Showing posts with label Trent Affair. Show all posts
Showing posts with label Trent Affair. Show all posts

Tuesday, October 8, 2013

France and England in the Civil War – and in Rebel Raiders


Last week a gamer asked about how Rebel Raiders on the High Seas handles “the interplay between Southern military fortunes and how far Britain and France would risk war by building Southern ships?" 

As a strategic naval game of the war, Rebel Raiders has to account for the role played by the great powers of Europe.  It does this in several ways:

-1. Ship Building: One Raider a Turn
-Each turn the Confederacy can build one Raider in either of the two overseas map spaces that represent England and France.  Doing so uses up one of the South’s allotted builds (usually five a turn, but fewer as the South loses cities), and also requires the expenditure of a Victory Point (this reflects the cost of purchasing and arming the Raider).  There are also cards that provide the South with a free Raider in one of those ports, and special Raiders at that (CSN Card 63 – CSS Alabama, CSN Card 64- CSS Shenandoah and CSN Card 74-CSS Stonewall).

-2. Ship Building: Blockade Runners
-Each turn the Confederacy may build one or more Blockade Runners overseas.  In 1861 the South builds one abroad, in 1862 they may build two, in 1863, three and in 1864, up to four.  Again, these count toward the South’s allotted builds (although by 1864 the South usually has been reduced below its original build level, and is also less likely to build Blockade Runners as there are either few ports left to unload in, or those ports are so heavily blockaded by the Union as to make getting in or out of them extremely risky. There are also cards that give the South free Blockade Runners in Europe (CSN Card 84 – The Douglas) and in the other overseas boxes, most of which were part of the British, French or Spanish empires (CSN Card 108-War Profiteers)


-3.  Investment: European Front Companies provide Arms to the South
The South relied on European companies for much of its war material (as well as luxury goods and civilian necessities).  The loading/unloading of Victory Points (VPs) reflects that, as these VPs may be used to purchase ships and batteries and counterattacks, and are needed to fend off the degradations of the Supply Roll and penalties for losing cities.  Several cards reflect this trade, and the establishment of front companies in their colonies by European interests which fed arms and other goods to the South.  These include CSN Card 99 – The Queen’s Artillery – which allows the South to cash in one 2 VP European cargo counter for a battery …which normally costs 20 VPs, and Cards 87 –Cotton is King, 93 – Herrera & Co. and 94 – To the Dark Shores, each of which offers the South increased opportunities to gain additional VPs. 

-4. “Intervention”: Trent Affair, Maximillian, and Royal Navy  
-While some games and novelists like to toy with the ‘what if’ of French or British armies or navies fighting for the Southern cause, Rebel Raiders sticks to what these great powers did do, as is reflected in the Cards in the game.  The play of the Trent Affair (CSN Card 83) provides an opening for the play of Maximillian (CSN Card 61) and Royal Navy (CSN Card 62).  The first makes Mexico, where the French had installed Maximillian as emperor, very friendly to the South: providing one free Blockade Runner a turn plus a modifier to the Southern Supply Roll die.  The second simulates the movement of British warships and troops to Canada (which occurred as part of Britain’s angry response to the Trent debacle) by requiring the Union to take warships out of play to guard against this threat (as also occurred).   

-5. The Emancipation Proclamation and Diplomatic Pressure

-The Emancipation Proclamation event changes how Europe viewed the war, and reduces European support to the Confederacy.  It  removes Trent, Maximillian and Royal Navy from the game (and if Royal Navy has been played, frees up the Union warships which responded to it).  It also removes two of the six  VP cargo markers from play, which makes it more difficult for the South to bring home large amounts of Victory Points each turn.   Diplomatic Pressure (USN Card 55) forces the discard of Trent or Royal Navy and, if played after The Emancipation Proclamation, closes one of the two European ports.  Any Confederate ships in that closed port are either chased out (where they can be intercepted) or seized by the European government.







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....






Thursday, May 30, 2013

Rebel Raiders Replay
Designer Mark McLaughlin as CSA; Naval Historian Brandon Musler as USA

My old friend Brandon knows more about naval warfare and naval games than just about anybody I know, and as he had invited me to NYC where lives to hear a lecture at the Soldiers and Sailors Club that night, we decided to make a full day of it by gaming Rebel Raiders.  Although the Playbook offers many optional rules for advanced and enhanced play that “spice up the game considerably with added variability,” as Brandon put it, we decided to stick with just the basic game as this is where all new gamers should start.

 Turn 1 – April 1861

As the Confederates I open with Card 96 – “The Most Daring Blockade Runner” Francis Nathaniel Bonneau.  This gives me a free Blockade Runner in Havana, loaded with a 2 VP cargo and immune to interception this turn.  I also play Card 94 -  To the Dark Shores, putting bonus VP cargo on three foreign ports ..AND then I also play Card 83 - Trent Affair – a prerequisite for play of cards that can be quite detrimental to the Union (Royal Navy and Maximillian) should I draw them.

Playing my entire starting hand at once is lot a shot across the bow to Brandon, letting him know this game is not going to start slow.

My first move is to take the Raider that begins in New Orleans (historically Raphael Semmes and his CSS Sumter) out into the Gulf – and she is immediately caught and sank!  (A bad opening omen for the South). I send out my six Blockade Runners to load cargo, and hover offshore in international waters rather than use up all of their movement points just to leave them vulnerable to Union searches in the Blockade Stations or Coastal Areas.   Bonneau, of course, does come home to deliver his cargo.

The Confederacy places batteries at Louisville (taking Kentucky) and Wilmington, to guard a Blockade Runner I built there.  Two other Blockade Runners are built in other fortified Atlantic ports, and another Blockade Runner and a Raider are built in Europe..

The Union moves to reinforce the blockade but eschews land combat, preferring not to risk losing VPs in attacks where the Union rolls only 1 die and the South 2 – and where the South wins ties.   As Brandon put it:  “I’m a numbers kind of guy, and the odds aren’t even 50-50.”

He plays Card 30 - Gustavus Fox to get some free gunboats for this and subsequent turns.


To be continued…..