Showing posts with label Stonewall Jackson. Show all posts
Showing posts with label Stonewall Jackson. Show all posts

Wednesday, September 11, 2013

Rebel Raiders Replay: 1862 Jump Start Part II: 1863 The Nightmare Year


The Developer & A Naval Historian Team Up Against the Designer in the 1862 Scenario

As noted in Part I, the South built up a strong crust defense and repulsed almost all of the Union’s attacks in 1862, yet despite an initial “happy time” was all but swept from the seas.  On to 1863:  The Nightmare Year

1863 was a nightmare for the South on land.  The Union broke through the crust defense, playing Three Cigars (USN Card 45) which stopped Stonewall Jackson and any Confederate cards from being played and enabled the Northern capture of Richmond. On the following turn the Union cracked the line at Chattanooga – despite a stout defense of three Batteries and J.E. Johnston – and used Grant and Sherman  (USN Cards 8 and 50) and other cards to dash down to Atlanta.  Suddenly there were no arsenals to build Batteries and very few Blockade Runners to bring in cargo. There were also fewer Raiders to destroy Union commerce for Victory Points – and even if more had survived, each turn’s Supply Roll penalties for losing Atlanta and Richmond, as well as the regular one die roll (three dice in all each turn!) would have rendered their point contributions moot.

Thus, the rest of 1863 and into 1864 were very difficult for the Confederacy but Mark did not despair; he mounted inspired counterattacks to keep the South viable. The Union had built a cordon around Richmond by seizing Fredericksburg, Norfolk and Goldsboro but Lee and Jackson nonetheless staged a whirlwind campaign, first recapturing Goldsboro with a regular counter-attack and then Richmond itself with The South Shall Rise (CSN Card 107) to regain the capital of the Confederacy. After Island No. 10’s capture, successive waves of Yankee Ironclads and gunboats conquered Memphis, which the South successfully retook with a Counterattack.


The Union responded to this last Rebel Western Theatre offensive success by marching west out of Union-held Atlanta to seize Montgomery and Vicksburg via its land approach and then on to capture the Fort of Baton Rouge.   This was complemented, after several failures, by Farragut at long last capturing the fort guarding New Orleans from the Gulf. As the nightmare of 1863 came to an end, the South pinned its hopes on a pair of Virginia gentlemen hunkering down in a smoldering Richmond, and on New Orleans, which with its defense of three Batteries, a Gunboat, and an Ironclad though isolated remained defiant and unbowed. 

Tomorrow: 1864 the year the Union players Loose the Fateful Lightning....







Tuesday, September 10, 2013

Rebel Raiders Replay: 1862 Jump Start

 The Developer & A Naval Historian Team Up Against the Designer in the 1862 Scenario


For those who want to dive into the heat of the action, rather than do a slow burn, the alternate 1862 start scenario is the way to jump right into Rebel Raiders on the High Seas.  It begins with the Union half of the April 1862 turn. The Union enjoys a dream hand of cards that historically made that such a great month for the North – and a month after which, it was said, the South never smiled again.

Developer Fred Schachter and naval enthusiast Brandon Musler took charge of the Union, with Fred taking responsibility for the Gulf and Western Theater, and Brandon the Atlantic and Eastern Theater.   They began the game with a chance to conduct four attacks – as many amphibious as they wished – and three of four failed (save for Union capture of Key West).  Designer Mark McLaughlin rolled more “6s” on the dice than anyone should in a single or several turns, thus allowing the South to smile, perhaps a bit early, but grin broadly nonetheless.

What followed was a wonderful if lamentably brief “happy time” for the Confederacy. Its Blockade Runners brought in enough cargo to allow the purchase of two Batteries – in addition to the two normally earned each turn for the Atlanta and Richmond arsenals.  Mark employed his largesse to construct a strong “crust defense” by placing batteries at Memphis, Chattanooga, New Orleans, Mobile and Savannah.  This approach leaves the entrenchment of Richmond until later, entrusting its defense to Bobby Lee and Stonewall Jackson  (CSN Cards 60 & 104).  Mark deployed J.E. Johnston (Card 91) to command in the West and he also had cards in hand for the Ironclad CSS Manassas (CSN Card 71), Hulks, Rafts and Chains (CSN Card 110) and later the CSS Virginia (CSN Card 70) to help defend any port the Union chose to attack.

On land Confederate confidence was rewarded. For the remainder of 1862 the Union onslaughts were repeatedly repulsed, including two failed amphibious attacks on Galveston,  but at sea it was a different story. In four turns the South lost 25 blockade runners with the Union sinking them literally faster than they could be built.  As 1863 opened, there were more Raiders (five) at Sea than Blockade Runners. The number of Raiders would dwindle to three after the Union built packs of hunter-killer screw sloops.  For the remainder of the game the seas stayed blue in more ways than one.


Tomorrow Part II of the Replay: 1863, The Nightmare Year – but a Nightmare in Blue, or in Gray?







Monday, May 6, 2013


This day 150 years ago in Rebel Raiders’ History

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

May 6, 1863

            Historical Event:  The Yankee Nightmare.   On this day Confederate States Navy Commander James D. Bullock is sent to Europe with two million pounds sterling; his mission:  find a shipyard that will build a squadron of ocean-going ironclads that will steam across the Atlantic to break the Union blockade.  One ship will be built – but not in time to see action.  She is the CSS Stonewall, named for the gallant general who fell earlier in May after gaining his epic victory at Chancellorsville.

            Game Connection:  The CSS Stonewall is one of those “what if” events that might occur in a game of Rebel Raiders.  She is represented by Card 74 (see below) and a matching counter.   She can act as a raider – but is much easier to catch than her older sisters – yet is harder to sink, as she fights as an ironclad.
 
 

Saturday, May 4, 2013


This day 150 years ago in Rebel Raiders’ History

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

May 4, 1863
            Historical Events:  While in the East Sedgwick struggled to hold the line to give the rest of the battered Army of the Potomac time to retreat after the debacle at Chancellorsville, in the West Grant was suffering a defeat of his own – although one far smaller in scope – along the Red River.  A Union flotilla went up the Red River to attack Fort De Russy and was repulsed with heavy damage to a number of its ships, notably the unfortunately named USS Albatross. (See the sketch below, made by a sailor at the time).

            Game Connection:  Although primarily a naval game, there is a great deal of land combat – attack and counter-attack—in Rebel Raiders.  Chancellorsville can be recreated through the play of the Confederate cards for Lee and Jackson (as noted in the May 2 blog entry).  Gunboats vs. Batteries is a key part of the river combat sequence in the game, as the Union needs to reduce those defenses in order to even the odds when attacking the cities and fort spaces those batteries protect.


           

Thursday, May 2, 2013


This day 150 years ago in Rebel Raiders’ History

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

May 2, 1863
            Historical Events:  Stonewall Jackson at Chancellorsville and the capture of the blockade runner Wanderer by the screw sloop USS Sacramento.

            Game Connection:  The interception of blockade runners is vital if the Union is to strangle the Confederacy in a game of Rebel Raiders.  The Playbook is packed with examples of how this is accomplished. For a picture of the USS Sacramento, see below.

            Although Rebel Raiders focuses on the naval action in the war, it is also a broader game of strategy.  Cutting off the South’s supplies is one thing; marching down into Dixie is quite another, and many a Yankee player will find himself thrown back, as Stonewall Jackson did to “Fighting Joe” Hooker at Chancellorsville, especially when the Confederate plays the card named after the gallant Rebel general.


 


Sunday, April 28, 2013

First Time Using the REAL Game...

Today I finally got to "play" Rebel Raiders on the REAL game (instead of my old hand-made playtest copy).

Actually, I did not "play" but taught the game.  My friend Bob, who had been a playtester but had not played for months, was the South, and Charlie, who had never played, was the North -- and I coached him just a little, but only on explaining what he could do, not what he should do.

 Bob as the South frustrated Charlie early on...by turn six he had not lost a single city or port...and had lost only Fredericksburg (which he took back) and had Louisville.  His blockade runners were steaming in and out of ports quite merrily and his raiders were having a romp on the seas.

Charlie got on a slow roll...he kept winning naval battles, sinking ships and blowing up batteries, but LOSING the final attack.  We counted: he made 12 amphibious attacks over the course of the game   and won ONE...Savannah was the ONLY port to fall!

But that was key...as from there he rolled through the South, where there were very few defensive batteries - as Bob concentrated on putting batteries in ports and on using his resources to build ironclads.

Charlie came out of Savannah and took Augusta, then into Atlanta and from there straight across to Vicksburg, then fought DOWN through Baton Rouge to New Orleans!

Jackson died defending Fredericksburg, and Grant took Richmond.

The final battle was a huge naval fight at Memphis (fourth such of the game).   Porter's mortar boats finally had an effect, knocking out a battery before the battle, and the duel of U.S. ironclad Carondelet vs rRebel ram Manassas was epic! Six rounds of combat during which four rebel and three union gunboats were sunk, along with one rebel ironclad forced to retreat due to a mechanical failure card and one Yankee ironclad sunk...then it was Carondelet and another ironclad alone vs Manassas and Charlie won.

That cleared the way for the attack by the army which took Memphis...and that was game (Atlanta,Richmond, the three Mississippi cities, negative rebel points makes for an automatic victory)...and it came on the last attack of the last turn of 1864.  (That is normally the last turn of the game, but Charlie played the card that gave him a chance for a 13th turn and he did win the election that would have given him one more turn)

Charlie sank 33 blockade runners through the course of the game -- there are 17 counters available, which means every blockade runner was basically sunk twice (the South still had four on the board)  and he sank four raiders (but Alabama, ironclad raider Stonewall and two others were still at sea)

It was a great game, both had a lot of fun and both want to play again! (Hopefully next time I will get to play!)