Review by Alan Sharif
Designed by Scott Holmgren for Blue Guidon Games. Fire in Mississippi is the first release from Blue Guidon Games, another company to add their name to the DTP banner. It simulates the battle of Corinth, October 3-4, 1862, during which the Confederates tried to seize Corinth due to its strategic value as a transportation centre. Union forces occupied old earth works in two rings around the town. Historically, the first ring fell but the second held and the Confederate assault was repulsed. The games comes with one 11" x 17" map sheet, six cards, three player reference sheets, two army record sheets and 140 double sided unit counters. Some of these are game markers. At around $14.00 this is good value. DTP graphics have been improving steadily for some time but this game has the best graphics I have seen thus far and sets a new standard for a DTP. Units represent brigades and half brigades with a map scale of 1/4 mile per hex. Daylight game turns represent 90 minutes. A full game comprises of between 11 and 14 turns and is easily playable in a long afternoon. A game turn commences with the command phase. Each player secretly selects from one of three army posture cards, attack, ready and defend. By cross-referencing the two cards one arrives at one of four sequences of play which will be used for this turn. These all comprise of movement and combat but the actual sequence players may use their individual divisions in altars. For example, one player may get to move and resolve combat with the units of two of his divisions before the opposing player gets to do a thing. Both players start with three divisions with the Union receiving a forth as a reinforcement. To complicate things, an army may not be in the same posture for more than two turns in a row. In addition, you can not move directly from defence to attack posture without spending an army modifier point, on which more later. Also during this phase, each divisional leader is tested for effectiveness via a die roll. Units that are commanded by a leader that fails may neither move nor attack that turn. As with the differing sequences of play, this adds an element of chaos. However, it can also make your actions spasmodic in execution and I am not totally convinced it gives the correct feel for the events it portrays. However, I am no expect and am ready to be corrected on this. There is some leeway in that an ineffective leader can be made effective by spending an army modifier point. These points represent intangibles such as perseverance, luck, fate, etc. The catch is that each player has only ten and spending them early will leave you at a disadvantage later in the game. What ever you do there are never enough. It is questionable if players should be able to choose when such intangibles come into play but I found this does add additional dilemmas when making decisions and, as a game mechanism, was fun to play. The action phase is next and comprises of a series of alternating movement and combat phases. Movement is fairly standard with units losing two movement points if out of range of their effective divisional leader. Cavalry do not have a leader unit commanding them but simply have to remain within range of another, none cavalry, friendly unit. This prohibits them from making raids behind enemy lines that did not occur during this campaign. One rule worth noting is that units only have a zone of control into the first two adjacent hexes occupied by enemy units after which ZOC does not exist into the remaining adjacent hexes. We found we constantly overlooked this, doubtless as a result of 'conditioning' from years of standard ZOC rules. It is messy when a unit starts a turn three or more adjacent hexes occupied by enemy units, not a common occurrence granted but it does happen. Using standard zones will most likely favour the Union side as the defender but I may try this. Combat is voluntary and is odds based with modifiers for terrain, concentric assaults, unit effectiveness and use of leaders. Step losses, retreats and routs result with leaders at risk if their factors are used in support. A second die roll determines if a unit holds or folds allowing for second rate cannon fodder to stand firm whilst almost invincible supermen advance to the rear, most satisfying. Units can try to retreat prior to combat but in doing so risk suffering losses or even routing. Lower unit strengths are represented both by the units rear side, and secondary counters held off map. Artillery can not barrage, I think they should be able to at this scale. The designer states his goal was to create a highly playable game so I can live with this abstraction but don't think it would add many rules to introduce this. Perhaps one of the planned follow-ups will introduce this. The final phase allows players to attempt to rally routed units, replace leaders KIA, and roll for random events for the next game turn. These events tend to upset your plans for leader activation and army posture but effect both sides equally. Victory is based on the Confederate holding four of the seven hexes of Corinth; a simple aim to focus on, through the loss of your armies' commander will also end the game. There is only one scenario, but this is a short game easily playable in an afternoon or evening. However, on the second day of battle the Confederates may have the option of making a daybreak attack. This was planned historically but did not happen when Hebert, a rebel divisional commander, in game turns failed his effectiveness check. Taking the option gives Johnny Reb the advantage of surprise for one turn, which translates into an advantage in combat and all Union leaders fail their effectiveness die roll automatically, but ends the game sooner as fatigue sets in earlier in the day. My verdict is to take the option if available and things are not going to well. As you can tell from the text I do have one or two reservations about this game but these have not spoilt what is an enjoyable game. I would certainly recommend it to those looking for a quick playing, well balanced game or those with an interest in the US Civil War. Back to Perfidious Albion #100 Table of Contents Back to Perfidious Albion List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Charles and Teresa Vasey. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |