 30 of your games), I’d like to congratulate Mark McLaughlin and Fred Schachter on their excellent new offering Rebel Raiders on the High Seas.  The naval war between the States has been the one aspect of ACW gaming that has been sadly neglected.  This game, along with Iron & Oak, more than fills the gap.  It is simple to play, very good for solitaire – yet covers most of the key events.  It is right up there among my top five favourite games.  Many thanks for taking the risk and breaking new ground.”
  
Paul Pressler (on Consimworld):  “what an ingenious game!”  “We have had a really great time!”

 My brother and I just finished playing four straight games of Rebel Raiders starting in 1861 each time.  We have had a really great time!  What an ingenious game! It’s easy to play but really brings out a flavor for the war and covers aspects of the war never covered by other games on the war.  Covering the Blockade Running, Confederate Raiders aspects of the war lets the war be seen in its full international scope, which helps one to fully understand the conflict.  Good job on that!  The assortment of Confederate and Union cards was well thought out and guaranteed that each game was different from the other.”

Friday, June 28, 2013

The Ships of Rebel Raiders   -  The Banshee

Rebel Raiders on the High Seas is a strategic game of the Civil War which focuses on the role of the navies on the rivers, along the coasts and on the oceans.  While most ships are represented by generic counters for Ironclads, Blockade Runners, Gunboats, Screw Sloops and, of course Raiders, there are cards and corresponding counters for many individual vessels.  This series presents those cards and offers a glimpse into the history of these storied ships.

The Blockade Runners – The Banshee


The Banshee (CSN Card 68) was one of the first ships built specifically to run the Union blockade.  She was also one of the first commercial vessels to build of steel.

 Under Joseph W. Steele the ship made eight successful runs, giving her owners their investment seven times over.  After a transatlantic maiden voyage in April 1863, most of her runs were from Bermuda or the Bahamas into Wilmington, where she was caught later that year on her ninth and final run by the USS Grand Gulf.  Taken to New York as a prize, she was purchased, armed and rechristened by the U.S. Navy as the gunboat USS Banshee, under which name she joined the blockade in Chesapeake Bay.


Monday, June 24, 2013

Rebel Raiders Rocks –
What Gamers Are Saying About Rebel Raiders on the High Seas – June 24, 2013

Good reports, congratulations and recommendations continue to flow in for Rebel Raiders on the High Seas;  here are some of the latest:

Rebel Raiders Rocks!
“Kudos Fred and Mark on this gem. Really captures the feel of the naval war, with lots of flavor and definitely a player’s game.”
-Darin Leviloff, Foster City CA (and designer of Soviet Dawn, Israeli Independence and Ottoman Sunset)

That Game Really Rocks!
“Charles and I just played about 2/3 of a game of Rebel Raiders (it’s set up on my table until we can finish it). That game really rocks! I’ll write more later, I just wanted to let you know I really enjoy it....I really enjoyed the game, can't wait to finish it. 
Chris Buhl, Pittsfield, MA


A Very Entertaining Game..Oodles of choices to make...
“A very entertaining game.  Oodles of choices to make and opportunities for variation.  I’ve started a second.”
-John Bolash, Consimworld


A Nail Biter Down to the Wire and We Had a Great Time With It
“Got to play our first full game of RR last Wednesday and had a great time with it.”
“A nail biter down to the wire and we had a great time with it.”
-Chuck Parrot, Winnabow, NC


This is a Game I Would Recommend to Anyone
“This is a game I would recommend to anyone. It is fairly simple to learn and understand, but it does not suffer from insufficient strategy and AP. You are constantly second guessing yourself and wondering what you could have done differently with each play.  Really well done game and one I think will hit the table a few more times.”
- Erich Vereen, Leland NC


And Cheers for the AAR too….


….and on the just-completed After Action Report of the game between the designer and naval historian Brandon Musler:

-“I must say this was one of the most exciting AARs I’ve ever read. It reinforces my desire to play RR to death.”
-Pat Kairns, Montreal, Canada

-“I think it says a lot (in a good way) that the designer wants to play his game after all the toil to produce it. I hear sometimes/often that is not the case”

-Steve Duke, Georgetown, Texas

Saturday, June 22, 2013

Musing on Victory – and the “immersive experience” of playing Rebel Raiders or

“ I Think Mahan Himself Would Have Heartily Approved”

By Brandon Musler

On the Design:  a “CFG” (Card Flavored Game) vs a CDG (Card Driven Game)

Overall, I was amazed by how immersive an experience playing Rebel Raiders could be. Normally, I do not favor CDG  (Cared Driven Game) designs, and I really like this new thing called a CFG  (Card Flavored Game) because it had its priorities in order: play mechanics informed and spiced up by cards.  I also liked that there were endless decisions to make, and you could recover from mistakes.

 I thought the whole brown water navy aspect to things was brilliantly conceived and designed -- it fascinated me how the designer encapsulated the entire western theater by blending a point to point subsystem with a CDG dynamic.  He really, really distilled a crucial dynamic of the land campaigns in the ACW...in a game primarily focusing on the naval war.  I think Mahan himself would have heartily approved...but more importantly I feel I gained some crucial insights into a subject that I've never really been able to get my arms around before, despite reading Shelby Foote et al! And of course there was learning about the whole mercantile war via the raiders and runners.   

Union Play

First time players really ought to take the Union side because although the choices seem a bit overwhelming in the first half of the war, the enormous power of the Union industrial base makes it relatively easy to recover from a myriad of mistakes and power to victory in 1863 and 1864...or once Grant is on the board.  In other words, in the basic game we played (or without any of the many optional rules) it is a lot harder for the CSA player to keep morale up and get it right...

In the first year of the war when the Feds are down a die,  (and maybe the second when the odds are even,) it's probably a good idea to use Union attacks to take undefended port cities via amphibious assault. (The designer hinted at this repeatedly during our play, I believe, but I didn't hear it at the time.)  The risk is relatively low and late in the game it will leave the door open to pursue the maximum territory approach to victory.
 
Late in the game the designer reminded me that  the
Union need not take Richmond to win, provided it has 16 other cities (including Atlanta and the three on the Mississippi, which I did have).  At that point, however,  I had only half of turn 11 and turn 12 ahead of me, and would have had to shoot a 100% from the foul line (6 for 6, I think it was) so I chose the "On To Richmond!" path four years late...and then I got really, really lucky with Jackson getting killed etc...
 
 Final Thought:  Great Fun to Play


It was great fun to play, and refreshingly enlightening...pretty much everything I could expect out of historical board game. 

Tuesday, June 18, 2013

Vive l'Empereur - and "Happy" Waterloo Day ...at 7 p.m. tonight the Old Guard goes up the hill....

Meanwhile...

Rebel Raiders Replay Turn 10 (Part 2) April 1864 - DuPont, Conqueror of the Mississippi

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we left off, the mighty CSS Alabama, upon whom the Confederacy (and Mark) had pinned their last hopes for doing ANYTHING at sea, was caught and sunk on her maiden voyage by the largest warship in the U.S. Navy - USS Mississippi.  Now it is the Union turn, and Brandon is turning his sights to another Mississippi - the river and the Rebel fortresses that dominate it at Memphis and Vicksburg...


It is 1864, and the Union has four dice now in combat.  Brandon knows the clock is ticking, and comes on strong.

He comes back at Memphis again but this time plays DuPont (Card 54) to gain a big advantage (Rebel Batteries only fire one, not two, dice in the first round of combat).  With 5 Ironclads and a Gunboat he faces a Rebel force of 2 Ironclads, 1 Gunboat and 3 Batteries.  Two Batteries are destroyed in the first round, along with an Ironclad and the Gunboat, at no loss to the North.  Mark retreats his remaining Ironclad, sending it down river to Vicksburg.   Brandon completes the destruction of the defenses of Memphis, which falls easily and at great cost in VP to the South.




The Union keeps going with its second Assault of the turn.  The Union has so many ships on the river it almost does not have space for them…so down to Vicksburg they come.   The single Rebel Ironclad that survived Memphis and the one Battery there are no match for five Yankee Ironclads – actually, six, as Brandon plays the Tyler (USN Card 18) turning his sixth ship, a Gunboat, into a virtual Ironclad for the brief battle.

Vicksburg falls.   The South is once again in the negatives in VP.

Unvexed to the Sea?

With Memphis and Vicksburg gone, the North needs only New Orleans to complete its conquest of the Mississippi.  Six Screw Sloops come up river from Forts Jackson and St. Philip.  One is lost to the Battery before the Union warships smother it in shot and shell.  Incredibly, however, despite the advantage in dice and Union Tactics – New Orleans holds!


Brandon then turns to hunting Raiders, fails to find any, and spends his builds to buy four Assaults and an Screw Sloops.  He draws four cards, as it is 1864 (the Union gets that fourth draw in 1863 turns).Two Ironclads and a free Gunboat are placed in the Navy Yards.

Saturday, June 15, 2013

Rebel Raiders Replay  (Turn 9 –December 1863) Part 2: The Night They Drove Ole Dixie Down

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we last left off, the North had driven Southeast from Nashville, taking first Chattanooga, then Kennesaw Mountain, placing the Union adjacent to the beating heart of the Confederacy - Atlanta.  Brandon had also swept the seas of ALL Blockade Runners - catching all 8 during the Rebel turn.  Mark has built a few more, and has put in play the mighty Raider ALABAMA! (whose picture appears on the cover of Rebel Raiders on the High Seas).   Now, the Union strikes...Brandon is confident that...


This will be THE Night They Drove Ole Dixie DOWN!

Atlanta, the biggest naval battle of the game so far…and off a Raider-hunting we go!

Half-singing the title and key line from Joan Baez’s classic folk tune as noted above, Brandon gleefully pulls off many of the Screw Sloops from the outer ring of the blockade to go hunting Raiders – and puts no fewer than FOUR off Spain, where Alabama will begin her maiden voyage.

The South now has Five Raiders, including Alabama, and while Brandon fails to find any of the four at sea, each is now covered by at least one Screw Sloop and most also have a Screw Sloop in one or more sea zones around them – this makes raiding much more chancy of a profession….as every time a Raider moves into or raids, it triggers a speed roll by any Screw Sloops present.

Forts Jackson and St. Philip

Despite sending so many big warships out into the Atlantic, Brandon still has enough in the Gulf that he can muster SIX to attack Forts Jackson and St. Philip.   The South plays Mosquito Fleet (Card 81) and doubles the size of the Rebel flotilla there (to TWO gunboats), and with the Battery makes a desperate and heroic – if sadly, doomed – stand.   The Gunboats are sunk, the Battery is destroyed, but they take down two Union Screw Sloops with them.

Atlanta and Memphis

The blue-water Navy actions done with, Brandon turns the Army on to Atlanta.  The South rolls a modified 8 on the dice (a “6” plus three ones – and triples add 2 to the high die total).  The Union Tactics play also yields an 8 – and Brandon decides NOT to risk a re-roll with Grant (as it would be both pointless and would only give the South victory points from the difference in dice).  Since the Confederacy wins ties, the first Union assault on Atlanta is repulsed!

Mark is visibly relieved, and picks up the dice assuming Brandon will come at Atlanta again with another assault – but he doesn’t!  Switching focus, he has Thatcher gather up SIX Ironclads and sends them into Memphis!

The Biggest Naval Battle of the Game -  Memphis!

Six Union Ironclads oppose three Rebel Ironclads with a Gunboat and three Batteries.   Brandon admits this is a “battle of attrition,” and pins his hopes on Yankee Guns (Card 3) and its re-rolls for one round of naval combat as selected by the Union to clear the way, if not for an Assault, then for a second wave of ships to come down the river.

Mark has several options here.
-(1) Hide the Fleet behind the Batteries.
If he does this, the Rebel warships will not fire but neither will they be fired upon.   The North can NOT make an assault along the River if ANY Rebel ships are present.  This would bring about a nearly even fight (six Ironclads, with one die each, vs. three Batteries, with two dice each, both sides needing “6s” on dice to hit), although with Yankee Guns the North would get one re-roll per ship ..giving it effectively twice as many shots.    

While the Batteries might lose they would weaken the Union fleet, which would still have to take on the Rebel Navy if an Assault is to be carried through on the city.

-(2)  Hide the Batteries behind the Fleet.
If he does this, the three Rebel Ironclads and single gunboat are surely facing doom, being outgunned in dice by three to one (six Ironclads, one die each per ship, one die each per re-roll) but it could knock one or two Yankee ships out, and leave the Yankee ironclads to face the Batteries without their re-rolls (each ship can only use ONE re-roll per battle with Yankee Guns). 

Unfortunately, should the Rebel ships go down, the North can still launch its Assault – although Brandon would surely go in for at least one or two rounds to try to take out the Batteries and thus improve his odds of hitting the city.

-(3)  All on the Line.
This third option puts every Rebel piece into the line.  It maximizes Rebel firepower and gives the Yankees more targets than they can hit, although as they can still pick and choose.   It gives the North the option to go all in for batteries or put everything against ships.  This is Mark’s choice.

The Big Battle Commences:  man-o-war a man-o-war

Brandon decides to go man-o-war a man-o-war (and Battery).   He puts one Ironclad against each Battery and Ironclad.





In Round One, with Six initial dice and five re-rolls, Brandon manages to sink only 1 Rebel Ironclad.  The South, with Ten dice (two per each of the three Batteries, one per each of the four ships), returns the favor and sinks 1 Union Ironclad.

Round Two sees the Union miss entirely, and lose an Ironclad.  

Brandon retreats his four remaining Ironclads…thus ending this, his second Assault of the turn.  He still has two more Assault cannon, however, and this time he comes in by land.

With three Batteries still intact, that is three dice to add to the normal two for Confederate defenders.  The Union has only three dice (it is still 1863)….the result is a tie; the Union is repulsed.

 “Live by the dice, die by the dice” murmurs Brandon, who spends his builds to replace the two Ironclads and one of the Sloops he lost, and to buy a third Assault for next turn.


To be Continued….

Thursday, June 13, 2013

 Rebel Raiders Replay  (Turn 8 –August 1863; Part II - The Union Turn)

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we left off, Mark was lamenting that Brandon was sinking Blockade Runners as fast as the South could build them, yet thanks to Cotton is King (Card 87) the remaining Blockade Runners managed to deliver a dozen victory points, to which the Raiders contributed another four.  Mark placed batteries in Chattanooga and Atlanta, expecting Brandon to build on his success at Nashville and strike at the heart of the Confederacy.

Grant Heads South(east)

Piqued that the South managed to get as much Cargo through as it did, Brandon sends his Gulf Squadron roaring into Galveston – wanting the Blockade Runner sitting there as much as he wants the city itself; he gets both and knocks the South down twice in Victory Points  (VPs) (from the victorious assault and the bonus die roll for taking the city).

That little bit of administrative tidying up done with, he plays All the World’s A Stage (Card 39) which allows him to draw two cards at random from the Rebel hand; one of which he must return but discard the other – in this case, the powerful Rebel Yell (Card 98) which would have given Mark three bonus cards.

Chattanooga beckons, and using the Siege Train (Card 48) to add a fourth die and Union tactics (giving up two of those dice to gain a plus 2 advantage to his highest die) Brandon  attacks!  What would have been a tie (and thus a Union repulse) is saved by Grant (Card 8) who by virtue of his re-roll snatches victory from the jaws of defeat – and the city falls.  Again, the South loses precious VPs both from the battle and from the loss of the city.  

The South takes some (very) small Southern Comfort as the Union fails the die roll that would have allowed Brandon to keep the Siege Train card, and back into the deck it goes.

 Hardly pausing to shrug off this minor disappointment, Brandon presses on to attack the undefended space at Kennesaw Mountain, which easily falls – and this costs the South a pair of VPs due to the difference in battle dice.  This space is important, as it is adjacent to Atlanta – the jewel and iron foundry of the South.  Its loss would be dearly felt by the Confederacy, for so many reasons.

Brandon places the two Ironclads he built last turn in the Union river ports, along with the free gunboat the North gets there each turn, and places the two Screw Sloops he also built last turn, along with a free gunboat, in the Navy Yards.  He buys TWO extra Attack Pawns – meaning he will be able to conduct FOUR Assaults next turn.


To be Continued….





Wednesday, June 12, 2013

Rebel Raiders Replay  (Turn 8 –August 1863)

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we last left off, the South was reeling from the loss of Nashville – whose capture took no less than three assaults (two by river and one by land) in one turn to secure.  The capture of the city allowed the North to declare the Emancipation Proclamation, thus further hampering Southern efforts to bring in badly needed cargo from abroad...


Blockade Runners – We Few, We Happy Few…

While there are still at least a few (oh, how very few) Blockade Runners out there, Mark plays Cotton is King (Card 87) which increases the value of each Cargo counter brought home this turn by 1 extra VP.  Although three (fully loaded, of course) Blockade Runners go down, five get through – and thanks to King Cotton they unload 12 VP.   Raiders manage to scramble about for 4 more VP.

Of course one problem with being one of the “few” is that the band of brothers keeps getting fewer….

After losing 5 VP on the Supply roll (an attrition roll to reflect on the cost of maintaining the war effort) the South has 35 VP left – and Mark cashes in 20 of them to start another Ironclad.  Batteries go down in Chattanooga and Atlanta, to attempt to build up a line of defense against the now unleashed Grant, who may strike out of Nashville toward the Confederate heartland. Four Blockade Runners, bringing the total in play to eight, and a Raider are built.


The Rebel deck is reshuffled as per Cotton is King.

Tomorrow, the Union half of the turn....To be continued....





Monday, June 10, 2013

Rebel Raiders Replay  (Turn 7 –Mid-game Pause and Assessment)

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we last left off, the South was reeling from the loss of Nashville – whose capture took no less than three assaults (two by river and one by land) in one turn to secure. 

The fall of Nashville means more than just battering open the gates to the largely unprotected heartland of the Confederacy.  It also allows the Union player to declare the Emancipation Proclamation.  Here is a brief note as to what that means, and an assessment of the game’s overall situation as the players cross the midpoint.

Emancipation Proclamation

The capture of a city in 1863 allows the Union to declare the Emancipation Proclamation – which Brandon does.  This removes the Trent and Royal Navy cards now in play – and forever removing the threat that the North will again have to send three Screw Sloops that had been placed on the later earlier in the game.  Maximillian is also removed from the deck, and both sides reshuffle all discards.  In addition, two of the six 2VP cargo markers are removed from play, which, combined with the nearly complete destruction of the Blockade Running fleet, and the tight inner and outer blockade, all but put an end to the Confederate blockade running option.

All hope for VP to keep the South in the war now rests with the Raiders, who are being hunted mercilessly by killer packs of Screw Sloops…..one pack of which finds but misses one Raider, while another pair of stacks sinks two more Raiders.

The Union builds two Ironclads and buys a third attack for next turn….


OVER THE HUMP – Mid-game Situation

Rebel Raiders normally has 12 turns, although a 13th is possible through card play and die rolling.  Seven of those turns are now over, putting the game over the hump and past the midpoint.

In terms of cities, as August 1863 (Turn 8) dawns,  the South is not doing badly at all.  It has lost Island No. 10 and Fort Henry, and Louisville. It is not the loss of this shield but the capture of Nashville that truly hurts – for this opens up the Confederate heartland, which Mark has ignored in favor of building a strong outer ring.  It also allows the Union a shot at Memphis from the land side.  This means that even if the Union fleets do not manage to sink the Rebel ships (two ironclads, two gunboats) the Union Army can take its chances against the Batteries.

On the coast, only St. Augustine has fallen, but the blockade is solid.  Every Blockade Station on the Atlantic and most on the Gulf has one or more ships on patrol, and there are one or two Screw Sloops offshore in each zone as well.  There are very few Blockade Runners left, and with Emancipation Proclamation reducing the number of 2 VP cargo available, things look very bleak for the smuggling trade.   The Raiding fleet has been decimated, and the Union has strong forces sweeping the seas.

While the South has a long way to go before falling,  the tide has turned…..

To be continued…. (Illustration below is a (fuzzy) bird's eye view of the situation)




Sunday, June 9, 2013


"Wow!" and other nice things gamers are saying about Rebel Raiders on the High Seas

-We pause in our continuing coverage of the replay of a game between the designer and a naval historian to note and acknowledge some kind words posted about the game:

"Wow!"
- Jean Leviathan of Lublin, Poland

"Oh, now you've gone and made me want to buy this.  My wife will not like you."
-Barry Kendall, Lebanon PA

"It's an easy system to teach and learn.  As others have said, 15-20 minutes and we're good to go! If anyone likes tension in a game they will love Rebel Raiders."
-Pat Kearns, BGG

and also from Pat:

 "Happy to read that a module" (for Vassal) "is in the 'works.' I (and others) will patiently await its arrival as I go about teaching the game to a few more eager friends"

-Thank you all, and I hope you all continue to enjoy playing Rebel Raiders on the High Seas!



Friday, June 7, 2013

Rebel Raiders Replay  (Turn 7)

Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

When we left off, the South was suffering from an increasingly effective Union blockade, and girding itself for the terrible swift sword the North is preparing to wield at the dawn of the new and fateful year - 1863


Turn 7 – April 1863   “The Yankees Are Coming!”  - The First Battle of Nashville

The Confederate submarine David  (Card 65) tried to open a path on one Blockade Station, but failed. Three more Blockade Runners are caught.  The Raiding fleet, now being hunted and shadowed, manage to snag only 3 VP – and what Blockade Runners made it home brought in a mere 2 VP.     The South is now done to single digit VPs, which means no more heady bonus buys of batteries and ironclads!

Fortunately, the Tredegar Iron Works (Card 95) is once again drawn after having been reshuffled into the deck, and that again means a third battery – so Norfolk, Wilmington and Mobile get strengthened, and 4 Blockade Runners and a Raider are built.

“The Yankees Are Coming! The Yankees Are Coming!”

With the number of dice thrown in land combat now finally to the Union’s advantage (it increases in 1863 and again in 1864) and his wall of ships on blockade firmly in place, Brandon begins the great push – and last turn he paid build points to allow him to make a third attack.   The first target is Nashville:

Battle of Nashville – Ironclads vs. Batteries; Five Card Stud or "You Shall Not Pass!"

Brandon now has FOUR Ironclads on the river, and with a pair of gunboats they sail into Nashville – which has three batteries.

Proclaiming loudly "You shall not pass!" Mark empties half of his hand to defend the city – playing Infernal Machines (56), The Mosquito Fleet (81) (which adds a Gunboat on a die roll) and the Hulks, Rafts and Chains  (110) CardsBrandon makes one of his Ironclads The Carondelet (Card 15) and plays Queen of the West (38) to turn a gunboat into a ram.   This makes FIVE cards being played out of the 12 held by the two players.

 The Infernal Machines force one Ironclad and one Gunboat to retreat.  The Queen of the West misses ramming the Rebel Gunboat.   In the exchange of fire the Union loses an Ironclad and a Gunboat, the South loses its sole Gunboat and one of the three batteries.

Brandon decides that his two surviving Ironclads are not enough to take on the remaining two batteries --- as the Union would have but one die each vs. two die per Battery.  He retreats, but only so he can unleash a second, fresh force…as we will see next time in Turn 7 (Part II) – The Second Battle of Nashville.
  

To be continued…


Thursday, June 6, 2013

Rebel Raiders Replay  (Turn 6)
Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA


When we left off last time, the Union blockade had become so formidable that nearly half of the vessels trying to run it were caught - most with their cargo.  The net suitably tight, now the North is starting to send out packs of screw sloops to hunt down Raiders....

Four more Blockade Runners go down --- Brandon is capturing them faster than the South can build them.  Twelve victory points are acquired by the South this turn, bust mostly from Raiding, not Running.  Memphis is strengthened by the Gunboat the South built last turn (which was built in Vicksburg, as I failed to mention, as an Ironclad appeared in Memphis last turn and the South may only place one ship per port per Build Phase, other than through card play).

Beauregard (Card 88) again appears, with that blessed third battery, and Nashville and Memphis are now brought up to full strength with three batteries each, and another is placed in Richmond, just to safeguard the capital.   The South builds four Blockade Runners, one for each lost this turn, and builds a Gunboat in Memphis.

Brandon decides it is time to start chipping away at the Atlantic, and goes for an Amphibious Assault on Wilmington.  His fleet of four Gunboats and the Screw Sloop Brooklyn (Card 13) gets a surprise as the Ring of Fire (Card 101) adds a second battery to the defenses…although Mark rolls horribly (even with the bonuses from the card) and sinks only one Gunboat, Brandon backs off rather than take on two batteries with his under-gunned force.

Diplomatic Pressure  (Card 55) is applied through the card of the same name, which sends the Trent and Royal Navy (Cards 83 and 62) to the Discard Pile - this frees up the three screw sloops that were on the later card, giving the North yet more big warships to go a'Raider-hunting.

Brandon buys an extra Attack for next turn, as well as another Ironclad and some Gunboats.   Turn 7 apparently is going to be the start of the "big push," as it will be 1863 - which means the North increases its attack dice from two to three - giving it the edge on the South, which remains at two.  The Union is learning the art of war...and how to use its massive industrial base to powerful effect.

Images below:  The big map situation early in Turn 6, before the Union play...




...and some of the cards played on Turn 6....






Wednesday, June 5, 2013

Boardgamegeek Praises, Recommends Rebel Raiders in After Action Report

In an after action report posted on June 3, on Boardgamegeek,  J.R. Tracy calls Rebel Raiders on the High Seas:  "a surprisingly light and breezy (in a good way) treatment of a sprawling topic. The vast scope of the naval war was captured in a way that still left room for a little tactical nuance in terms of deployment and combat resolution. The cards add a lot of flavor...."

To read the after action report (which begins with a brief AAR of a short Advanced Squad Leader game) go to:

http://www.boardgamegeek.com/blogpost/20077/aar-3-june-2013-advanced-squad-leader-rebel-raid






More Praise for Rebel Raiders:

"A very entertaining game," says John Bolash in a posting last week on ConSimWorld.  "Oodles of choices to make and opportunities for variation."

...and this from Steve Duke, commenting on the postings on my blog of the  Replay of the game between Naval Historian Brandon Musler and myself (which will resume tomorrow with Turn 6)....

"I think it says a lot (in a good way) that the designer wants to play his game after all the toil to produce it. I hear sometimes/often that is not the case."

Tuesday, May 28, 2013

 "Inside the Box" of Rebel Raiders by The Gaming Gang - and some "Wow" Praise

Jeff McAleer of The Gaming Gang has an 11-minute "inside the box" preview of Rebel Raiders.  His preview is very upbeat, and he says especially nice things about the Playbook  - "I love the GMT Playbook!" says Jeff, because it includes "historical info,"  "how to play the game," and "rules for advanced play."   All of that, says Jeff, "really helps turn a light bulb on in my head."

http://thegaminggang.com/2013/05/tgg-inside-the-box-rebel-raiders-on-the-high-seas-from-gmt-games-video/


Two AARs of the game were posted on Consimworld this weekend.

"We'll definitely play again"

Allen Hill in his report called it "A fun game, not least for providing detail to the naval campaign while abstracting the land struggle.  The Union player has to be prepared to watch blockade runners and raiders roll successfully time after time, with nothing to do for it, but then the tide turns as the Union economy and land forces grow in strength and effectiveness. We'll definitely play again!"

"All I can say was....WOW!"...."What a great strategic game!"

Pat Kairns wrote in his comments: "It's rare that a game 'grabs me' as quickly as RR."...and "This IMHO is a MUST play game!"  "What a great strategic game" and "had a blast!"


Saturday, May 25, 2013

A Game in New York City --- After Action Report to Follow

Yesterday I went to New York City and played Rebel Raiders with my friend Brandon, who knows more about all things naval than any other person (save one) I know. (That other one is Christopher Vorder Bruegge, another old friend who also served as historical consultant for the game).

It was a lot of fun to finally play with my own game in its published form.   I will be posting turn-by-turn after action reports of the game over the next week, in between "This Day in Rebel Raiders History" and other entries.  I figure it is better to present it in small bites, rather than put it all on the table at once.   Suffice it to say that we start out nice and slow, but the game gathers speed quickly, and Turn 7 (April 1863) was the real thriller -- where we dumped half of our hands in one battle.....

More anon....in the meantime, a good Memorial Day Weekend to all....

Thursday, May 23, 2013

PBS Airing Rebel, About a Confederate Female Soldier Turned Spy -
-and there are spies for both sides in Rebel Raiders on the High Seas

One of the perks of being a journalist is previewing television shows for PBS, and today on Examiner.com I posted one for Rebel, which airs tomorrow (Friday, May 24) at 10 p.m. on most PBS stations.

Told through dramatic re-enactments Rebel is the true story of Loretta Velazquez, "an Hispanic woman in a white man's war" as she described herself in her memoir, A Woman in Battle, first published in 1876 (and still in print).    Donning her late husband's uniform she enlisted as a lieutenant in the 7th Louisiana and fought at both Bull Run and Shiloh.  She later became a spy for the Confederacy - and eventually may have been turned into a double-agent by the Union.

Two well-known female spies of the war appear on cards in Rebel Raiders:  actress Pauline Cushman (USN Card 39: "All the World's a Stage) and Rose O'Neal Greenhow (CSN Card 82: "A Rose by any other name...")

For more on Rebel, follow the link below to my article:  (the illustration below is of actress Romi Dias, who plays Loretta Velazquez in Rebel; photo courtesy of PBS Voces).

http://www.examiner.com/review/rebel-an-hispanic-woman-a-white-man-s-war-premieres-on-pbs



Tuesday, May 21, 2013

Silly Ships of the Civil War


As one follower of my blog remarked upon seeing the picture of the USS Choctaw (see the posting for yesterday, May 20)  "it's hard to imagine that was an actual warship!"


Well, it was -- and Civil War ships are indeed a bizarre  and ungainly lot, as there are ironclads, cottonclads, timberclads, putt-putt steamboats, mortar-boats, fire-rafts, paddlewheelers, armed merchantmen, screw sloops, steam frigates, traditional sailing ships, ships that combined two or  three types of propulsion, gunboats, rams, raiders, submarines, dummy warships (like the "Black Terror") ocean-going tugs - and even an ocean-going ironclad raider -- the CSS Stonewall.....

Most of those bizarre ships appear in Rebel Raiders on the High Seas, as even a cursory look at the countermix or cards will show.   

One of the things i loved most about designing this game was researching and reading about the ships...and the men who served aboard them...

For a scholarly yet entertaining look at these ships and how they fought, I suggest James McPherson's War on the Waters, which came out last year.  You can hear him (and Craig Symonds, another great Civil War naval historian) talk about it on this link:  I was present at their session at the New York Historical Society last October -- and I am on camera at the 39 minute mark asking a question about Rebel Admiral Buchanan and Commander Montgomery, both of whom appear in the game.



Monday, May 20, 2013


This day 150 years ago in Rebel Raiders’ History

-Dedicated to Civil War episodes, battles, people and ships that also appear in my game, GMT’s Rebel Raiders on the High Seas,  

May 20, 1863

            Historical Event: Siege of Vicksburg.    
            After Pemberton’s retreat from Champion’s Hill (see the May 16 blog entry), Grant pressed forward, overrunning hasty Confederate works on the Big Black River on the 17th.  Federal engineers bridged the river and three Union corps crossed on the 18th.   Grant’s attempt to carry the fortified city of Vicksburg by coup de main on the 19th was a costly failure, resulting in nearly 1,000 casualties.  On May 20 the Union dug in, beginning the formal siege. 
            To complete the siege by water, Porter sent two ironclads (Choctaw and DeKalb) and four gunboats to attack the Rebel shipyard at Yazoo City.  The garrison set fire to the yards and to the three warships under construction rather than surrender them to the Union.

            Game Connection:
            Vicksburg is one of the three keys to the Mississippi, Federal control of which is one of the requirements for a Union victory.  Grant is in the game as a card (USN #8), and Porter appears both as a naval leader marker and as a card (USN#2).  Ironclads and gunboats are vital to both sides when battling for supremacy on the Mississippi.

Below is a photograph of USS Choctaw taken off Vicksburg in 1863 (Department of the Navy, Navy Historical Center)

            

Thursday, May 16, 2013


This day 150 years ago in Rebel Raiders’ History

-Dedicated to Civil War episodes, battles, people and ships that also appear in my game, GMT’s Rebel Raiders on the High Seas,  

May 16, 1863

            Historical Event:  Champion’s Hill.  Two Union corps under generals McPherson and McClernand repeatedly attack Confederate forces on Champion’s Hill.  Although the combat is indecisive, Confederate general Pemberton decides to retreat – but instead of marching to link up with J.E. Johnston as ordered, he decides to fall back upon Vicksburg.  It is a fatal decision, as not only with the South lose the city in two months, Pemberton’s 20,000-man army will fall with it.

            Game Connection:  Vicksburg is one of the three key cities, along with New Orleans and Memphis, which the Union needs to take to control the Mississippi.  Taking those cites not only costs the Confederate player much needed supplies (represented in victory points lost through die rolls each turn)  but is also one of the key conditions of victory for the Union.



Wednesday, May 15, 2013

GMT Sale -- Get Rebel Raiders for Half Price!

GMT is having a big sale - for a limited time order one or two games and get them at half off the list price...This offer applies to Rebel Raiders and Iron & Oak as well as their other games...this means you can game the Civil War on the strategic level with Rebel Raiders, and fight out most of the naval actions tactically with Iron & Oak  (as the rules in Rebel Raiders' playbook describes) -- all for the price of just one game!

Shipping Now!!
  
 
  
  
Rebel Raiders Cover  
  
 
  
  
 
 
  
  
 
  
C3i 26 Cover 
  
SE CE Cover  

MMW Cover  


CoR Cover 
   
Andean Abyss Cover 
Bloody April Cover
Panzer Cover

Panzer Exp 1 Cover 
Panzer Exp #2 Cover 
DS Cards Cover 

Ardennes Cover

Reds Cover 

RW Preview


NW Korea Cover
   
DS Cover 
3rd Printing w/ New Art!
1989 Cover



VQ Cover 

 Bomber Command Cover

CCA Cover





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Hi guys!

We're having a ONE WEEK sale!!!! Here are the details:

GMT Games Twitter Celebration Sale!!

For those of you with Twitter accounts, you may have noticed that our account on Twitter (and Instagram) is now live. We invite you to Follow us to keep up with the GMT news on a daily basis. Here's the link:


We're happy to have expanded our social media outreach this week, and a bunch of you guys have helped us with background details and information and also with spreading the word, so we're going to have a "Twitter Celebration Sale" for EVERYONE to mark the occasion and to thank you all for your help with spreading the word and helping out with our social media expansion.

Details: Between now and next Wednesday (May 22nd), you can make ONE ORDER with either ONE or TWO IN-STOCK GMT GAMES, and get those games for 50% OFF the retail (or sale - the games on our Specials page DO qualify) price.

Note: this only applies to IN-STOCK games, and only games from GMT, not from the third-party companies (Consimpress, UGG, etc) that we rep on our website.

Coupon Code: When you place your order on our website (www.gmtgames.com) or with our office ladies (800-523-6111 or 559-583-1236 or via online chat from our website), use the following Coupon Code at Checkout to get your discount:

TW1350

Normal Shipping Costs apply.

I hope you guys can use this opportunity to pick up a game or two that you've been wanting at a terrific price! Enjoy!