by Steve Carey
Introduction Lee At The Crossroads is a game type simulation of the three day long Battle of Gettysburg. Players 2 Components
Box 1” cardboard Counter Manifest
112 in Union Blue (includes Day and Turn markers, plus 6 randomizer numbers) SimCan says: “Lee At The Crossroads is a true brigade level simulation … Combat mechanics accurately simulate the results of brigade actions. Leadership and command control systems model the strengths and weaknesses of Civil War era command techniques as well as the influence of individual commanders. Over all the rules are of medium complexity and provide an engaging contest unlike any other simulation of the Battle of Gettysburg.” The Reviewer says: “Although neither complex or big, Lee is probably the best game of the Battle of Gettysburg on the market. Combat is also treated in a unique fashion … no die is rolled. Command rules are simple but frustrating. They give both players appropriate headaches when they are trying to develop attacks. The game has some problems…victory conditions have seen extensive revisions. Not enough chits are supplied. The map is dull and lack-luster.” --Bill Haggart in F&M 26. Comments A lot of work apparently went into this game, as designer Newberg mentions in his notes. Lee tries to be different from other contemporary Gettysburg games by focusing on casualties, not terrain held. Mechanics are somewhat innovative as hidden combat strengths and classifications (‘A’ being best, ‘D’ the worst) can lead to many tense situations. Optional rules cover a 4 th day of fighting, breastworks, artillery ammunition, and even some alternate history ideas like Jeb Stuart taking over the Rebel III Corp or John Reynolds helming the Union forces (instead of Meade). Three years later, Lee spawned another SimCan game using the same system, The Wilderness. Collectors Notes Lost in a crowd of innumerable other Gettysburg titles, Lee At The Crossroads can be found in both boxed and ziplock formats. Prices on this item are usually quite reasonable. Boone quotes low, high and average prices of 5/12/9.00 at auction and 10/20/13.00 for sale. Errata & Clarifications 5.2. Units using road movement rate may not be stacked in any way, except with leaders. 5.8. Reinforcements are deemed to enter in column, one per hex along a line of imaginary off-board road hexes, and must pay the appropriate number of extra movement points to enter. 8.21. The example is incorrect and should be ignored. A leader dividing his bonus could augment either attack or defense limits but not both. 8.22. Units entering one or more turns after their Level I leader may remain in Command Control for movement, provided they move by road until they come within command range of the leader or the appropriate Level II leader. Thereafter they are subject to normal command control rules. Artillery Range Effects Chart: Canister line should read: doubled at 0 hexes, normal at 1 hex, halved at 2 hexes, quartered at 3 & 4 hexes. 10.0. The Confederate player must inflict on the Union forces at least 31 points in losses the first day, 55 the combined first and second day, and 94 all three days, or he automatically loses the game. Similarly the Union player must inflict at least 22 points in losses the first day, 42 the combined first and second day, and 87 for all three days, or he loses automatically. These requirements are in addition to the loss ratios called for in Rule 10.0. If playing the optional fourth day, both players must inflict 112 points in losses for victory and achieve the respective loss ratio stated for July 3rd in Rule 10.0. Stephen Newberg says: Did I mention that everyone wants to do a Gettysburg game? I certainly did. It is a topic embedded in the American psyche. There must have been a dozen games out on the battle at the time I did Lee, and many more since. I was not happy with any of them, and Lee was a try at doing better. The result was a brigade level, totally command oriented simulation. I think it is still the best representation of the battle that has been done in the board wargame format. The counters are plain, the map uninteresting, but the game system has the history and viewpoint down cold. Back to Simulacrum Vol. 3 No. 2 Table of Contents Back to Simulacrum List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Steambubble Graphics 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 |