A game covering five battle of the ACW: Bull Run, Pea Ridge, Shiloh, Gettysburg, and Bentonville. Each battle is a separate game unto itself, with its own set of counters and map, however the basic system applies to all the battles. Players pull a chit to activate certain formations which can then move. If the "Combat" chit is pulled, then all combats are...
Publisher Blurb: The American Civil War was a turning point in the history of warfare, as Napoleonic tactics met deadly new technology. Cannons and rifles had become more accurate at longer ranges, rapid-fire pistols gave cavalry a new weapon, and the telegraph and railroad completely altered both strategic and tactical thinking. Across a Deadly Field, the...
The War in the East, a supplement for John Hill's Across a Deadly Field, gives players the resources to recreate the battles, great and small, of the Eastern Theater of the Civil War. Step into the shoes of Robert E. Lee and drive towards Washington with the Army of Northern Virginia, or take command of the Army of the Potomac, and attempt to capture...
The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone...
Across the Potomac is a simulation of the 1863 Gettysburg campaign during the American Civil War. The Confederates were at the height of their military capabilities and were looking for a quick way to end the war by aiming at Washington. The battles of Brandy Station, Second Winchester, and Gettysburg were fought during this campaign. The game system uses...
Across the Wide Missouri is a collection of three Civil War battles in Missouri and Arkansas - Wilson's Creek, Pea Ridge and Prairie Grove. Prairie Grove and Wilson's Creek can be played in three to four hours. Pea Ridge is a two day battle with hidden initial deployments, and can take up to 8 hours. Various alternative history options are included....
In the typical style of this publisher's Action XX games, this is not a simulation but more an abstract game. You must move your soldiers to win control of squares on the back row of the board. Meanwhile, he is doing the same to get at your back row squares. First to do so, wins. Movement is by dice so it is not an abstract game although it feels like one....
A free print and play quick-playing entry level American Civil War wargame for 2 players, playable in 2 hours, where the intention is to have a core set of rules with which to play a number of different battles/scenarios. The units are generic, so only need to be printed once. Each map and scenario card is a different battle. The first of which is Stones...
This is a set of miniatures rules for combat involving river boats in the American Civil War, primarily on the lower Mississippi. The Union invaded the South along this route, and the Confederacy tried very hard to stop them. Rules are given for various types of ships (Ironclads and otherwise), forts, field artillery, boarding by infantry, ramming, etc. To...
In ACW Solitaire, the player plays the Union forces in the American Civil War of 1861-65. The aim is to defeat a simulated Confederate opponent using a combination of strategies. Units include named Generals, Armies, Forts, River Gunboats, Naval Fleets and different Indian Tribes. The map is province based, including ports and the Mississippi river. Union...
User summary: Advance The Colors is the first widely-published set of 1:1 ratio rules to cover the American Civil War. The rules focus on simulating tactical and skirmish-level engagements between company or regimental-sized units with an ideal size limit of between 200-300 figures per side. Each miniature represents a single soldier or artillery piece and...