Showing posts with label rebel. Show all posts
Showing posts with label rebel. Show all posts

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….

Wednesday, May 29, 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.


Silly Ships of the Civil War: The “Double-Ender” Gunboat Design Pays Off

May 29, 1863

            Historical Event:  The “double-ender” gunboat USS Cimarron captured the Confederate blockade runner Evening Star as she tried to slip through the close-in blockade of Wassaw Sound, Georgia.   The “double-ender” sidewheel design incorporated a rudder at each end so the ship could go in either direction without having to turn around.  They were designed specifically for service in narrow inland waterways.
            The USS Cimarron was constructed in New Jersey and outfitted at the Philadelphia Navy Yard in 1862.  The 860-ton vessel could only make 10 knots, but carried a powerful arsenal of eight guns:  six 24-pound howitzers, one 9-inch smoothbore and one 100-pound rifle.  She participated in several engagements and caught three blockade runners during her service, the first of which was the ill-fated “Evening Star” she took as a prize on May 29, 1863.

            Game Connection:   The Confederate player relies on his Blockade Runners to bring in cargo that translates into badly-needed Victory Points.  These points are vital to Southern production, as they can be traded in for the additional ships, batteries, cards and counterattacks needed to match the growing industrial behemoth of the North.   Gunboats play a key role in making it more difficult for these ships to deliver the goods, as gunboats can stack up in the Blockade Stations, thus increasing the odds of intercepting the Rebel vessels as they try to enter and then leave Rebel ports.

USS Cimarron, courtesy U.S. Naval Historical Center.



           

Tuesday, May 14, 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 14, 1863
            Historical Event:   Rebel raiders expelled from England!

Succumbing to growing popular pressure to curtail ties with the South in the wake of Lincoln’s issuing of The Emancipation Proclamation, construction of Confederate raiders in English ports is halted by order of Her Majesty’s Government.  The chief Confederate agent for those in England, Commander James D. Bullock, CSN, is told his ships will not be confiscated, as the Union has asked, but will be allowed to sail for France, where construction may continue, subject to the whim of Emperor Napoleon III.

            Game Connection:  No game of the Civil War would be complete without a nod to The Emancipation Proclamation.  The Union player can enact it starting in 1863 upon capture of a Confederate city or port.  Among the many benefits the Union obtains from this act is the enhanced abilities noted on USN Card 55 (Diplomatic Pressure).   As noted on the card, the Union selects one of the two European port boxes and places a marker there, not only closing it to the South for the duration of the game, but also allowing him to roll a die for each Rebel ship in that port which will result in either it being seized or forced out to sea.

Sunday, May 12, 2013

An Example of Battle:  Farragut takes on the Rebel Ram Manassas

Here is what a bad day for the Union looks like:  Farragut with only three ships has bulled his way into a port.  The Union uses its one screw sloop to protect one of his two gunboats (gunboats are easily sunk)...unfortunately, not only has the Union chosen to attack a very well defended target (this is about as strong as a defense can get) but the Confederate player has decided to really make the Union pay for it - playing both "Hulks, Rafts and Chains" which adds even more dice and having sent in the Manassas - a ram which he used to target a Union ironclad (not shown as the ram SANK the ironclad)....even with "Damn the Torpedoes..." the Union here is pretty much "damned" - and will retreat with his single surviving ship, the gunboat, thus at least saving Farragut himself....


Saturday, May 11, 2013


Rebel Raiders Rule Book Posted!

Want a closer look at how to play Rebel Raiders on the High Seas?  GMT has posted the rule book on its website for my game:

http://www.gmtgames.com/p-238-rebel-raiders-on-the-high-seas.aspx

You can browse the site and read strategy, historical and replay articles and other material, or you can go directly to the Final Rules link:  
http://www.gmtgames.com/rebelraiders/RebelRaiders-RULES-FINAL.pdf

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.


           

Friday, May 3, 2013

A Look Inside the Box

BoardGameGeek has a video of "inside the box" of Rebel Raiders.  It is a quick look at the components, and the presenter offers some very complimentary remarks about the game, based on what he sees and from what he heard in a podcast interview with my developer/editor, Fred.

You can find the video at:    http://boardgamegeek.com/video/28738/rebel-raiders-on-the-high-seas/un-boxing-of-rebel-raiders-on-the-high-seas-with

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!)

Thursday, April 18, 2013

John Wayne in John Ford's The Horse Soldiers

Inspired by my own posting yesterday, late last night I watched The Horse Soldiers - a great John Ford cavalry movie starring John Wayne and William Holden.

Yesterday I noted that "this day" in Rebel Raiders history (April 17) was about Grierson's Raid, a famous incident depicted in the game by The Horse Soldiers card, which as I explained was named so in homage to the great 1959 movie and the historical novel of the same name.

I first saw The Horse Soldiers when it came out in 1959 (I was five).  I got the 45 record from the local record shop and learned the theme song (which I still know and, I admit, sang while watching the opening credits last night).  I have seen this movie many, many, many times and know the dialogue almost by heart (as I do with most John Wayne films and all of the John Ford cavalry films in which he starred - notably the famous "Cavalry Trilogy" of She Wore a Yellow Ribbon, Rio Grande and Fort Apache). I read the novel the summer after my freshman year of college when I worked selling paint at Sears. The movie of course has so many stock characters and little asides and vignettes that are pure John Ford romanticism - but that perhaps is why it still resonates so with me, 54 years after I first saw it...

...and as the song from the movie says, I, too, "would ride right down to hell, and back, for Ulysses Simpson Grant" -- especially if John Wayne was leading.....

Friday, April 12, 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.

April 12, 1863
            Historical Event: Union naval forces land General Nathaniel Banks’ troops behind Confederate positions on the Teche River in an effort to trap and destroy the Rebels so Banks can march on Port Hudson.  In a three-day running fight that involves a brief naval action between rival squadrons, the Confederates break out with the help of a captured Union gunboat, the Diana.  Also engaged – and finally lost – was the CSS Queen of the West – a Union army warship of the same name that had been captured and put into service by the Confederate army in February.

            Game Connection:  Army-Navy cooperation is a key part of Union strategy in Rebel Raiders, and in many battles small groups of warships must fight to clear the way for a landing.   The Queen of the West, noted above, appears in the game in its original Union colors as Card 38.


Tuesday, April 9, 2013

Rebel Raider Shipping Date Confirmed!

GMT announced today that Rebel Raiders will ship in late April, along with Iron & Oak,  a tactical Civil War naval game which gamers can use to play out the battles in Rebel Raiders if they wish.   A section of the Rebel Raiders playbook shows how to use Iron & Oak for such a purpose.  So when Monitor and Virginia clash, or Kearsarge and Alabama meet, or when you are ready to run the gauntlet of guns at Vicksburg, rather than just play a card and roll a few dice for a quick result, you can go to Iron & Oak and fight it out in detail.



Late April, 2013:

My Friends at GMT have also put my blog up on their site:





Mark McLaughlin's Blog


Mark just started a new blog covering his various novels and game designs. It includes a feature on Rebel Raiders on the High Seas - 150 Years Ago - that ties in the cards with history. Drop by and say hi to Mark and check out the blog. It's here:

Saturday, April 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.


April 7, 1863

- Historical Event: The South Atlantic Squadron attacks Fort Sumter! Flying his flag from the masts of the mighty USS New Ironsides, Admiral Samuel DuPont boldly steams into Charleston Harbor to bombard Forts Sumter and Moultrie. His nine ironclads pound away, taking on the brick and mortar forts and numerous batteries that protect the beating heart of the secession.
- Game Connection: Ship-to-fort combat is a big part of the naval war in Rebel Raiders. Admiral Samuel Francis DuPont is a key leader, and card (US #54), as are many of his ships, including his flagship and the “Giant Monitor,” USS Passaic, which appear in the game as the following cards:


Thursday, April 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.


April 5, 1863

 - Historical Event: Shipyards in Liverpool prepare the Alexandria for service as a blockade runner.
- Game Connection: The Confederate player may build blockade runners in England. As in the war, such vessels play a key role in bringing war material (represented as cargo points) that the South may convert to military use, and as Victory Points which enable the Confederacy to continue the war.


Sample Blockade Runner Counter:

 

Sample of Blockade Runners loading Cargo in Europe; Union warships hunting for a Raider:

Typical Blockade Runner of the type built in England (a schooner-rigged sidewheel steamer, built by Caird & Co. of Greenock, in Scotland, purchased by North Carolina and christened Advance, in honor of the state’s governor, Zebulon Vance. (As depicted in the game as CSN Card #67 – CSS Advance)