Manassas

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by Don Lowry


Here we have yet another independent designer publishing his own game. This is a tactical (brigade level) simulation of the first major battle of the American Civil War, First Bull Run or, as the Confederates called it, First Manassas. The designer/publisher is Tom Eller, using the name Historical Simulations, Ltd. The review copy, at least, came in an unusually shaped (for games) 24" x 6" x 3 1/2" plain, corrugated box. The mapboard was rolled, not folded - actually a disadvantage when, it comes to training it to lie flat. It is printed in black, blue, brown and green on 34" x 23" white, heavy paper.

The graphics are quite good. The map is large, easy to read, attractive, and seems to be exceptionally accurate. The terrain effects chart is printed on the mapsheet. Each hex is numbered individually, a la SPI. The rules book contains twentyeight 8.5"x11" pages. There are two 5 1/2" x 8" sheets of 1/2"-square unit counters Union black on blue, Confederate black on grey. You also get a 6" x 7 3/4" card containing the Combat Results Tables and a 5 1/2" x 8 1/2" coupon that can be sent to the publisher to have your name placed on a list of postal MANASSAS players and request a copy of the list for your own use in locating opponents.

MANASSAS is by no means a conventional board game. It does employ a hex-grid map and cardboard unit counters but beyond that point it is very unconventional. Movement is simultaneous, for instance. I can't explain it all without reproducing the rules book, but basically it's like this: Each side writes down orders for each of its units, indicating what they are supposed to do this turn.

The intentions of the two sides are then compared to see if they interfere with each other and how. It is a very sophisticated, and complex procedure. Part of it is that each turn is divided into 2 phases.

The first includes all combat and the first 6 movement factors of every unit.

The second phase is for the last 6 movement factors. All units have 12 movement factors, differences between infantry, cavalry and artillery being shown by the number of factors they must expend for various types of terrain. Therefore unit counters do not need to show their movement factors and don't. Neither do they show their combat factors. These are on separate counters that are kept hidden underneath the "Unit Identification" counters.

A step reduction system is used wherein only the combat-factor counters are changed. Each step equals 3 combat factors.

Unit counters also have a line across the top called the facing symbol, indicating the position of the unit in line. This facing symbol must be turned towards a hex corner, to indicate a line abreast formation, Then the two hexes in the unit's Zone of Control bordering that corner are in the unit's front. The two at the opposite side of the counter are its rear and the remaining two are its flanks. Infantry may also use a column formation, which is indicated by turning the facing symbol to the north hex side. Columns have different movement costs on the terrain effects chart and fight at 1/3 of their intrinsic strength. There is only one cavalry counter in the game. It can be mounted or dismounted. The latter corresponds to infantry in line. Mounted it has movement capabilities entirely different from the infantry, and only half the strength it has when dismounted.

There are also army head quarters units, which have no combat strength, zones of control, or stacking value. Units which cannot trace a line of communication, not more than 12 hexes long, to their army HQ unit can only move in the second phase, not in the first.

There are six turns per day. The game begins on the 6AM turn, 20 July 1861, and ends upon completion of the 4PM turn, 25 1861. Optional Rules include Night Disengagement, Weather, Limited Intelligence, and Artillery, The latter involves the employment of artillery counters, divided into 3 categories: Smoothbore, Rifled, and Parrot Rifled. These can fire out to a range of 4, 6, and 10 hexes respectively, their effectiveness decreasing as the range increases.

Without more experience with the game I can't really judge the mechanics, except to say that if you like short simple games, this one is not for you. But it would appear to be just the thing for those who don't mind accepting complexity for the sake of realism.

I would argue with the designer's interpretations of Civil War cavalry and artillery. Regarding the former: Stuart commanded the 1st Virginia Cavalry Regiment at First Bull Run. This was not the only sizable body of cavalry present there. The Confederates also had Harrison's Battalion and the 30th Virginia Cav., as well as 10 independent companies. The Federals has a battalion of cavalry from companies of various regular regiments, which was assigned to Porter's Brigade. But mainly I would question the ability of Stuart's regiment to fight dismounted. Though I have no specific information about the 1st Va. Cav. at 1st Bull Run, I know that even as late as Gettysburg the Confederate Cavalry under Stuart usually had only I or 2 squadrons in each regiment (5 sqdns) armed with carbines or rifles for fighting dismounted. The rest had only sabers and revolvers.

As for the artillery, why distinguish between Parrot Rifles and other Rifles (probably mostly James Rifles at Bull Run) and then lump all Smoothbores together? The differences between 6pounder guns, 12-pounder howitzers, and 12- pounder "Napoleons" was considerably greater than the difference between the two types of rifles. For instance, the howitzers could not fire solid shot, and the 6-pounder couldn't fire shell, Also the effectiveness of most of these smoothbores at cannister (close) range was considerably greater than that of the rifles. But in the game they are all the same at close (1 hex) range. Nevertheless, despite this nitpicking, if you don't mind complexity, are interested in an innovative game system, and especially if you're interested in the horse and musket era, this game is well worth the very reasonable price. It sells for $6.00 plus $1.00 for postage and handling, and is available from Historical Simulations, Ltd; 85111 High Street; Charleston MA 02129.

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© Copyright 1975 by Donald S. Lowry
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