by Robert Markham
The original design intent for Lee Invades the North was to do an operational Civil War game that showed the problems of command in a moderately complex fashion. Moreover, our schedules demanded something we could playtest in 2-5 hours. The game system holds some new concepts. The command system is the heart of the game. It might take a few playings to realize some of the nuances of the system and what that means in terms of play. For example, it is very tempting for the Confederate player to spread his forces out across the map and garner some easy victory points. But when you do, you run the very good risk of being caught by the Union player and defeated in detail. It is much easier to disperse your force than it is to concentrate it once it is dispersed over a wide area. Try to keep your forces within reasonable distance of your commanding leaders. Five to eight movement points seem a good compromise. Another item that causes some confusion at first is the term "command points". Unlike other games, command points reflect the quality of the command sent out as opposed to the number of points available to be doled out. Our purpose was to reflect the abilities of the leaders to interpret orders and put the words into action. A commander such as John Bell Hood only needs one command point to move his full allowance, while Edwin Vose Sumner needs four. In playtesting this has worked well, giving players the same command problems that the leaders of the time encountered. Cavalry requires a lot of skill to use properly. It is really important to remember that cavalry does two things very well: screen and raid. The Confederate player has the edge in cavalry effectiveness, and the proper use of Stuart and the other cavalry leaders can be the advantage that decides the game. Screening cavalry units can slow down an enemy force, allowing friendly infantry to concentrate for an attack. They also work well in protecting supply lines and lines of communication. For screening purposes, the most important ability of the cavalry commander is his initiative rating. Stuart and Pleasonton should always be stacked with the weakest cavalry leader. The ability of cavalry to stay out of harm's way is essential if they are to screen effectively. Raids should only be attempted when enemy supply wagons can be taken or when lines of communications can be easily cut. If used properly, an enemy's forward advance can be slowed to a crawl with the threat of raids. The raids should always be led by cavalry commanders to ensure enough movement, and be of limited focus - a repeat of Stuart's 1863 raid should be avoided. Above all, don't use cavalry in combat unless the combat points are desperately needed. It is too effective in its other roles to be thrown away in combat. The combat system is what started me on this project originally. I was reading the Civil War section of David Chandler's Atlas of Military Strategy and his comments on commitment struck me as having never been done effectively in a game. The result was the Commitment Table, the first table I did for Lee Invades the North and the only one that remained the same throughout playtesting. It adds mystery and excitement to combat, allowing an inferior but well-led force to defeat a larger poorly-led force. In deciding the victory conditions, one factor was built in that might not be obvious. In order for the Confederates to win the game, they must win a major victory. Since the Confederate player has superior leadership, he can usually choose when and where the battle takes place. In the 1862 scenarios, the battle should be as soon as possible since the army tends to melt away. In the 1863 scenarios, the South can usually wait longer, hoping that the Union player will be rash enough to leave a portion of his army unsupported. Lee Invades the North is a system that rewards the player that can formulate a strategic plan and carry it out, rather than simply move his forces turn by turn. Use your cavalry to befuddle your opponent, stay close enough to be able to concentrate for attack or defense, and don't be lulled into going for an easy target that forces you away from your plan. The Union player especially must be patient and avoid scattering his forces. Finally some special thank you's. A lot of people put in time and effort to make this design what it is. Mark and I would like to especially thank John Jacocks and Bill Koff for their willingness to wade through the rules to find the incongruities and flat-out mistakes. Thanks to Jon Southard for his yeoman job of developing. Without his tireless effort -- and encouragement -- this game would not be the product it is. Finally, a special thanks to our wives who gave up every Wednesday night and every Sunday afternoon to design and playtesting. Thank you, Aleta and Linda, we really appreciated your support - even if we didn't always remember to say it! Back to Table of Contents: CounterAttack # 2 To CounterAttack List of Issues To MagWeb Master Magazine List © Copyright 1988 by Pacific Rim Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |