reviewed by William Greenwald
Produced by Crown Tactic Inc., 493 South Main St., Canandaigua, NY 14424, High Ground consists of a color game board with various terrain types, colored unit blocks, colored pegs and flags, two 6 sided dice, a rule sheet and chart, 'additional attack' cards, the usual requirements of a board game. High Ground also features a 16 page booklet on the strategy and tactics of 17th Century warfare. A useful information guide to arms and armies of this fascinating era. Also discussed are the concepts of supply, linear tactics, battle field strategy and many useful tactical maxims. The playing pieces are molded blocks of blue and red plastic whose shape designate infantry, cavalry, artillery, and supply. Each unitwill have pegs and a flag that are removed as 'casualties' during play. When a unit is destroyed, loses all pegs, the flag is given to the winner of the attack and will be used in assessing the outcome of the battle when the game ends. A point count system is used in this determination. Game play uses a move-countermove system with maneuvers and attacks being accomplished by the single unit with the exception of a 'Switch' maneuver which involves two adjacent units. Similar to 'Castleing' in chess; a vary handy move indeed. Movement is governed by a 'movement point' allowance with limitations as to terrain. Attacks are adjudicated with die roll comparisons on a chart and are also modified by terrain. This system combines both firing and melee in the same attack roll, but different attacks at different targets yield manyvaried results. The game ends when one of the player's 'Crown' square (HQ) is captured by their opponent. One of the nicest features of High Ground is the supply/reserve unit system. It requires some strategy to intermix moves that have the necessary reserves when they are needed. Another feature is that it is possible for the enemy to block the movement of the supply unit and thus prevent reserves from arriving. Players must keep their line of supply open. High Ground is a fast playing game. Experienced players can play to a conclusion in about 30 minutes. Even though the game board has a fixed setup and equal forces per side it is still easily adaptable to different scenarios and the rules can be adapted to miniatures. It's a fun game to play. Price is $30. The Reviewing Stand
Pass of the North Bugles and Bandits Dixon 25mm Texas War of Independence Arms and Armour Press Book Availability Keystone 15mm and 25mm Buildings Linka OO Scale Farm Buildings Kit Command Post Painting Service Connoisseur 25mm Napoleonics Eagle Miniatures 25mm ACW Raventhorpe 20mm WWII Hinton Hunt 20mm Napoleonics Gunboats-N-Glory 25mm Boxer Rebellion GHQ 1/285 Modern and WWII Legacy of Glory Napoleonic Rules Irregular Miniatures Ancients Rule Box Forces of the Swedish Crown 1688-1721 (booklet) Caper Conflicts Sudan Battlegame 1880s-1890s European Armies 1789-1803 (booklet) The Campaign for England 1066 (booklet) Women Warriors (Book) Emperor's Headquarters ACW Campaign Map The Air Campaign (Book) Desert Shield Fact (Book) High Ground: Tactical Board Game Back to Table of Contents -- Courier #55 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1991 by The Courier 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 |